No, the idea is an entirely different beast.Take for example any building in the TGC libary, if it has a Colour ID map you can assign new textures to it quite easily as you sample a specific colour for example Red, this allows you to apply a texture only to the part that is RED of the UV map meaning it ignores every thing else in the UV map and only paints the red parts, meaning you can literally billions of possibilities.
Textures will have to be seamless for walls, roofs and floors, however you would need to be able to detect how large the surface area is of the face(s) you are painting.Unlike the EBE, you can use any MESH you want any size, or polygon count, it means you can re-texture a weapon or character, building entity you like. However the more I think about the idea the less I think lee would be up for some thing like this as it is quite complex to say the least.
But the benefits are massive in that you wouldn't be restricted like you would be with an atlas texture, and you wouldn't have to resort to import building by building and allow a far larger scale import. So it has nothing to with EBE and the way it works, the intention is to use a texture system similar to that of a BSP system, but instead of creating meshes within the editor, you create your entire level or city or parts of a level in a 3D editor, assign a UV, render the colour ID map, Have a folder with pre-selected texture, load the mesh much like the model importer and assign from a selection of individual textures to it, and some how create texture atlases or multi texture approach or whatever method is the most performance friendly.
The approach is much much different to that of EBE in that you already have a prebuild mesh and assigning individual textures.EBE is limited to that of 16 texture atlas meaning you can't swap atlases around, and you have to build what ever you want and that is limited to certain shapes.The benefit is that using a prebuild meshe(s) your draw calls will be less, while the memory footprint might be larger, there is zero mesh restriction and you can have more then 16 different colour ID's on your map and building texture output would be unique every time.
The only alternative is what lee has been talking about the past 3 years is doing a composite entity where the artist can weld several different meshes together to form one larger entity, but that has limitations of it's own, and there has been absolutely no word on that, or even on the voting board, so expectation is 2025 for that to ever see the light.Putting some thing together to pitch for the voting board has a better chance then the fabled composite entity lee has promised.
The engine has serve restriction on meshes and this is a way I can see to circumvent issues with limit texture space and the lack of primitive creation.
This is what a colour ID map would look like.
After being textured based on colour ID
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