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Materials and Game Engine

Posted: Sat Nov 13, 2004 3:42 pm
by malCanDo
It would be great if you create some object, give them a material colour, and when you enter the game engine, they use that material colour, rather than going white.

If it was detected that vertex colouring, or textures, were applied to the object, or to faces of it, then use these, but if none exist, why not use the colours that you see in Blender?

This would be one very cool update to the game engine ( ie make the blender game engine as WYSIWYG as possible with regard to the editor ), and hopefully will be a relatively simple one to make.

Mal

Posted: Sat Nov 13, 2004 9:47 pm
by ElBarto
Yes, it would be great if the normal material options and the GE material option are the same.

Another wish are logic brifges for textures like:
- texture movement
- texture rotation
- texture tiling
- texture changing
- texture mode changing (add, alpha, opaque)

And same texture blending option like in normal material settings:
mix, add, substract, multiply etc.

Posted: Sun Nov 14, 2004 1:39 pm
by Metallica
you guys havn't seen this have you? http://www.blender.org/modules.php?op=m ... sc&start=0

Posted: Mon Nov 15, 2004 1:22 pm
by malCanDo
Hi Metallica,

Yep, have seen that post, those features look excellent.

This post is more about
a) increasing the consistency between what you see in Blender and what you see in the game engine and
b) making it easier for people to create sample content for the game engine. Having simple, coloured objects bouncing about is a lot easier than either texturing / vertex colouring all of the objects, or testing out the level in an unlit ( ie everything looks the same ) colour of gray ( currently the default ).

ElBarto, you have some great suggestions there also.

Hopefully it's a quick fix.
Mal

Posted: Wed Nov 17, 2004 2:37 am
by Metallica
how much more easier can it get than using python to link shaders? ;-) just kidding. i see gameblender as an intro to the world of making games, but we also have to make it good for hobbyists and maybe pros one day ;).

Posted: Wed Nov 17, 2004 2:51 pm
by malCanDo
> how much more easier can it get than using python to link shaders? ;) just kidding.

lol, I prefer to change the source code and recompile Blender, python is for newbies ;)

> i see gameblender as an intro to the world of making games, but we also have to make it good for hobbyists and maybe pros one day icon_wink.gif.

True, both levels of user have to be catered for. By making it easier for new users to create fun looking scenes for the games engine ( ie by simply changing the material colours of the objects ), they'll be more likely to try out new interesting things, and create more content with the engine.

Mal