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Author Topic: Feature Request: Extra Material Override Options  (Read 1679 times)


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Feature Request: Extra Material Override Options
« on: Jul 10, 15, 08:42:51 PM »

The new material overrides functionality is very useful and speeds up development. I am requesting the following 4 functions be added to further add to our arsenal and speed up art pipelining. These functions are mostly already available for terrain texturing:

1) UV Scale slider
2) Normal map slider
3) Specular map slider
4) Tint masking each texture

The current workflow when we need to alter any of these parameters is to re-open the max file and make manual adjustments, or edit the textures and refresh them in the repo. This takes considerable time and would be insanely faster with sliders. We build some of our structures using modular building kits in Unity and then export them as single building objects into the engine. It would be nice to scale these UVs quickly in the engine (like a rectangular prism of wall or roof that has been stretched). If we decide to use a single wall asset but create different sized walls, this stretching occurs in the engine, which would require us to create multiple different models with different Hero materials, but if we had sliders, we could use the same object with different instance properties and save the player some lag. Additionally, it would be very useful to be able to apply a diffuse/tint color to any of the textures. Obvious utility would be importing a grayscale roof shingles texture and tinting it red, blue, green, or any other color to have a multitude of available roof colors for structures with only a single object import.

Thanks for reading!
« Last Edit: Jul 10, 15, 08:47:39 PM by _Omzy_ »
Odyssey of Ydris


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Re: Feature Request: Extra Material Override Options
« Reply #1 on: Jul 10, 15, 09:27:24 PM »

We recently made a suggestion/request for individual texture sliders for normal and specular maps - https://community.heroengine.com/forums/index.php/topic,5895.0.html
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