Use Texture Node Editor with the Game Engine?

So… I just found out there’s a Node Editor for textures. I was trying to figure out how I could easily edit mask textures for my projects and I remembered that there’s an icon for textures in the node editor. Sure enough, I look and find that I can load textures and images into it, but there’s a catch; It causes textures to stop working in materials for the Game Engine.

I was just wondering if anyone has used this method before and how I can get it to work. I don’t like using Texture nodes in the Material Node Editor, it’s a bit tedious for me and borrowing the Image Node from Cycles tends to cause crashing when editing.

EDIT: I should have specified. Not the Texture Node, the Texture Node Tree in the Node Editor. It’s an icon you can click on next to the Node drop-down menu in the Node Editor, just to the right of it, third and last icon in the group of Shader, Compositing, and Texture Node Trees.

you need to set the geometer input too.(UV, reflection, normal etc) with geometry input node.

That doesn’t seem to be available in the Texture Node Editor…

EDIT: I should have specified. Not the Texture Node, the Texture Node Tree in the Node Editor. It’s an icon you can click on next to the Node drop-down menu in the Node Editor, just to the right of it, third and last icon in the group of Shader, Compositing, and Texture Node Trees.

I don’t seem to understand what you’re pointing at but to setup a texture in the node editor in the game engine is quite simple.

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I think he means the setting in the tool bar. You have material, texture and scene tabs for compositing. As far as I’m aware only material nodes work in BGE.
Thats why you can’t use things such as cloud textures in realtime.
You also can’t use scene compositing like in render mode, although this would be cool.

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Thanks! It’s too bad though, I feel like it would help keep things more organized for me. I wish we could use real-time procedural textures, that’d help with a lot of subtle effects like dirt and various other grunge materials that require a more “random” effect.