New "Texture" object behaviour

Hello,
I had an idea while replying an EBR entry request.
The guy talked about decals / textures (blablabla…) and then come an idea :open_mouth:

What about improving the “Texture” object.
Adding a new behaviour: LayerType (Color / Normals / Specularity)
or just 3 diffrent decals ID (Color_ID / Normals_ID / Specularity_ID )
So we would be able to create our own textures that looks like textures.

I have this image for example:

So there would be three type of editable layers, the color layer is the actual texture use.
The normal map is used to calculate the light on the surface.
And the Specularity layer handle the Specularity of course.

I hope you enjoy this idea, thanks !

1 Like

Not a bad idea!
I’ve been wanting this for a while though.

I love the concept; it’d give a massive amount more control to devs as to their choice of textures. I currently feel slightly limited in the ones available (not knocking them in any way, just pointing out that they don’t cover every eventuality).

Wouldn’t this create a larger amount of lag? I expect the client would have to load 3x more textures (in effect); also, there would be a slight delay for slower connections as the texture loads?

It’s no different than loading 3 decals. Or any other asset really. If you want to pre-load them use ContentProvider:Preload()

This has already been requested by a couple other people and by myself, evidently they don’t plan on adding this anytime soon. :?

First they need to fix all the bugs that the texture object has in studio.

… still

Didn’t some roblox employee totally wreck our dreams of having normal/specular maps like a year ago?