Post by Drekentai on Jul 31, 2011 13:04:49 GMT -5
So here's the second part of it. I mentioned a few times to some people I'd make this considering there's no good preset tuts anymore it seems.
Link to part one: drekentai.proboards.com/index.cgi?action=display&board=campaignhelp&thread=169
.MATERIAL
This is what you would see for a character that has Wings added (So that you can see the code for that, if no wings are on, simply remove the wing code):
Ignoring that the wing script's numbers are different (That's because Drek's wings use a custom level of transparency), act as if it's the same as the others, but simply that it's named WingMat.
Here's how it works: The game has dozens of files that are .material within the IT folder>media>materials>scripts. I've uploaded a base file for you guys to simplify everything. I'll explain from then on after you get it to use:
www.mediafire.com/?wy4g50mlxb6e7g0
Alright, now if you note from the first part of the tutorial I mentioned to use the Username_Charactername format, thus how I pre-named everything in the given .material. This file goes in media>materials>scripts
Rename the file to exactly what you listed as a .material name within the campaign. Remember the line in the Preset_Creator that says Drekentai_DrekentaiMat? Well, copy paste Drekentai_Drekentai as the file name, not exactly that but whichever name you provided in that area. Now copy that name. Open the .material, you'll see the same thing in multiple areas, Username_Charactername, replace each one of those by what you copied, aka the file name. This is to ensure that it's all typed the same and to prevent some errors from happening due to everything being self-typed.
That's.. Pretty much all their is to explain that's needed for a preset that has no modifications like dual texture, animation, transparency & etc. The script should be good to go.
TEXTURES
Remember when you copied the name of your .material? Well, we're going to have to do similar. Now I can't exactly explain the textures, and I provided a zip which has UVs to all the main meshes for preset making, so use that as a guide. Link is in the first tutorial part and I'll copy again just incase:
www.mediafire.com/?nyoht0mngmm
Now, when all of your textures are made, make sure that they are the same file type as what's listed in the .material you created. I made it so that every texture is a .png. So make sure that you save all your textures as .pngs and not jpgs, this also ensures better texture quality in game.
Here's what many get as a problem. When you save your textures, name them exactly what's listed in the .mat for those textures. Here, I'll use an example:
See how the script is saying the name of the texture for the tail will be Drekentai_Drekentaitail and that it will be a .png, that's what your texture must be for the tail for it to work. Because the script will look for a file called that, and it will look for a file that's a .png with that name, if it doesn't find it, the textures will show white. So if you have white textures, I strongly suggest you double, even triple check all the names. This is a common error.
Do the same thing for each texture to make sure they're named exactly the same and are the same file type, and make sure to be saving them in IT>media>materials>textures
This may be short and quick of a tutorial, but that's because I already have multiple things made to do the talking for how to do other stuff.
Hope this helps,
Drek.
Link to part one: drekentai.proboards.com/index.cgi?action=display&board=campaignhelp&thread=169
.MATERIAL
This is what you would see for a character that has Wings added (So that you can see the code for that, if no wings are on, simply remove the wing code):
material DrekentaiMat/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 Drekentai_Drekentaimane.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material DrekentaiMat/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 12.500000
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 DrekentaiMat/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 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture Drekentai_Drekentaihead.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material DrekentaiMat/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 Drekentai_Drekentaieye.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material DrekentaiMat/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 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture Drekentai_Drekentaibody2.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material DrekentaiMat/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 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture Drekentai_Drekentaitail.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material DrekentaiMat/WingMat
{
receive_shadows on
technique
{
pass
{
//lighting off
ambient 0.8 0.8 0.8 0.8
diffuse 0.8 0.8 0.8 0.8
specular 0 0 0 0
emissive 0 0 0 0
depth_write off
scene_blend add
texture_unit
{
texture Drekentai_Drekentaiwings.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
Ignoring that the wing script's numbers are different (That's because Drek's wings use a custom level of transparency), act as if it's the same as the others, but simply that it's named WingMat.
Here's how it works: The game has dozens of files that are .material within the IT folder>media>materials>scripts. I've uploaded a base file for you guys to simplify everything. I'll explain from then on after you get it to use:
www.mediafire.com/?wy4g50mlxb6e7g0
Alright, now if you note from the first part of the tutorial I mentioned to use the Username_Charactername format, thus how I pre-named everything in the given .material. This file goes in media>materials>scripts
Rename the file to exactly what you listed as a .material name within the campaign. Remember the line in the Preset_Creator that says Drekentai_DrekentaiMat? Well, copy paste Drekentai_Drekentai as the file name, not exactly that but whichever name you provided in that area. Now copy that name. Open the .material, you'll see the same thing in multiple areas, Username_Charactername, replace each one of those by what you copied, aka the file name. This is to ensure that it's all typed the same and to prevent some errors from happening due to everything being self-typed.
That's.. Pretty much all their is to explain that's needed for a preset that has no modifications like dual texture, animation, transparency & etc. The script should be good to go.
TEXTURES
Remember when you copied the name of your .material? Well, we're going to have to do similar. Now I can't exactly explain the textures, and I provided a zip which has UVs to all the main meshes for preset making, so use that as a guide. Link is in the first tutorial part and I'll copy again just incase:
www.mediafire.com/?nyoht0mngmm
Now, when all of your textures are made, make sure that they are the same file type as what's listed in the .material you created. I made it so that every texture is a .png. So make sure that you save all your textures as .pngs and not jpgs, this also ensures better texture quality in game.
Here's what many get as a problem. When you save your textures, name them exactly what's listed in the .mat for those textures. Here, I'll use an example:
material DrekentaiMat/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 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture Drekentai_Drekentaitail.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
See how the script is saying the name of the texture for the tail will be Drekentai_Drekentaitail and that it will be a .png, that's what your texture must be for the tail for it to work. Because the script will look for a file called that, and it will look for a file that's a .png with that name, if it doesn't find it, the textures will show white. So if you have white textures, I strongly suggest you double, even triple check all the names. This is a common error.
Do the same thing for each texture to make sure they're named exactly the same and are the same file type, and make sure to be saving them in IT>media>materials>textures
This may be short and quick of a tutorial, but that's because I already have multiple things made to do the talking for how to do other stuff.
Hope this helps,
Drek.