Quote: "It could be a handy feature all the same, you could use the AO as mask for overlay effects for example where rust,dirt or moss etc should be layered on the model. It may be something a bit advanced for GG and probably a fair bit down the line from now before we see that sort of thing being implemented.
But as far as using it simply for ambient occlusion, I think its better not to bother adding something simply done in texture and not adding to the resource drain."
Absolutely agree. For use as an AO mask it's pretty pointless as you can just add it to the base diffuse texture. However, it does open up a words of possibilities.
What I always imagined was a layering system for textures, a system where you could have _D as your base texture, _D2 as a layer mask that adds minor damage to the diffuse, _D3 that adds a lot of damage to the model, or even, _D having a blank sign for example, and _D2 contains the text for a sign, with _D3 having different text.
The system would multiply the layers onto the Diffuse texture, and in properties for each model you could have a tick box list here you can turn on and turn off layers.
The possibilities are endless. You could basically have multiple versions of a model just by ticking and un-ticking options.
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