Post by furno on Jun 15, 2011 18:08:19 GMT -5
Preset Coding
First off............Make your presets accordingly to the codings needed (eg. if you are making a glow preset you will need two textures ONE glow and ONE base) Then copy paste and edit the coding in the .material files provided by FH.
To open the .material files to edit textures for presets go to.... -local disk (C:)/ Feral Heart/ My_Presets/ preset_1 etc./ preset_1 mat file(open with note pad)
You should see something that resembles this
material preset_1_bodyMatL
{
techniquce
{
pass
{
texture_unit
{
texture preset_1body.jpg
}
}
}
}
Copy-paste-edit the code that you wish to use into here and save.
Now test your preset out in preset maker and edit any thing that did not work out the way you wanted.
Here are all the codes and functions for presets:
Moving Parts (can have two)
material preset_1_bodyL
{
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 1.00000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit
{
texture.png
tex_address_mode wrap
scroll_anim 0.0 0.1
filtering trilinear
}
texture_unit
{
texture Textur.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
scroll_anim 0.0 0.1
Draw on seperate layers and save as two different files!
(If you dont want that Texture to move, remove the scroll_anim 0.0 0.1) <-
These numbers will determind the speed of teh movment and the directions.
For a Single Moving Texture:
material preset_1_bodyL
{
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 Texture.jpg
scroll_anim -0.02 -0.08<-Change Numbers for the Speed and Directiong of the Scrolling Texture
tex_address_mode wrap
filtering trilinear
}
}
}
}
material preset_4_bodyMatL
{
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 PresetBody1.jpg
tex_address_mode wrap
filtering trilinear
colour_op replace
scroll_anim 0.0 0.1
}
texture_unit
}
texture PresetBody.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}
Important that the first is saved as a .jpg(it is the moving texture (Can not be Transparent)) and that the second is a .png(This is the solid none moving texture (can be transparent as well))
-Save as two seperat files again
Semi Transparent ON invisible:
material preset_4_bodyMatL
{
receive_shadows on
technique
{
pass
}
scene_blend alpha_blend
fog_override true
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
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
texture_unit
texture Texture.png
{
tex_address_mode wrap
filtering trilinear
}
}
}
}
(make your texture slightly trasparent, the rest no texture at all)
Make what you wish to be semi only slightly transparent and the rest completly transparent.
Transparent On a solid texture:
Draw both transparent and solid on ONE texture
material preset_4_bodyMatL
{
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 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture Texture.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
For Transparent Texture Vanishing to be completely invisible and comming back:
material preset_4_bodyMatL
{
technique
{
pass
{
lighting off
scene_blend colour_blend
depth_write off
cull_hardware none
cull_software none
texture_unit
{
texture InvisibleTex.png
tex_address_mode wrap
filtering trilinear
}
texture_unit
{
texture TransparentMarkingTex.png
scroll_anim 0.01 0.02
tex_address_mode wrap
rotate_anim -0.01
wave_xform scale_x sine 3 0.1 0 3
wave_xform scale_y sine 3 0.1 0 3
colour_op alpha_blend
}
texture_unit
{
texture InvisibleTex.png
colour_op_ex blend_current_alpha src_texture src_current
}
}
}
}
-save as two seperate textures one for markings and one for transparency.
Shiney Textures ((Must be .jpg))
material preset_4_bodyMatL
{
receive_shadows on
technique 1
{
pass
{
fragment_program_ref WingModColour_PS
{
param_named colorMod1 float4 0.50 0.50 0.75 0.25
}
texture_unit
{
texture Texture.jpg
tex_coord_set 0
}
cull_hardware none
cull_software none
depth_write off
scene_blend add
}
}
technique 2
}
pass
{
emissive 1.0 1.0 1.0 1.0
texture_unit
{
Texture.jpg
colour_op_ex modulate src_texture src_manual 0.105 0.175 0.135 0.25
}
cull_hardware none
cull_software none
depth_write off
scene_blend add
}
}
}
Twosidet Texture For a Body Mesh it turns you lay the Texture outside the Body, and the Second on the Inside)
-save as the two seperate textures
material preset_4_bodyMatL
{
receive_shadows off
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
alpha_rejection greater_equal 128
texture_unit
{
texture BottomTexture.png
tex_address_mode wrap
filtering trilinear
}
}
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
alpha_rejection greater_equal 128
texture_unit
{
texture TopsideTexture.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
Glowing Preset
material preset_10_bodyMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture BASETEXTURE.png
}
}
pass
{
emissive 1.0 0.0 0.0
scene_blend alpha_blend
texture_unit
{
texture GLOWINGMARKINGS.png
}
}
}
}
material preset_10_bodyMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture BASETEXTURE.png
}
}
pass
{
emissive 1.0 0.0 0.0
scene_blend alpha_blend
texture_unit
{
texture GLOWMARKINGS.png
}
}
}
"emissive 1.0 1.0 1.0" is what makes your markings layer glow in the dark. Above it is set to red (1.0 0.0 0.0). Play around with the numbers until you find something you like; 1.0 0.0 0.0 is red, 0.0 1.0 0.0 is green, and 0.0 0.0 1.0 is blue
"ambient 0.5 0.5 0.5" makes your base layer get darker and lighter depending on your surroundings. If you want to have a more dramatic you could try useing 0.3 0.3 0.3" and for a softer lighting 0.7 0.7 0.7".
- save one as markings and one as base
Matallic Texture
material preset_9_bodyMatL
{
technique
}
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
material preset_9_bodyMatR
{
technique
{
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
Shading
material preset_2_bodyMatL
{
technique
{
pass
{
ambient 0.8 0.8 0.8 1.0
texture_unit
{
texture Image.png
}
}
}
}
-> also try...Medium Shading : ambient 0.6 0.6 0.6 1.0
Dark Shading : ambient 0.4 0.4 0.4 1.0
Super Shading : ambient 0.2 0.2 0.2 1.0
Shiny metal looking
material preset_2_bodyMatL
{
technique
{
pass
{
specular 0.2 0.2 0.2 1.0
texture_unit
{
texture CharacterImage.png
}
}
}
}
-> also try... Clean : specular 0.2 0.2 0.2 1.0
Shiny : specular 0.4 0.4 0.4 1.0
Super Shiny : specular 0.6 0.6 0.6 1.0
Blinding: specular 0.8 0.8 0.8 1.0
If Preset maker crashes it is most likely because you have made an error when inputting textures/coding. CHECK TWICE!!
All of these codes work as i have tested them all prior to posting this
Good Luck and
Feel free to Pm me or post here for help on coding issues
Cant wait to see all your creations^^
First off............Make your presets accordingly to the codings needed (eg. if you are making a glow preset you will need two textures ONE glow and ONE base) Then copy paste and edit the coding in the .material files provided by FH.
To open the .material files to edit textures for presets go to.... -local disk (C:)/ Feral Heart/ My_Presets/ preset_1 etc./ preset_1 mat file(open with note pad)
You should see something that resembles this
material preset_1_bodyMatL
{
techniquce
{
pass
{
texture_unit
{
texture preset_1body.jpg
}
}
}
}
Copy-paste-edit the code that you wish to use into here and save.
Now test your preset out in preset maker and edit any thing that did not work out the way you wanted.
Here are all the codes and functions for presets:
Moving Parts (can have two)
material preset_1_bodyL
{
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 1.00000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit
{
texture.png
tex_address_mode wrap
scroll_anim 0.0 0.1
filtering trilinear
}
texture_unit
{
texture Textur.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
scroll_anim 0.0 0.1
Draw on seperate layers and save as two different files!
(If you dont want that Texture to move, remove the scroll_anim 0.0 0.1) <-
These numbers will determind the speed of teh movment and the directions.
For a Single Moving Texture:
material preset_1_bodyL
{
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 Texture.jpg
scroll_anim -0.02 -0.08<-Change Numbers for the Speed and Directiong of the Scrolling Texture
tex_address_mode wrap
filtering trilinear
}
}
}
}
material preset_4_bodyMatL
{
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 PresetBody1.jpg
tex_address_mode wrap
filtering trilinear
colour_op replace
scroll_anim 0.0 0.1
}
texture_unit
}
texture PresetBody.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}
Important that the first is saved as a .jpg(it is the moving texture (Can not be Transparent)) and that the second is a .png(This is the solid none moving texture (can be transparent as well))
-Save as two seperat files again
Semi Transparent ON invisible:
material preset_4_bodyMatL
{
receive_shadows on
technique
{
pass
}
scene_blend alpha_blend
fog_override true
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
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
texture_unit
texture Texture.png
{
tex_address_mode wrap
filtering trilinear
}
}
}
}
(make your texture slightly trasparent, the rest no texture at all)
Make what you wish to be semi only slightly transparent and the rest completly transparent.
Transparent On a solid texture:
Draw both transparent and solid on ONE texture
material preset_4_bodyMatL
{
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 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture Texture.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
For Transparent Texture Vanishing to be completely invisible and comming back:
material preset_4_bodyMatL
{
technique
{
pass
{
lighting off
scene_blend colour_blend
depth_write off
cull_hardware none
cull_software none
texture_unit
{
texture InvisibleTex.png
tex_address_mode wrap
filtering trilinear
}
texture_unit
{
texture TransparentMarkingTex.png
scroll_anim 0.01 0.02
tex_address_mode wrap
rotate_anim -0.01
wave_xform scale_x sine 3 0.1 0 3
wave_xform scale_y sine 3 0.1 0 3
colour_op alpha_blend
}
texture_unit
{
texture InvisibleTex.png
colour_op_ex blend_current_alpha src_texture src_current
}
}
}
}
-save as two seperate textures one for markings and one for transparency.
Shiney Textures ((Must be .jpg))
material preset_4_bodyMatL
{
receive_shadows on
technique 1
{
pass
{
fragment_program_ref WingModColour_PS
{
param_named colorMod1 float4 0.50 0.50 0.75 0.25
}
texture_unit
{
texture Texture.jpg
tex_coord_set 0
}
cull_hardware none
cull_software none
depth_write off
scene_blend add
}
}
technique 2
}
pass
{
emissive 1.0 1.0 1.0 1.0
texture_unit
{
Texture.jpg
colour_op_ex modulate src_texture src_manual 0.105 0.175 0.135 0.25
}
cull_hardware none
cull_software none
depth_write off
scene_blend add
}
}
}
Twosidet Texture For a Body Mesh it turns you lay the Texture outside the Body, and the Second on the Inside)
-save as the two seperate textures
material preset_4_bodyMatL
{
receive_shadows off
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
alpha_rejection greater_equal 128
texture_unit
{
texture BottomTexture.png
tex_address_mode wrap
filtering trilinear
}
}
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
alpha_rejection greater_equal 128
texture_unit
{
texture TopsideTexture.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
Glowing Preset
material preset_10_bodyMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture BASETEXTURE.png
}
}
pass
{
emissive 1.0 0.0 0.0
scene_blend alpha_blend
texture_unit
{
texture GLOWINGMARKINGS.png
}
}
}
}
material preset_10_bodyMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture BASETEXTURE.png
}
}
pass
{
emissive 1.0 0.0 0.0
scene_blend alpha_blend
texture_unit
{
texture GLOWMARKINGS.png
}
}
}
"emissive 1.0 1.0 1.0" is what makes your markings layer glow in the dark. Above it is set to red (1.0 0.0 0.0). Play around with the numbers until you find something you like; 1.0 0.0 0.0 is red, 0.0 1.0 0.0 is green, and 0.0 0.0 1.0 is blue
"ambient 0.5 0.5 0.5" makes your base layer get darker and lighter depending on your surroundings. If you want to have a more dramatic you could try useing 0.3 0.3 0.3" and for a softer lighting 0.7 0.7 0.7".
- save one as markings and one as base
Matallic Texture
material preset_9_bodyMatL
{
technique
}
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
material preset_9_bodyMatR
{
technique
{
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
Shading
material preset_2_bodyMatL
{
technique
{
pass
{
ambient 0.8 0.8 0.8 1.0
texture_unit
{
texture Image.png
}
}
}
}
-> also try...Medium Shading : ambient 0.6 0.6 0.6 1.0
Dark Shading : ambient 0.4 0.4 0.4 1.0
Super Shading : ambient 0.2 0.2 0.2 1.0
Shiny metal looking
material preset_2_bodyMatL
{
technique
{
pass
{
specular 0.2 0.2 0.2 1.0
texture_unit
{
texture CharacterImage.png
}
}
}
}
-> also try... Clean : specular 0.2 0.2 0.2 1.0
Shiny : specular 0.4 0.4 0.4 1.0
Super Shiny : specular 0.6 0.6 0.6 1.0
Blinding: specular 0.8 0.8 0.8 1.0
If Preset maker crashes it is most likely because you have made an error when inputting textures/coding. CHECK TWICE!!
All of these codes work as i have tested them all prior to posting this
Good Luck and
Feel free to Pm me or post here for help on coding issues
Cant wait to see all your creations^^