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gamedev:textureproperties:color_tint

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gamedev:textureproperties:color_tint [2019/05/09 08:27] – removed dragonlordgamedev:textureproperties:color_tint [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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 +{{tag>graphic skin texture color}}
 +<WRAP youarehere>
 +[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **color.tint**
 +</WRAP>
  
 +====== Skin Texture Property: color.tint ======
 +
 +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]]|
 +
 +====== 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>
gamedev/textureproperties/color_tint.txt · Last modified: 2019/05/24 23:43 by dragonlord