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Showing results for tags 'texturing'.
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What technique would work best for adding details to a surface that already has a tiled texture added to it? More specifically, let's say there are random puddles of liquid, or dirt spots that you want to place over a surface that generally has a tile-able texture/material applied to it. Would I have to create a model, that's simply a plane, with the special material/shader applied to it, on top of the floor (wall, ceiling, etc.)? If this planar model approach is the way to go, is there a way to snap it to the surface, as to not have it sink into the floor, wall, etc.?
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As I can see - Leadwerks can read vertex groups and you can paint them in editor. I just wanna know what function editor uses to make this. I want to be able to paint groups in textures right in real time in game, by player choise. And 2nd question - is it possible to make invisible textures on model? On example I want to have a function to turn off helmet in real time. I'd tried to use 0 0 0 0 RGBA .png texture and ...+alphamask shader, but in editor my texture is just white.
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Found some tutorials on subjects that seem to come up alot on the Leadwerks forums: Texturing and modular assets. http://www.philipk.net/tutorials.html The tutorials are simple but graphically impressive.
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- modular assets
- texturing
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As the title says, If you make a csg prefab and re-texture it using the drag and drop method it will appear correct in the editor. (NOTE: The warning about changing from and insanced prefab DOES NOT appear). If you change the texture through the appearance tab it will change the texture ingame and show the insance warning dialog