Post by Drekentai on Jul 31, 2011 13:05:49 GMT -5
Hokay, so I made a poll, despite the answers were slightly obvious, i still wanted to make sure it was wanted so I don't spend.. who knows how long this is going to take LOL, to type, for.. well, meh XD
-->1: Download the campaign - Here's a link:
www.mediafire.com/?gmzieyjzkzo
-->2: Install the campaign -
To install the campaign simply put Preset_Creator.campaign in Game/Release.
(Skip this if you have a CustomCampaigns.cfg already) If you don't have a CustomCampaigns.cfg already, copy Campaigns.cfg and rename the copy to CustomCampaigns and then open up the file, remove everything accept the #, now once you have that done
Now add the campaign into the CustomCampaigns.cfg. to do this (im going to simplify your lives lol) copy paste this into the file above the # and then save:
[Preset_Creator]
Preset_Creator.campaign
All done, now if you open up the game and go into new game, the campaign should show up.
-->3: Configuring - Now that we have the campaign installed and working, time to configure the content. open up the campaign (Preset_Creator.campaign) in notepad. inside it, you must focus on only this line, no editing anything but this and the following part to explain
Now, this is a common mistake some make, PLAYER, does not mean put your player name, it means that the character that will spawn is you aka the player. do not remove this.
I will Explain each part in order, here's the order list:
Drekentai,
Body,
Head3,
Mane9,
Tail2,
Wingless,
drekentai_DrekentaiMat,
Tuftless
Drekentai: This is the name of your character. spaces are spaces for this, no need for underscores to make spaces as this is similar to multiplayer, naming can have spaces.
Body: do not modify this, their is only one body mesh, so their's no point in trying to change this XD
Head3: this is the head your character will have. simply type Head1, Head2, Head3, Head4 and so on. same thing, if in multiplayer your character has lets say head 5, type Head5, simply change the number to the corresponding head you wish to use
Mane9: same as head, just change the number to the mane you wish to use, if maneless, type Maneless
Tail2: same as head & mane, just change the number to the tail you wish
Wingless: once again, same as head/mane/tail. if wingless, Type Wingless
drekentai_DrekentaiMat: this is one of the parts that seem to have confused people due to what i have instructed in my instructions, i apologize for this. This part, is the name of your .material file. do not type Mat in your material file, because Mat, is a short replacement for .material so that you don't have to type the whole extension. for this part, it goes the same for when you are creating your .material, the name you assign here, is the name your .material will be, and its content. i recommend using the username_charname method because it is more proper
Now here is what confuses some people. As mentioned earlier, what ever it is you type on this line for your material name, you must use in your .material. i will give an example
now pay attention to the .material content (note that the .material name is Flea_Hunter_TribalFreak)
It is the exact, same name, so when you are creating your .material, please use the same name as you used for the campaign or else it will not load, because the campaign is looking for a different material file name
Tuftless: same as head/mane/tail/wings, if tuftless, type Tuftless (figures, xD)
as mentioned i am also covering another line that you can modify if desired. and that is this:
all this does is tell the campaign what map to load in. you can change this to any map you want, just make sure it's typed correctly, spaces are spaces if their is some in the map name, and not underscore.
Alright, here's an addition thanks to StudlyMuffin for noticing the update in CampaignScriptGuide.txt (which seems to have been updated since the tut was written). This is something many wanted, yes, size changing xD
Unit_SetScale=PLAYER, 0.5 0.5 0.5
To explain:
size is in 3D scaling. so if your character is lets say 1.3, put 1.3 1.3 1.3, like so:
Unit_SetScale=PLAYER, 1.3 1.3 1.3
Fairly simple, no? Kind of like object placing in maps, only there's scale and nothing else.
-->4: Placing your files - well, we finished everything involving the campaign, just make sure that your .material file is in media/materials/scripts, and make sure that your textures are in media/materials/textures. everything should work well from then on. because this is only as of how to use the campaign, i strongly suggest browsing the tutorials on here for the textures and creating the .material, but remember, use the name you wish to use in the campaign
EDIT: I forgot to mention something, when at a tutorial, do not do the unitpreset steps, only the .material and texture making steps. this campaign is the unitpreset file for V7, so this tutorial basically covers that step but for V7
Here's a link to the second part of the tutorial: drekentai.proboards.com/index.cgi?action=display&board=presethelp&thread=168
TIPS
-Copy Paste the file names into your .material instead of typing them yourself
-always check the mane material inside your .material, some tutorials on here have mane codes with only 3 closing brackets, because of so it causes all textures to load white, i will give a proper mane code
-I suggest using username_charname format for naming
-i also suggest saving your textures as .png for higher quality, trust me, if you ever see drek in game as is right now, he's all pixely, that's due to jpg use
-the campaign will not load the updated textures or script if you simply exit the campaign and get back in, you must entirely close the game
-always double check for naming to make sure its correct
If their's any more tips for Preset making, post at will, I might add them to the list, but for now, here's the tut as promised lol. hope it's understandable ;
BONUSES
-->I have completed getting the UVs saved into textures. Their is no text on them, and you will notice their is manes without a UV in the zip, this is because those meshes are mapped so that each face takes up the entire texture, causing a tile effect. Also, one mane isn't included because it is private.
www.mediafire.com/?nyoht0mngmm
-->V4 unitpreset tut:
www.mediafire.com/?kxjdxu3yyqa
-->V4 unitpreset translations (ALL POSSIBLE CHARACTERS):
www.mediafire.com/?zxm5wtii4zn
-->1: Download the campaign - Here's a link:
www.mediafire.com/?gmzieyjzkzo
-->2: Install the campaign -
To install the campaign simply put Preset_Creator.campaign in Game/Release.
(Skip this if you have a CustomCampaigns.cfg already) If you don't have a CustomCampaigns.cfg already, copy Campaigns.cfg and rename the copy to CustomCampaigns and then open up the file, remove everything accept the #, now once you have that done
Now add the campaign into the CustomCampaigns.cfg. to do this (im going to simplify your lives lol) copy paste this into the file above the # and then save:
[Preset_Creator]
Preset_Creator.campaign
All done, now if you open up the game and go into new game, the campaign should show up.
-->3: Configuring - Now that we have the campaign installed and working, time to configure the content. open up the campaign (Preset_Creator.campaign) in notepad. inside it, you must focus on only this line, no editing anything but this and the following part to explain
Unit_Create=PLAYER,Drekentai,Body,Head3,Mane9,Tail2,Wingless,drekentai_DrekentaiMat,Tuftless
Now, this is a common mistake some make, PLAYER, does not mean put your player name, it means that the character that will spawn is you aka the player. do not remove this.
I will Explain each part in order, here's the order list:
Drekentai,
Body,
Head3,
Mane9,
Tail2,
Wingless,
drekentai_DrekentaiMat,
Tuftless
Drekentai: This is the name of your character. spaces are spaces for this, no need for underscores to make spaces as this is similar to multiplayer, naming can have spaces.
Body: do not modify this, their is only one body mesh, so their's no point in trying to change this XD
Head3: this is the head your character will have. simply type Head1, Head2, Head3, Head4 and so on. same thing, if in multiplayer your character has lets say head 5, type Head5, simply change the number to the corresponding head you wish to use
Mane9: same as head, just change the number to the mane you wish to use, if maneless, type Maneless
Tail2: same as head & mane, just change the number to the tail you wish
Wingless: once again, same as head/mane/tail. if wingless, Type Wingless
drekentai_DrekentaiMat: this is one of the parts that seem to have confused people due to what i have instructed in my instructions, i apologize for this. This part, is the name of your .material file. do not type Mat in your material file, because Mat, is a short replacement for .material so that you don't have to type the whole extension. for this part, it goes the same for when you are creating your .material, the name you assign here, is the name your .material will be, and its content. i recommend using the username_charname method because it is more proper
Now here is what confuses some people. As mentioned earlier, what ever it is you type on this line for your material name, you must use in your .material. i will give an example
Unit_Create=PLAYER,Flea Hunter,Body,Head4,Mane9,Tail2,Wingless,Flea_Hunter_TribalFreakMat,Tuftless
now pay attention to the .material content (note that the .material name is Flea_Hunter_TribalFreak)
material Flea_Hunter_TribalFreakMat/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 Flea_Hunter_TribalFreakmane.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
It is the exact, same name, so when you are creating your .material, please use the same name as you used for the campaign or else it will not load, because the campaign is looking for a different material file name
Tuftless: same as head/mane/tail/wings, if tuftless, type Tuftless (figures, xD)
as mentioned i am also covering another line that you can modify if desired. and that is this:
World_Load=Default
all this does is tell the campaign what map to load in. you can change this to any map you want, just make sure it's typed correctly, spaces are spaces if their is some in the map name, and not underscore.
Alright, here's an addition thanks to StudlyMuffin for noticing the update in CampaignScriptGuide.txt (which seems to have been updated since the tut was written). This is something many wanted, yes, size changing xD
Unit_SetScale=PLAYER, 0.5 0.5 0.5
To explain:
size is in 3D scaling. so if your character is lets say 1.3, put 1.3 1.3 1.3, like so:
Unit_SetScale=PLAYER, 1.3 1.3 1.3
Fairly simple, no? Kind of like object placing in maps, only there's scale and nothing else.
-->4: Placing your files - well, we finished everything involving the campaign, just make sure that your .material file is in media/materials/scripts, and make sure that your textures are in media/materials/textures. everything should work well from then on. because this is only as of how to use the campaign, i strongly suggest browsing the tutorials on here for the textures and creating the .material, but remember, use the name you wish to use in the campaign
EDIT: I forgot to mention something, when at a tutorial, do not do the unitpreset steps, only the .material and texture making steps. this campaign is the unitpreset file for V7, so this tutorial basically covers that step but for V7
Here's a link to the second part of the tutorial: drekentai.proboards.com/index.cgi?action=display&board=presethelp&thread=168
TIPS
-Copy Paste the file names into your .material instead of typing them yourself
-always check the mane material inside your .material, some tutorials on here have mane codes with only 3 closing brackets, because of so it causes all textures to load white, i will give a proper mane code
material Flea_Hunter_TribalFreakMat/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 Flea_Hunter_TribalFreakmane.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
-I suggest using username_charname format for naming
-i also suggest saving your textures as .png for higher quality, trust me, if you ever see drek in game as is right now, he's all pixely, that's due to jpg use
-the campaign will not load the updated textures or script if you simply exit the campaign and get back in, you must entirely close the game
-always double check for naming to make sure its correct
If their's any more tips for Preset making, post at will, I might add them to the list, but for now, here's the tut as promised lol. hope it's understandable ;
BONUSES
-->I have completed getting the UVs saved into textures. Their is no text on them, and you will notice their is manes without a UV in the zip, this is because those meshes are mapped so that each face takes up the entire texture, causing a tile effect. Also, one mane isn't included because it is private.
www.mediafire.com/?nyoht0mngmm
-->V4 unitpreset tut:
www.mediafire.com/?kxjdxu3yyqa
-->V4 unitpreset translations (ALL POSSIBLE CHARACTERS):
www.mediafire.com/?zxm5wtii4zn