Deleted
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Post by Deleted on Jan 31, 2013 19:14:59 GMT -7
This tutorial is made for original IT meshes. UV maps may vary. Welcome to the tutorial. What is a preset?The best way I can describe a preset, is a custom skin for your character. How do I make one?Making a preset isn't as hard as it sounds. The thing that takes the most time, is actually making the images. First, you need to download this file: www.mediafire.com/?m2sp5v6jvvcuu23We'll start with making the images. There are basic images in the file to help you know where everything is; bodyTexeyeTexheadTexmaneTextailTexI also recommend these helpful UV maps; www.kitopen.com/t7-playable-character-uv-texture-mapsSo now just. Make your preset. Be colorful. And stuff. Rainbows. Idk. Save all images you made in your texture folder in:C:\Whatever "Impressive" Game You Have\media\materials\textures
So, once you have made all your images and saved them, time to make the preset work in a campaign. Open the file that I had you downloaded, and go into the "Campaign Files" folder. Copy the two files in there into your "Impressive Title" folder. It will ask you if you want to overwrite the Campaigns.cfg. If you haven't made or downloaded any other campaigns, just click yes. Then go back to my download, and click "Material File" folder. Copy the file inside and paste it into the "scripts" folder. Open that file (Character.material) in notepad. You will see: material CharacterMat/EyeMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.050000 0.050000 0.050000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterEyeTex.jpg tex_address_mode wrap filtering trilinear } } } } material CharacterMat/BodyMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterBodyTex.jpg tex_address_mode wrap filtering trilinear } } } } material CharacterMat/ManeMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterManeTex.jpg tex_address_mode wrap filtering trilinear } } } } material CharacterMat/TeethMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.050000 0.050000 0.050000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture teethTex.jpg tex_address_mode wrap filtering trilinear } } } } material CharacterMat/HeadMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterHeadTex.jpg tex_address_mode wrap filtering trilinear } } } } material CharacterMat/TailMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterTailTex.jpg tex_address_mode wrap filtering trilinear } } } } material CharacterMat/WingMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterWingTex.jpg tex_address_mode wrap filtering trilinear } } } } (You can erase the Wing section if your character is wingless.) Now, notice in in front of every material, it says CharacterMat. You need to keep the Mat part. But change the Character part to whatever you want. I find it easiest to use your username or your character's name. Examples with my character's name: SyriaMat/HeadMat SyriaMat/EyeMat
Next, change all the images; CharacterEyeTex.jpg CharacterBodyTex.jpg CharacterManeTex.jpg CharacterHeadTex.jpg CharacterTailTex.jpg CharacterWingTex.jpg to your image names and formats that they were saved as.
(If you're keeping the teeth white, then you can leave it as "teethTex.jpg" if your not, then put your custom image name in.)
Once you have the material code done, save it and go back to the "Impressive Title" folder. Then open the Preset.campaign file in notepad. You will see: [Initialize] World_Load=Forest Sky_DayTime=1800 Sky_FreezeTime=false Unit_Create=PLAYER,Preset,Body,Head1,Maneless,Tail1,Wingless,CharacterMat,Tuftless
[] EventCondition=PROGRESS,0
World_DestroyAllPortals Sky_WeatherCycle=None Unit_Reset=PLAYER Unit_SetHP=PLAYER,700 Unit_ClearAttackList=PLAYER Unit_PushAttackList=PLAYER,Dash Unit_PushAttackList=PLAYER,Slash Unit_PushAttackList=PLAYER,Roundhouse Unit_PushAttackList=PLAYER,Somersault Player_ResetSkills
FadeIn=3 There is only one line you need to change; Unit_Create=PLAYER,Preset,Body,Head1,Maneless,Tail1,Wingless,CharacterMat,Tuftless The space after PLAYER that reads; Preset is your character's name. The blank that reads CharacterMat is where you need to insert the same Mat that you put in the material file. The rest is self-explanatory, choose a head, mane, tail, wing type, and tuft.
Save when finished, and go in-game. Click "New Game" and click the "Preset" campaign.
I'll be updating and/or changing some things in this section. Please post questions and feedback!
FAQ Q: My preset turns out white! Did I do something wrong? A: There is an error in your material or campaign code. Please don't post them below, PM me. **I had to disable my PM's, so feel free to post them. xD
Q: How do I add items to my preset? A: Open the campaign file in notepad, and insert: Unit_EquipItem=PLAYER,item,slot You need to replace item with the item's name. But, it's not the display name you see. For instance, let's say you're adding a ZT Helmet. You don't put "ZT Helmet" there, you'd put, "helmet3" You can find a list of the item names in the Items.cfg in the IT folder. Now, replace slot with a number from 0-5. Each time you add an item, it needs to be a different number slot.
If your question isn't answered here, feel free to PM me.
I will be updating this section as well. PM me if you have further questions about anything.
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Deleted
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Post by Deleted on Jan 31, 2013 19:15:25 GMT -7
Code Center Yay codes! This is basically going to explain all the "How do you make a preset glow/scroll/etc etc" questions, so pay attention. And please, make sure you actually know how to get a preset to work before you attempt to use these.
Glow First up, glowing presets and markings. There are a few different ways to get a preset to glow. One way is to add the scene_blend add code to your preset's codes. This code goes above texture_unit, so it should look like this: material CharacterMat/BodyMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 scene_blend add texture_unit { texture CharacterBodyTex.jpg tex_address_mode wrap filtering trilinear } } } } This code makes the entire preset glow, which isn't going to be what you're looking for if you want, say, just glowing markings.
No, for glowing markings you are going to need a much more complex code, and two different textures. First, the textures. You need one that's normal, as if you were just making a plain preset. Then you need a whole new texture, a transparent one with the appropriate colored marks where the markings should go. Save them both in your preset folder. I usually pick names for the images that are easy to remember. Example, if the main image was CharacterBodyTex.jpg then I'd name the glow image CharacterBodyGlowTex.png. You know, something like that. It's just easier. (Notice that .jpg format does not support transparency, so your glow layer needs to be a .png.)
Now, for the code. This code is basically a fill in blank here: material CharacterMat/BodyMat { technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterBodyTex.jpg } } pass { emissive 1.0 1.0 1.0 scene_blend alpha_blend texture_unit { texture CharacterBodyGlowTex.png } } } } I used CharacterBodyTex.jpg and CharacterBodyGlowTex.png, you just replace those with your image's names. And, provided you used this code correctly, your markings should now glow. It may be hard to notice in sunny places, so I suggest going somewhere darker. Like First Cave.
One last thing about this code. The emissive line. That is basically what color the glow is. Normally leaving it at 1.0 1.0 1.0 is alright, but if you really wanted to, you can change this. Here are a few basic colors for you:
1.0 0.0 0.0 -Red 0.0 1.0 0.0 -Green 0.0 0.0 1.0 -Blue 1.0 1.0 0.0 -Yellow 0.0 1.0 1.0 -Cyan/Bright Blue 1.0 0.0 1.0 -Pink
Scroll -This works for meshes and presets, and this just makes the texture flow across the entire thing, or, if you wanted, you could restrict the flow to a certain spot, and have it be a certain color. For this example, and all examples to follow, I will be using presets. Let's get started.
Go to your material file, and open it in notepad. You'll have the basic codes, which look something like this:material CharacterMat/EyeMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.050000 0.050000 0.050000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterEyeTex.png tex_address_mode wrap filtering trilinear } } } } material CharacterMat/BodyMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterBodyTex.png tex_address_mode wrap filtering trilinear } } } } material CharacterMat/ManeMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterManeTex.png tex_address_mode wrap filtering trilinear } } } } material CharacterMat/TeethMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.050000 0.050000 0.050000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture teethTex.png tex_address_mode wrap filtering trilinear } } } } material CharacterMat/HeadMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterHeadTex.png tex_address_mode wrap filtering trilinear } } } } material CharacterMat/TailMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterTailTex.png tex_address_mode wrap filtering trilinear } } } } material CharacterMat/WingMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterWingTex.png tex_address_mode wrap filtering trilinear } } } } I recommend that, like this code above, you change all your image formats to .png. It's just easier to work with materials that way. Now, to get your textures to scroll, all you need to do is add the line: scroll_anim 1.0 1.0 underneath the texture names, like so: material CharacterMat/EyeMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.050000 0.050000 0.050000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterEyeTex.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } } } } material CharacterMat/BodyMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterBodyTex.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } } } } material CharacterMat/ManeMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterManeTex.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } } } } material CharacterMat/TeethMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.050000 0.050000 0.050000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture teethTex.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } } } } material CharacterMat/HeadMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterHeadTex.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } } } } material CharacterMat/TailMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterTailTex.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } } } } material CharacterMat/WingMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterWingTex.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } } } } Now, this will probably create a very weird looking preset, but might be okay on a mesh. However, you can choose to restrict the flow, and have it be any texture you want. How you ask? Well, by layering it of course! Now, if you've ever tried to make layers on an image and use it in IT, it probably didn't work all that well. However, it is possible to layer images onto presets/meshes, using the material coding.
Let's get started.
Open your material and start with the basic coding again, but with .png formats again also. material CharacterMat/EyeMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.050000 0.050000 0.050000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterEyeTex.png tex_address_mode wrap filtering trilinear } } } } material CharacterMat/BodyMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterBodyTex.png tex_address_mode wrap filtering trilinear } } } } material CharacterMat/ManeMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterManeTex.png tex_address_mode wrap filtering trilinear } } } } material CharacterMat/TeethMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.050000 0.050000 0.050000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture teethTex.png tex_address_mode wrap filtering trilinear } } } } material CharacterMat/HeadMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterHeadTex.png tex_address_mode wrap filtering trilinear } } } } material CharacterMat/TailMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterTailTex.png tex_address_mode wrap filtering trilinear } } } } material CharacterMat/WingMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterWingTex.png tex_address_mode wrap filtering trilinear } } } } Now, we'll need two textures here. 1, your preset's actual texture: and 2, the texture that will be scrolling. Normally, one picks a gradient to be scrolling: Get your two textures and then come back. Back? Okie. Well, I'mma have to send you away again real quick. What you need to do now, is get your preset's actual texture, and take your /eraser/ tool, to make the markings, the place where you want the scrollyness to go. :3 So go do that if you dun have it done. Back again? Okay. Now it's time to layer it in with the coding. Go to your code, and replace it with this one: material CharacterMat/EyeMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterScroll.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } texture_unit { texture CharacterEyeTex.png colour_op alpha_blend } texture_unit { texture CharacterEyeTex.png colour_op_ex blend_current_alpha src_texture src_current tex_address_mode wrap filtering trilinear } } } } material CharacterMat/BodyMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterScroll.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } texture_unit { texture CharacterBodyTex.png colour_op alpha_blend } texture_unit { texture CharacterBodyTex.png colour_op_ex blend_current_alpha src_texture src_current tex_address_mode wrap filtering trilinear } } } } material CharacterMat/ManeMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterScroll.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } texture_unit { texture CharacterManeTex.png colour_op alpha_blend } texture_unit { texture CharacterManeTex.png colour_op_ex blend_current_alpha src_texture src_current tex_address_mode wrap filtering trilinear } } } } material CharacterMat/TeethMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterScroll.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } texture_unit { texture CharacterTeethTex.png colour_op alpha_blend } texture_unit { texture CharacterTeethTex.png colour_op_ex blend_current_alpha src_texture src_current tex_address_mode wrap filtering trilinear } } } } material CharacterMat/HeadMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterScroll.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } texture_unit { texture CharacterHeadTex.png colour_op alpha_blend } texture_unit { texture CharacterHeadTex.png colour_op_ex blend_current_alpha src_texture src_current tex_address_mode wrap filtering trilinear } } } } material CharacterMat/TailMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 texture_unit { texture CharacterScroll.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } texture_unit { texture CharacterTailTex.png colour_op alpha_blend } texture_unit { texture CharacterTailTex.png colour_op_ex blend_current_alpha src_texture src_current tex_address_mode wrap filtering trilinear } } } } material CharacterMat/WingMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none texture_unit { texture CharacterScroll.png scroll_anim 1.0 1.0 tex_address_mode wrap filtering trilinear } texture_unit { texture CharacterWingTex.png colour_op alpha_blend } texture_unit { texture CharacterWingTex.png colour_op_ex blend_current_alpha src_texture src_current tex_address_mode wrap filtering trilinear } } } } Now you may need to do some manual editing with the image names, because you wouldn't have selected the same names as me. But once you have everything pieced together, you should end up with a pretty nice result. :3
(PREVIEW COMING SOON)
Now, the line scroll_anim 1.0 1.0 can be edited. The numbers can be changed to even negative integers. Just to create some other effects. :3 First number controls speed along X axis, second number controls speed along Y axis. To rotate, you'll need to rotate the image.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jan 31, 2013 19:15:56 GMT -7
C-C-COMBO RESERVE. (Cause I might need it so shh.)
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Deleted
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Post by Deleted on Jan 31, 2013 19:40:28 GMT -7
Love me and add in my child The glow + moving code
material NAMEMat/BodyMat { receive_shadows on technique { pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 scene_blend alpha_blend alpha_rejection greater_equal 128 cull_hardware none cull_software none texture_unit { texture testgost.png tex_address_mode wrap filtering trilinear scroll_anim .2 .2 } } pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none scene_blend alpha_blend texture_unit { texture NAMEBody.png tex_address_mode wrap filtering trilinear } } pass { ambient 10.000000 10.000000 10.000000 10.000000 scene_blend alpha_blend texture_unit { texture SamGlowTex.png } } } }
And my other child The glow moving code
material NAMEMat/BodyMat { receive_shadows on technique { pass { ambient 10.000000 10.000000 10.000000 10.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 scene_blend alpha_blend alpha_rejection greater_equal 128 cull_hardware none cull_software none texture_unit { texture testgost.png tex_address_mode wrap filtering trilinear scroll_anim .2 .2 } } pass { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 cull_hardware none cull_software none scene_blend alpha_blend texture_unit { texture NAMEBody.png tex_address_mode wrap filtering trilinear } } } } }
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Ly
Red Shirt
We Don't Apologize
Posts: 49
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Post by Ly on Feb 1, 2013 5:35:42 GMT -7
Do you have any idea of the code for the metallic preset? Or any of the other ones?
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Deleted
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Post by Deleted on Feb 1, 2013 6:58:05 GMT -7
Okie Extro, I'll add them. When I can. School right now. Do you have any idea of the code for the metallic preset? Or any of the other ones? Yeah I have codes for everything, I just have to find time to post them with explanations and chiz. :/ But I can give you the metallic now if you need it; material {MATERIALNAME} { technique { pass { ambient 0.8 0.8 0.8 specular 1.0 1.0 1.0 128 texture_unit { texture {YOURTEXTURE} env_map spherical } } } } c:
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Deleted
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Post by Deleted on Feb 10, 2013 8:02:29 GMT -7
Minor Update, fixed huge text and a broken code.
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