Both sides previous revisionPrevious revision | Next revisionBoth sides next revision |
gamedev:textureproperties:color_tint [2019/05/08 22:44] – dragonlord | gamedev:textureproperties:color_tint [2019/05/09 08:27] – removed dragonlord |
---|
~~Title: Skin Texture Property: color.tint~~ | |
{{tag>graphic skin texture color}} | |
<WRAP youarehere> | |
[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **color.tint** | |
</WRAP> | |
| |
<WRAP boxheader> | |
====== Summary ====== | |
</WRAP> | |
<WRAP boxcontent> | |
|Texture Property Name|color.tint| | |
|Description|Defines the tint for the color and color_alpha texture property.| | |
|Excepted Data Source|3 component image| | |
|Data Range|0 to 1 for all image components| | |
|Default Value|(1, 1, 1)| | |
|Affected Modules|Graphic| | |
|Linked Properties|[[gamedev:textureproperties:color|color]], [[gamedev:textureproperties:color_alpha|color_alpha]]| | |
</WRAP> | |
| |
====== Description ====== | |
The **color.tint** texture property is linked to the **[[gamedev:textureproperties:color|color]]** and **[[gamedev:textureproperties:color_alpha|color_alpha]]** texture properties. It defines a color multiplication factor to tint the images from the **[[gamedev:textureproperties:color|color]]** and **[[gamedev:textureproperties:color_alpha|color_alpha]]** texture properties. This allows to alter the color of textures without requiring new image files for each color variation. Furthermore this allows for dynamic color changes using a renderable for this texture property. | |
| |
The color values are typically a **[[gamedev:renderables|renderable]]** or a 3 color component value with all color components located inside the range from 0 to 1. Values outside this range might be useful for special effects but are not recommended. | |
<WRAP center round tip 80%> | |
Using a **[[gamedev:renderables|renderable]]** the material can be tinted at run-time in the game or already in the **[[gamedev:editors:world|world editor]]**. What rules are used vary from game to game. The Epsylon game expects tintable materials to use a renderable named "**tint**" for this texture property. You can though choose whatever name you want as long as your game scripts know it. | |
</WRAP> | |
| |
The default value for this texture property is white (1, 1, 1). | |
| |
====== Examples ====== | |
<WRAP column 45%> | |
<WRAP center box 450px> | |
{{ :gamedev:textureproperties:color_tint.png |4 crates with the same skin assigned. Each one has a different tint color}} | |
<WRAP centeralign>4 crates with the same skin assigned. Each one has a different tint color using a **[[gamedev:renderables|dynamic skin]]**. The skin uses a renderable named "tint" for the color.tint texture property. This way the material can be reused in various places just with a different color each time.</WRAP> | |
</WRAP> | |
</WRAP> | |
| |
<WRAP column 45%> | |
<WRAP center box 550px> | |
{{ :gamedev:textureproperties:color_tint2.png |A city scene with individually colored facades using only 3 different tintable materials}} | |
<WRAP centeralign>A city scene with individually colored facades using only 3 different tintable materials. No need for extra materials. Using some random color variations makes boring game buildings more interesting.</WRAP> | |
</WRAP> | |
</WRAP> | |
| |
<WRAP clear></WRAP> | |