Author Topic: Is there a notepad file for the eye mass, similar to the "markings' notepad file  (Read 2696 times)

Offline Vidathelion

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If you are making this thread because you want to add/subtract eye slots, it is not possible without the source code. Meshes don't work like that.
KovuLKD probably wanted a limited amount on eye types (just like tuft types, etc. Tufts are meshes also.), but he might have wanted markings customizable. (I guess like IT(?) I've never played IT, so I'm not sure.) When mesh making and editing material files, you can assign scripts, just like presets. There's no meshes.cfg for the meshes textures, yes? There's no furshades.cfg, yes? They appear because they are the materials of .meshes. If you look in the cmain file, you will not see a list of extensions like the to the textures, but scripts in a simple computer language. Material files and .cfg files are different. Material files are only available for .meshes, which are for Ogre 3D.

Summed up, there is no "eye types" file that I see, otherwise it would be located in "C:\Feralheart." for easy access. I'm sure it is added here using that "colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1" or those "params," however I am not 100% sure on that, since it depends on how Kovu made the game. (Course: http://www.ogre3d.org/forums/viewtopic.php?p=306919)
Code: [Select]
material CeyeMatL
{
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
}
}
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 CeyeMatR
{
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
}
}
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
}
}
}
}

If anyone would like to add on to this, or correct something, feel free to. ^ _ ^

That was...incredibly confusing.xD I don't understand coding to well. So I'm assuming, unless there's a tutorial for it, that I won't be able to make my own eye masks ;A;

AlphaEclipse

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Yeah Dx I didn't know how to really explain it simply. Also, you can make your own eye masks easily- just find one in "textures" and then open it in a "photo manipulation" program. ;) It's very easy, however you will have to overwrite the already-existing ones because like I explained previously, there's no way to add more slots.