Author Topic: Modification problem >_< (naturalistic and eye reflections)  (Read 1115 times)

Offline Wolfexpert79

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Modification problem >_< (naturalistic and eye reflections)
« on: March 06, 2013, 10:48:24 pm »
I got the naturalistic mod (which needs the feralistic mod fix to look right.) and then I downloaded the character realism mod (eye reflections). The problem is that they both replace the cmain and fmain cfg files and I was wondering if someone could edit the coding for the cmain and fmain eye(with naturalistic) and mix it in with the cmain and fmain cfg file that came with the eye reflection mod. Long story short I wanted to have naturalistic/feralistic shading with eye reflections.

Feralistic/naturalistic cmain and fmain cfg file. (The one i'm trying to keep so the eyes still glow in the dark and the eyelids don't. That's what the eyelid part is for.)
Code: [Select]
material FeyeMatL
{
technique 1
{
pass
{
shading gouraud

emissive 1 1 1 1

cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
ambient 0.6 0.6 0.6 1
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture feyelids.png
}
}
}
technique 2
{
pass
{
shading gouraud

emissive 1 1 1 1

texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
shading gouraud

emissive 1 1 1 1

depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
pass
{
ambient 0.6 0.6 0.6 1
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture feyelids.png
}
}
}
}
material FeyeMatR
{
technique 1
{
pass
{
shading gouraud

emissive 1 1 1 1

cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
ambient 0.6 0.6 0.6 1
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture feyelids.png
}
}
}
technique 2
{
pass
{
shading gouraud

emissive 1 1 1 1

texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
shading gouraud

emissive 1 1 1 1

depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
pass
{
ambient 0.6 0.6 0.6 1
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture feyelids.png
}
}
}
}

Brokami's eye relfection mod (The one I want to add to the code up top without replacing/getting rid of the eyelids.)
Code: [Select]
material FeyeMatL
{
technique 1
{
pass
{
cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
              scene_blend zero src_colour
}
pass
{
scene_blend add
cull_hardware none
cull_software none
emissive 1 1 1
texture_unit
{
env_map spherical
texture world.jpg
}
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
}
}
material FeyeMatR
{
technique 1
{
pass
{
cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
              scene_blend zero src_colour
}
pass
{
scene_blend add
cull_hardware none
cull_software none
emissive 1 1 1
texture_unit
{
env_map spherical
texture world.jpg
}
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
}
}

Offline Ruby1234

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Re: Modification problem >_< (naturalistic and eye reflections)
« Reply #1 on: March 06, 2013, 11:08:43 pm »
Try this (this is just the left side, you just switch the L to R for the other side)
Code: [Select]
material FeyeMatL
{
technique 1
{
pass
{
shading gouraud

emissive 1 1 1 1

cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
ambient 0.6 0.6 0.6 1
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture feyelids.png
}
pass
{
scene_blend add
cull_hardware none
cull_software none
emissive 1 1 1
texture_unit
{
env_map spherical
texture world.jpg
}
}
}
technique 2
{
pass
{
shading gouraud

emissive 1 1 1 1

texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
shading gouraud

emissive 1 1 1 1

depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
pass
{
ambient 0.6 0.6 0.6 1
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture feyelids.png
}
pass
{
scene_blend add
cull_hardware none
cull_software none
emissive 1 1 1
texture_unit
{
env_map spherical
texture world.jpg
}
}
}
}
Backup the other code just in case I made a typo.

Offline Wolfexpert79

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Re: Modification problem >_< (naturalistic and eye reflections)
« Reply #2 on: March 06, 2013, 11:17:35 pm »
Yeah I think there's a typo somewhere because it says feralheart encountered a problem and needs to close.