The Skin Settings panel allows you to assign material colors, transparency, effects, shaders, or textures to particular skins of the model. Every skin must contain either a material color or a texture, or both. Material colors can be used to define the lighting of model parts. Effects can be used to apply a shader (for instance fur) or a special rendering technique to parts of the model. The colors and effects will override the corresponding settings of materials in the game script.
|Skin Name||The skin name can be changed on model skins (not on terrain skins).|
|Material Setup||When checked, material colors are assigned to the skin. You can set the red, green, blue color values in a 0..255 range, or click onto the color button to directly pick a color.|
|Diffuse||The diffuse colors of the material, controlling the influence of dynamic lights.|
|Ambient||The ambient colors of the material, controlling the influence of static lights and the entities' own color.|
|Specular||The specular colors of the material, for highlight reflections; often used for a metal effect.|
|Emissive||The emissive colors of the material, for light emitted by the skin.|
|Power||The 'sharpness' of specular highlights, in a range of 0..10.|
|Alpha||The transparency in percent, from 0 (full transparent) to 100 (full opaque). Make sure that this is normally set at 100.|
|Effect Setup||When checked, an effect or shader definition is assigned to the skin C P .|
|Definition File||Imports the effect definition from an
.FX file. When checking the Extern
box, a reference to an external file is stored rather than importing the
effect. The file name can have up to 15 characters. External files should
be in the same folder as the model, and require a BIND statement
for including them in the published game.
Make sure that the effect is well tested and contains fallback techniques before importing it into the model. If the effect or shader requires material parameters, events, or additional textures, make sure to assign the required material to the entity in order for the skin effect to work. Although skin effects can access all parameters from the entity material, they can not directly access script-defined variables (_var, _flt) or bitmaps (_bmap).
|Texture||When checked, the skin uses a texture that can be directly painted in the Skin Editor, imported from an image file, or a reference to an external image file. If no texture is used, the skin gets a default texture that uses the colors from the material.|
|Texture File||For importing or exporting
a skin image file. The horizontal and vertical
size of the skin image in pixels must be a power of 2, i.e. 128, 256,
512 etc. Supported import formats are PCX, BMP, TGA,
and DDS. TGA and DDS textures can contain an alpha
channel for transparency. Alternatively, the alpha channel can be imported
or exported as a separate image file; its brightness determines the transparency
of a particular pixel. DDS textures are stored in a compressed
format (DXT1..DXT5) in order to save video memory at
expense of image quality. They can contain precalculated mip
When checking the Extern box, a reference to an external file is stored rather than importing the texture. The file name can have up to 15 characters. External files should be in the same folder as the model, and require a BIND statement for including them in the published game.
Supported Export formats are PCX and BMP.
Set the texture size and color depth (default 256x256x16). The horizontal and vertical size of the skin texture must be a power of 2, i.e. 128, 256, 512 etc. Alpha channels are supported for 32 bit textures. When checking the Mipmaps box, mipmaps are automatically created for noncompressed textures (recommended).
|Shared Texture||A7.62 Share the texture with a previously assigned skin. Useful for skins that have the same texture, but different materials or effects; or for a script that switches off certain mesh groups with the vmask parameter.|