Feature Creep / Texture - Materials Editor

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Uman
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Posted: 5th Nov 2013 15:13
From My Lees Blog Post.



The Texture System :



I have said this before/elsewhere and I know its rather advanced and would take a lot of work, what is ideal would have been to have a Texture/Materials Editor Feature that is integrated with texture management in one item all to hand.



Texture/Materials Editor : Set/Edit all associated Properties for a texture and save as material to be used/painted to Terrain, perhaps blobs, elsewhere? Terrain especially where flexibility is required and could add many additional texture management details all in one place.



Load/Select/Choose Surface Texture



Select the Textures bump map



Select Shader material affect, Metal, wood and so on.



Select the Textures sound - floor, grass, lava, water, stone, wood and so on so that player walk sounds or other things that collide are different applied to the Texture being interacted with.



Select Texture surface properties : Friction, so that the player or objects on it move with more or less resistance. e.g. Ground, stone, oil, Ice some slippery or not. Control full resistance to movement - slower - faster - down to no forward movement at all so preventing moving up cliffs or hills or even preventing the player and enemies moving to areas not desired for game design purposes or control of access to areas. Fort example - prevent moving to edge of world - this would remove the need for continuous physical Boundaries, walls, fences or invisible walls.



More settings if applicable I am sure...."Reflective" Dull and so on. Most of these things above could be provided by default choices already made available out of the box. Shader, bump, sound and so on so only those wanting to create additional ones would have too.



I understand something is already being done about painting fences which may impact on Polys?



Edit texture properties and save as material.



Then in editor choose material and paint terrain using tools, spray (editable nozzle spray denisty), paint, blend edges, Transparency and so on.



Anyway You know what I mean here. Its something like pro systems and engines, editors might have so is a big job I guess but seriously adds to users development from all aspects, speed, quality of game and so on and is well just better for them and their games and gives Reloaded a Pro feature abilities



Just a suggestion perhaps for later but how you would then go back to integrate such would be a nightmare later I Guess. Its a ground up thing I presume?



I had expected the texture management to be a little more flexible, helpful, sophisticated and easy to use both than it is though I understand and accept of course its early days.
UltraVox
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Posted: 10th Nov 2013 21:22
Very good Post with lots of good ideas, very constructive !
Jackal
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Posted: 2nd Jan 2014 07:25
I too would love this. Be great for adding blood splatter on things etc.

Ya' what that one said.....
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LVDee
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Posted: 12th Jan 2014 07:35
I only thought about the textures but your ideas will be a great tool for us modellers. Same shaders with the main engine in-game. Although I think it will need a long time before they start working on it since they are working on the main engine's performance and features. For now it can only be done manually.
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