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Skyline Forums • View topic - Material Editor Improvements
From time to time we will inform the community of certain areas of Skyline Development. If we have decided to add a new features or new demos in development etc we will try to make a post in this topic.Feel free to leave your comments to help encourage out development team ; )

Material Editor Improvements

Material Editor Improvements

Postby SolarPortal » 29 Nov 2012, 19:34

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Re: Редактор Материалов Улучшения

Postby ant0N » 30 Nov 2012, 06:33

look how it's done guys from the S2 Engine. http://www.youtube.com/watch?v=FyzV2vg4UI4
PS. start looking from 08:25
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Re: Material Editor Improvements

Postby SolarPortal » 30 Nov 2012, 09:27

thanks Anton for the video link ;), we have already been discussing the idea of painting another texture on top to create a dirt map and is already on the feature requests list. We are just planning how to tackle it. Thanks for giving us your thoughts :D
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Re: Material Editor Improvements

Postby iamcheeseontoast » 30 Nov 2012, 12:05

I have indie licenced S2 engine and the mat editor etc is terrible. Been waiting around 4 or 5 months now for a new version. There was lots that wasnt user friendly or working right.
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Re: Редактор Материалов Улучшения

Postby ant0N » 30 Nov 2012, 13:16

[quote="iamcheeseontoast"]I have indie licenced S2 engine and the mat editor etc is terrible. Been waiting around 4 or 5 months now for a new version. There was lots that wasnt user friendly or working right. [/quote]
I do not ask you to do the same MatEditor, I want to be able to draw a texture on top of the other textures. How this is done in S2, only easier. ;)
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Re: Material Editor Improvements

Postby iamcheeseontoast » 30 Nov 2012, 14:03

Like "Decals". Think this is already on request list m8..
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Re: Material Editor Improvements

Postby SolarPortal » 30 Nov 2012, 17:59

yes there is going to be a decal system which is a seperate mesh that deforms to its surroundings, this is useful for leaf patches or bullet holes. We will use the meshes for decals as using too many passes per material is not efficient. There will be a second texture map in which skyline would control to blend the dirt map on the material, this is done in the shader, to give the artist more control. e.g. paint dirt at the bottom of a building :D
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