thanks to *Kyugima* for being my guinea pig to learn how to do this ^_^
DO NOT USE ANY IMAGES FROM THIS TUTORIAL IN YOUR PRESETS, they were made for Kyu. you are free to use the script.
How to Make Glow in the Dark Markings1. Make the "base" layer of your presetThis is all the parts of the preset that do not glow; simply follow the normal instructions for how to make a preset. Check the Documentation part of the website for tips! the UV maps are included in your "Reference" folder.
this includes the Head, Body, and Tail... (and Mane if you want)... but for now we'll just focus on the body.
example of base body texture:
2. Draw your glowing markings separate from the "base" layerIf you have Photoshop/etc you can draw them on a new layer above the base layer; you can also just draw them over the UV maps if that is easier. Do NOT draw them directly onto the "base", they need to be separate in order to glow!
Once you've drawn out your markings, save them as a .PNG file with a transparent background... get rid of the base layer or UV map first, you just want the markings alone on a transparent background.
example of markings on transparent background: (this example will make stripes on the legs)
3. Edit your material file!Take all your preset textures and put them in one of the preset folders in the "my_presets" folder.
Then open up the material file in that folder, it will be something like "preset_10.material" - open it with Notepad.
Again we will just focus on the body for now:
You will see this at the top, these are the parts of the script that edit your body's appearance---
material preset_10_bodyMatL
{
technique
{
pass
{
texture_unit
{
texture preset_10body.jpg
}
}
}
}
material preset_10_bodyMatR
{
technique
{
pass
{
texture_unit
{
texture preset_10body.jpg
}
}
}
}
Now replace that code with this script:
material preset_10_bodyMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture YOURBASELAYERBODYTEXTURE.png
}
}
pass
{
emissive 1.0 0.0 0.0
scene_blend alpha_blend
texture_unit
{
texture YOURGLOWINGMARKINGSTEXTURE.png
}
}
}
}
material preset_10_bodyMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture YOURBASELAYERBODYTEXTURE.png
}
}
pass
{
emissive 1.0 0.0 0.0
scene_blend alpha_blend
texture_unit
{
texture YOURGLOWINGMARKINGSTEXTURE.png
}
}
}
}
(again we are just focusing on the body right now, full code will be available at the bottom of the post with information on how to customize it for your character, this is just an example!)
4. Test it out in the Preset MakerOpen up the Preset Maker and load up your preset, in this case Preset 10. Make sure everything looks good and the markings are where you want them to be. If it looks good, go ahead and export it so you can use it in-game!
If you want to test your glowing markings in game, try going into Ficho Tunnel where it is darker--- you'll see how your body gets dark, but your markings stay bright
and there you have it!
THE FULL CODE FOR GLOWING MARKINGS:first some notes...
** "ambient 0.5 0.5 0.5" is what makes your base layer get darker and lighter depending on your surroundings. if you don't like this, simply delete it. if you want to have a more dramatic lighting effect, try "ambient 0.3 0.3 0.3"; for a softer lighting effect try "ambient 0.7 0.7 0.7" etc. you can play around with it until you find something you like.
** "emissive 1.0 1.0 1.0" is what makes your markings layer glow in the dark. in the code below it is set at full color; in the example above it is set to red (1.0 0.0 0.0). you can play around with the numbers until you find something you like; for starters, 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; but either way you should get good results simply leaving it the way it is in the code below.
** don't forget to edit in your own file names and make sure the extensions are correct! if the preset doesn't show up in your Preset Maker, or if it crashes the game, that means you've made some kind of error in the script... always double check your work!
material preset_10_bodyMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture YOURBODYTEXTURE.PNG
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture YOURBODYGLOWTEXTURE.PNG
}
}
}
}
material preset_10_bodyMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture YOURBODYTEXTURE.PNG
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture YOURBODYGLOWTEXTURE.PNG
}
}
}
}
material preset_10_headMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture YOURHEADTEXTURE.PNG
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture YOURHEADGLOWTEXTURE.PNG
}
}
}
}
material preset_10_headMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture YOURHEADTEXTURE.PNG
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture YOURHEADGLOWTEXTURE.PNG
}
}
}
}
material preset_10_eyeMatL
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture YOUREYETEXTURE.PNG
}
}
}
}
material preset_10_eyeMatR
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture YOUREYETEXTURE.PNG
}
}
}
}
material preset_10_tailMat
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture YOURTAILTEXTURE.PNG
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture YOURTAILGLOWTEXTURE.PNG
}
}
}
}
material preset_10_maneMat
{
technique
{
pass
{
ambient 0.5 0.5 0.5
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater_equal 250
texture_unit
{
texture YOURMANETEXTURE.PNG
}
}
}
}
there you go! hope that helps y'all