reepblue Posted April 9, 2015 Share Posted April 9, 2015 Hi, I've only came across one topic relating to this, but it was for LE2. I have a gameplay mechanic in when an event happens, the entity would change it's skin via lua script to change it's "glow light" color. however, when multiple instances of this object are in the same scene, one box changes the material for all instances that have not been activated. Is there a way to have it that only the activated entity's material changes? I can do something else instead, but I'll need to know how to do this down the road. Thanks. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
gamecreator Posted April 9, 2015 Share Posted April 9, 2015 macklebee helped me out with that here http://www.leadwerks.com/werkspace/topic/12249-model-copy/#entry88822 Quote Link to comment Share on other sites More sharing options...
reepblue Posted April 9, 2015 Author Share Posted April 9, 2015 Ahh, interesting. I'll bookmark that for later. I decided to make a shader that swaps the basetexture depending on it's alpha. This methoid cuts the need of multiple materials, and changing colors is easier the loading materials. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
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