material preset_1_bodyL (This Code can use 2 Moving Textures)
{
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
texture_unit
{
texture Textur.png
tex_address_mode wrap
scroll_anim 0.0 0.1 (If you dont want that Texture to move, remove the scroll_anim 0.0 0.1)
filtering trilinear
}
texture_unit
{
texture Textur.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
scroll_anim 0.0 0.1 (<- play with the numbers. you will see the Moving Speed will change, and depending where you change the Number, it will also change moving direction)
}
}
}
}
Single Moving Texture:
material preset_1_bodyL
{
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
texture_unit
{
texture Texture.jpg
scroll_anim -0.02 -0.08 (Change Numbers for the Speed and Directiong of the Scrolling Texture)
tex_address_mode wrap
filtering trilinear
}
}
}
}
If you want this Code to make your Preset having a Moving Texture under a fixed one, make it this way:
material preset_4_bodyMatL
{
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
texture_unit
{
texture PresteBody1.jpg (IMPORTANT for Texture being jpg! This one is the Moving one, cant be transparent!)
tex_address_mode wrap
filtering trilinear
colour_op replace
scroll_anim 0.0 0.1
}
texture_unit
{
texture PresetBody.png (IMPORTANT for Texture being png! This one is the fixed, not moving. Can be transparent also!)
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}
material preset_4_bodyMatL
{
receive_shadows on
technique 1
{
pass
{
fragment_program_ref WingModColour_PS
{
param_named colorMod1 float4 0.50 0.50 0.75 0.25
}
texture_unit
{
texture Texture.jpg
tex_coord_set 0
}
cull_hardware none
cull_software none
depth_write off
scene_blend add
}
}
technique 2
{
pass
{
emissive 1.0 1.0 1.0 1.0
texture_unit
{
Texture.jpg
colour_op_ex modulate src_texture src_manual 0.105 0.175 0.135 0.25
}
cull_hardware none
cull_software none
depth_write off
scene_blend add
}
}
}
You can also test this Code, Same Effects (Background should be grey AND transparent):
material preset_4_bodyMatL
{
receive_shadows off
technique
{
pass
{
ambient 0 0 0 0
diffuse 0 0 0 0
specular 0 0 0 0
emissive 1 1 1 1
scene_blend add
fog_override true
depth_write off
//cull_hardware none
//cull_software none
texture_unit
{
texture Texture.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material preset_4_bodyMatL
{
receive_shadows on
technique
{
pass
{
scene_blend alpha_blend
fog_override true
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
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
texture_unit
{
texture Texture.png (make your texture slightly trasparent, the rest no texture at all)
tex_address_mode wrap
filtering trilinear
}
}
}
}
material preset_4_bodyMatL
{
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
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture Texture.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material preset_9_eyeMatL
{
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
texture_unit
{
anim_texture Texture1.png Texture2.png Texture3.png 2.5 (the 2.5 is the Time the Texture is shown. The bigger the Time, the longer the Texture stays)
tex_address_mode wrap
filtering trilinear
rotate_anim 0.00 (add a number if you want it to be scrolled)
}
}
}
}
Want a Animated Texture under a Solid one? Take this:
material preset_4_bodyMatL
{
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
texture_unit
{
anim_texture Texture1.png Texture2.png Texture3.png 2.5 (the 2.5 is the Time the Texture is shown. The bigger the Time, the longer the Texture stays)
tex_address_mode wrap
filtering trilinear
rotate_anim 0.00 (if you want it to scroll, add a number instead a 0)
}
}
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
scene_blend alpha_blend
texture_unit
{
texture Texture.png (This is a Texture where you should leave invisible/transparent parts, so the Animated texture can show up under it)
tex_address_mode wrap
filtering anisotropic
max_anisotropy 16
}
}
}
}
material preset_4_bodyMatL
{
receive_shadows off
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
alpha_rejection greater_equal 128
texture_unit
{
texture BottomTexture.png
tex_address_mode wrap
filtering trilinear
}
}
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
alpha_rejection greater_equal 128
texture_unit
{
texture TopsideTexture.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material preset_4_bodyMatL
{
technique
{
pass
{
lighting off
scene_blend colour_blend
depth_write off
cull_hardware none
cull_software none
texture_unit
{
texture InvisibleTex.png
tex_address_mode wrap
filtering trilinear
}
texture_unit
{
texture TransparentMarkingTex.png
scroll_anim 0.01 0.02
tex_address_mode wrap
rotate_anim -0.01
wave_xform scale_x sine 3 0.1 0 3
wave_xform scale_y sine 3 0.1 0 3
colour_op alpha_blend
}
texture_unit
{
texture InvisibleTex.png
colour_op_ex blend_current_alpha src_texture src_current
}
}
}
}
material acaciaLeafMat
{
technique
{
pass
{
ambient 0.75 0.75 0.75 1
diffuse 0.1 0.1 0.1 1
cull_hardware none
cull_software none
alpha_rejection greater_equal 64
texture_unit
{
texture acaciaLeaf.jpg
tex_address_mode clamp
wave_xform scroll_x sine -0.15 0.17 0.0 0.02
wave_xform rotate sine -0.05 0.17 0.0 0.007
}
}
}
}
material preset_9_bodyMatL
{
technique
{
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
nah it still doesn't work- probably because of my customized shape of the hairs :(
um... how do i put the code into my preset?
I want my demon lion, Shadow to glow a dark red color!
i wanted claws. how do i get that?
It is possible to get the eyes glowing without the teeth glowing as well?http://feral-heart.com/index.php?option=com_jfusion&Itemid=2&jfile=index.php&topic=4246.48 (http://feral-heart.com/index.php?option=com_jfusion&Itemid=2&jfile=index.php&topic=4246.48) something about the eyes should be posted in here. But...you got the teeth glowing? I've never heard of that!
material preset_10_bodyMatL
{
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
scene_blend alpha_blend
alpha_rejection greater_equal 128
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 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
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture YOURBASELAYERBODYTEXTURE.png
}
}
pass
{
emissive 1.0 0.0 0.0
scene_blend alpha_blend
texture_unit
{
texture YOURGLOWINGMARKINGSTEXTURE.png
}
}
}
}
Etc.thanks for the coding it helped me out alot now i have a transparent preset but i cant seem to find moving mane codingYou have to manually put it into the .material, I believe.
sinceraly
brittnie.w
I've been having issues with getting both eyes to glow. Does anyone have a screenshot of a succeeded preset with glowing eyes, perchance? The eye looks rather strange from a certain angle:
(http://oi49BannedImageSite/27xowus.jpg)
The left side of the eye from that angle is white, which is its original color.
material preset_3_bodyMatL
{
technique
{
pass
{
texture_unit
{
texture anger_3body.png
}
}
}
}
material preset_3_bodyMatR
{
technique
{
pass
{
texture_unit
{
texture anger_3body.png
}
}
}
}
material preset_3_headMatL
{
technique
{
pass
{
texture_unit
{
texture anger_3head.png
}
}
}
}
material preset_3_headMatR
{
technique
{
pass
{
texture_unit
{
texture anger_3head.png
}
}
}
}
material preset_3_eyeMatL
{
receive_shadows on
technique
{
pass
{
fragment_program_ref WingModColour_PS
{
param_named colorMod1 float4 0.50 0.50 0.75 0.25
}
texture_unit
{
texture anger_3eye.jpg
tex_coord_set 0
}
cull_hardware none
cull_software none
depth_write off
scene_blend add
}
}
technique 2
{
pass
{
emissive 1.0 1.0 1.0
texture_unit
{
anger_3eye.jpg
colour_op_ex modulate src_texture src_manual 0.105 0.175 0.135 0.25
}
cull_hardware none
cull_software none
depth_write off
scene_blend add
}
}
}
material preset_3_eyeMatR
{
receive_shadows on
technique
{
pass
{
fragment_program_ref WingModColour_PS
{
param_named colorMod1 float4 0.50 0.50 0.75 0.25
}
texture_unit
{
texture anger_3eye.jpg
tex_coord_set 0
}
cull_hardware none
cull_software none
depth_write off
scene_blend add
}
}
technique 2
{
pass
{
emissive 1.0 1.0 1.0
texture_unit
{
anger_3eye.jpg
colour_op_ex modulate src_texture src_manual 0.105 0.175 0.135 0.25
}
cull_hardware none
cull_software none
depth_write off
scene_blend add
}
}
}
material preset_3_tailMat
{
technique
{
pass
{
texture_unit
{
texture anger_3tail.png
}
}
}
}
material preset_3_maneMat
{
technique
{
pass
{
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture anger_3mane.png
}
}
}
}
material preset_3_bodyMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture anger_3body.PNG
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture anger_3bodyglow.PNG
}
}
}
}
material preset_3_bodyMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture anger_3body.PNG
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture anger_3bodyglow.PNG
}
}
}
}
material preset_3_headMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture anger_3head.PNG
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture anger_3headglow.PNG
}
}
}
}
material preset_3_headMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture anger_3head.PNG
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture anger_3headglow.PNG
}
}
}
}
material preset_3_eyeMatL
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture anger_3eye.PNG
}
}
}
}
material preset_3_eyeMatR
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture anger_3eye.PNG
}
}
}
}
material preset_3_tailMat
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture anger_3tail.PNG
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture anger_3tailglow.PNG
}
}
}
}
material preset_3_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 anger_3mane.PNG
}
}
}
}
That's a shame, it's my char's signature feature... Considering her eyes in demon form are the only things that don't consist of dark matter.
I used the code you provided me with, and sadly enough everything except the eyes turn out yellow and black.
material preset_7_bodyMatL
{
technique
{
pass
{
texture_unit
{
texture body.png
}
}
}
}
material preset_7_bodyMatR
{
technique
{
pass
{
texture_unit
{
texture body.png
}
}
}
}
material preset_7_headMatL
{
technique
{
pass
{
texture_unit
{
texture head.png
}
}
}
}
material preset_7_headMatR
{
technique
{
pass
{
texture_unit
{
texture head.png
}
}
}
}
material preset_7_eyeMatL
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture eyes.png
}
}
}
}
material preset_7_eyeMatR
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture eyes.png
}
}
}
}
material preset_7_tailMat
{
technique
{
pass
{
texture_unit
{
texture tail.png
}
}
}
}
material preset_7_maneMat
{
technique
{
pass
{
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture preset_7mane.png
}
}
}
}
[/color]
Yes, I noticed. If I was to make her entire body glow (excluding the eyes), how would I have to name the files? Should I copy the original file and name it anger_3bodyglow for example?
In other words, making an entirely transparent layer for the body glow would work?
Heh, we're surely filling up the pages here, Silver. I'll stick with a normal preset. Ta.
material preset_4_bodyMatL
{
technique
{
pass
{
lighting off
scene_blend colour_blend
depth_write off
cull_hardware none
cull_software none
texture_unit
{
texture InvisibleTex.png
tex_address_mode wrap
filtering trilinear
}
texture_unit
{
texture TransparentMarkingTex.png
scroll_anim 0.01 0.02
tex_address_mode wrap
rotate_anim -0.01
wave_xform scale_x sine 3 0.1 0 3
wave_xform scale_y sine 3 0.1 0 3
colour_op alpha_blend
}
texture_unit
{
texture InvisibleTex.png
colour_op_ex blend_current_alpha src_texture src_current
}
}
}
}
material preset_1_headMatL
{
technique
{
pass
{
texture_unit
{
texture Metal.jpg (This is where your solid, metallic texture goes, no transparency)
tex_address_mode wrap
filtering trilinear
colour_op replace
env_map spherical
}
texture_unit
{
texture preset1_head.png (This is your main preset, should be transparent where you want the markings)
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}
I'd suggest making a thread in the help board since the starter of this thread is not avaliable. Also this way people will know you need help with something and can provide you with the code if they know it.c:
I have some questions concerning the "Transparent Markings Vanishing and Coming Back," material code. Could you give me a brief tutorial on how to 'install' it or show how to get it 'working' because I am having loads of trouble with it. Thanks!
~Moonstone
I wish there was more context for the coding on here.