Author Topic: ~Alpha's New Preset Codes~ New!  (Read 4327 times)

AlphaEclipse

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~Alpha's New Preset Codes~ New!
« on: December 12, 2013, 02:11:25 pm »
Alpha's New Preset Scripts!

If this is in the wrong place, please move it. I don't know if it goes in presets and markings or other mods and creations.

I'm pretty sure no one really ever made a actual thread like this so... Why not? The other day while I was making a preset for mah other thread, I was searching through the items files and there .mats. I thought to myself... Could these work with presets? Yes! I have put some of the cool effects that are used with the items into presets. These are the ones I thought were the coolest. Each one has it's own personality. .3.

ATTENTION: These are ALL coded for the BODY part of the preset. If you want the other body part, either PM me or post below. :3 I'll do my best to help ya'.

ALSO: LOOK for the # signs in the codes! In order for them to work, you must fill them in with a number (number of the preset file). Same goes for the R AND L. Left=L + Right=R



First, I have a weird scrolling invisible thing. e.e

Quote
material preset_#_bodyMatL
{
   receive_shadows off
   technique
   {
      pass
      {
         lighting on
         cull_hardware none
         cull_software none
         scene_blend add
         depth_write off
         fog_override true

         texture_unit
         {
            texture preset_#body.png
            scale 0.5 0.5
            scroll_anim -0.09 -0.08
            rotate 180
         }
         texture_unit
         {
            texture preset_#body.png
            tex_address_mode clamp
            wave_xform scale_x sine 2.0 0.3 0.3 0.3
            wave_xform scale_y sine -2.0 -0.3 -0.3 -0.3
         }

      }

   }

}
material preset_#_bodyMatR
{
   receive_shadows off
   technique
   {
      pass
      {
         lighting on
         cull_hardware none
         cull_software none
         scene_blend add
         depth_write off
         fog_override true

         texture_unit
         {
            texture preset_#body.png
            scale 0.5 0.5
            scroll_anim -0.09 -0.08
            rotate 180
         }
         texture_unit
         {
            texture preset_#body.png
            tex_address_mode clamp
            wave_xform scale_x sine 2.0 0.3 0.3 0.3
            wave_xform scale_y sine -2.0 -0.3 -0.3 -0.3
         }

      }

   }

}

It MUST be saved as a .png.



This one is like the one above. :3 I moves a bit differently but looks just as cool.

Quote
material preset_#_bodyMat(L (Or) R)
{
   technique
   {
      pass
      {
         alpha_rejection greater 0

         texture_unit
         {
            env_map spherical
            texture preset_#body.png
         }
      }

   }

}



Next, I have a 'invisible-scrolling-glowing-moving-thingy' code.

Quote
material preset_#_bodyMatL
{
   technique
   {
      pass
      {
         ambient 0.5 0.5 0.5 1
         diffuse 0 0 1 1
         specular 1 1 1 1 64
         emissive 0.5 0.5 0.5 1
         alpha_rejection greater 0

         texture_unit
         {
            env_map spherical
            texture preset_#body.png
         }
      }

   }

}
material preset_#_bodyMatR
{
   technique
   {
      pass
      {
         ambient 0.5 0.5 0.5 1
         diffuse 0 0 1 1
         specular 1 1 1 1 64
         emissive 0.5 0.5 0.5 1
         alpha_rejection greater 0

         texture_unit
         {
            env_map spherical
            texture preset_#body.png
         }
      }

   }

}



Next, I have one that is pretty simple. It's a transparent code that you can make another texture almost 'flash' AND move.

Quote
material preset_#_bodyMat(L (or) R)
{
   receive_shadows off
   technique
   {
      pass
      {
         lighting off
         depth_write off
         scene_blend add
         fog_override true
         cull_hardware none
         cull_software none
         texture_unit
         {
            texture preset_#body.png
            tex_address_mode clamp
            wave_xform scale_x sine 0.9 0.5 0 0.1
            wave_xform scale_y sine 0.9 0.5 0 0.1
         }
         texture_unit
         {
            texture preset_#body.png
            wave_xform rotate sawtooth 0 0.0001 0 360
         }
         texture_unit
         {
            texture preset_#body.png
            wave_xform rotate sine 0 0.0003 0 90
         }
      }
      pass
      {
         lighting off
         depth_write off
         scene_blend add
         fog_override true
         cull_hardware none
         cull_software none
         texture_unit
         {
            texture preset_#body.png
            tex_address_mode clamp
            wave_xform scale_x sine 0.9 0.5 0 0.1
            wave_xform scale_y sine 0.9 0.5 0 0.1
         }
         texture_unit
         {
            texture preset_#body.png
            tex_address_mode clamp
            wave_xform scale_x sawtooth 0 0.2 0 4
            wave_xform scale_y sawtooth 0 0.2 0 4
         }
      }
   }
}



This one is a varation of the one above. It's still pretty cool.

Quote
material preset_#_bodyMat(L (or) R)
{
   technique
   {
      pass
      {
                       

                       
         scene_blend add
         depth_write off
         fog_override true
         cull_hardware none
         cull_software none

         texture_unit
         {
            texture preset_#body.png
                                env_map spherical
         }
      }
      pass
      {
                       
         emissive 1.0 1.0 1.0 1
         scene_blend alpha_blend
                        diffuse 1.0 1.0 1.0
                        specular 1.0 1.0 1.0 128

         scene_blend add
         depth_write off
         fog_override true
         cull_hardware none
         cull_software none

         texture_unit
         {
            texture preset_#body(# TEXT).png
                               
         }
      }
   }
}



This is an extremely fast flashing-scrolling-transparent-thing.

Quote
material preset_#_bodyMat(L (or) R)
{
   receive_shadows off
   technique
   {
      pass
      {
         lighting on
         cull_hardware none
         cull_software none
         scene_blend add
         depth_write off
         fog_override true
         
         texture_unit
         {
            texture preset_#body.png
            scale 2.0 2.0
            scroll_anim 413.20 0.00
            rotate 180
            tex_address_mode clamp
            wave_xform scale_x sine 0.0 0.0 0 0.0
            wave_xform scale_y sine 0.0 0.0 0 0.0
         }
      }
   }
}



This one is a scrolling that uses up to two textures to move. You can just put the same ones though. :3 thatmadenosense

Quote
material preset_#_bodyMatL
{
   technique
   {
      pass
      {
         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off

         texture_unit
         {
            texture preset_#body.png
            scroll_anim 0 1
         }
         texture_unit
         {
            texture preset_#body.png
            scroll_anim 0 0.7
            colour_op modulate
         }
      }
   }
}
material preset_#_bodyMatR
{
   technique
   {
      pass
      {
         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off

         texture_unit
         {
            texture preset_#body.png
            scroll_anim 0 1
         }
         texture_unit
         {
            texture preset_#body.png
            scroll_anim 0 0.7
            colour_op modulate
         }
      }
   }
}



This is the sky's material coding mashed into a preset. o-o It looks really cool when you actually use the preset.

Quote
material preset_#_bodyMatL
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         fog_override true
         fragment_program_ref Sky_PS
         {
            param_named_auto skyTop custom 1
            param_named_auto skyBot custom 2
         }
         texture_unit
         {
            texture preset_#body.png
         }
      }
      pass
      {
         lighting off
         depth_write off
         scene_blend add
         fog_override true

         texture_unit
         {
            texture preset_#body.png
            scale 0.3 0.3
            tex_coord_set 0
         }
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         fog_override true
   
         texture_unit
         {
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
         texture_unit
         {
            texture preset_#body.png
            colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
         }
      }
   }
}
material preset_#_bodyMatR
{
   receive_shadows off
   technique 1
   {
      pass
      {
         lighting off
         depth_write off
         fog_override true
         fragment_program_ref Sky_PS
         {
            param_named_auto skyTop custom 1
            param_named_auto skyBot custom 2
         }
         texture_unit
         {
            texture preset_#body.png
         }
      }
      pass
      {
         lighting off
         depth_write off
         scene_blend add
         fog_override true

         texture_unit
         {
            texture preset_#body.png
            scale 0.3 0.3
            tex_coord_set 0
         }
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         depth_write off
         fog_override true
   
         texture_unit
         {
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
         texture_unit
         {
            texture preset_#body.png
            colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
         }
      }
   }
}



I call this one 'silouhette'. The waterReflect .mat's code made the preset's body invisible... But, when you jump, you see a shadow that ISN'T on the preset's actual body! In the preset maker/character creator, a shadow appears and waves like the water in FH. :D I haven't tried it yet, but if someone where to put this into a wing/equip code, this would probably be amazing. This coding is somewhat useless, but at least it looks interesting.

Quote
material preset_#_bodyMat(L (or) R)
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
            param_named scroll float 2
            param_named scale float 1
            param_named noise float 1
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 0.04
         }
         texture_unit
         {
            texture preset_#body.png
            filtering linear linear none
         }
      }

   }
}



This one is the same as above, it just makes the shadow thingy black. (Well, for me it did. e.e)

Quote
material preset_#_bodyMat
{
   technique
   {
      pass
      {
         //depth_write off
         scene_blend alpha_blend
         vertex_program_ref WaterVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto timeVal time 0.05
            param_named scroll float 2
            param_named scale float 1
            param_named noise float 1
         }
         fragment_program_ref WaterFP
         {
            param_named colourTint float3 0.25 0.27 0.28
            param_named noiseScale float 0.04
         }
         texture_unit
         {
            texture preset_#body.png
            filtering linear linear none
         }
      }

   }
}



I WILL be trying to make more of these, but I'm uncertain how long it will take. .3.

If you have any troubles with these, tell me! While I was putting them in notepad, one or two lines may have been deleted, so like I said before, inform me immediately!

Here's some pictures of the presets that I've made using these. (Complete random order)








(The eyes are left normal so you can see how it looks. :3


(With wings)



-Alphybutt

Offline ~Stargazer~

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Re: ~Alpha's New Preset Codes~ New!
« Reply #1 on: December 12, 2013, 02:40:18 pm »
Nice Alpha 8D

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AlphaEclipse

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Re: ~Alpha's New Preset Codes~ New!
« Reply #2 on: December 12, 2013, 02:48:43 pm »

Offline avomeir

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Re: ~Alpha's New Preset Codes~ New!
« Reply #3 on: December 17, 2013, 04:27:30 am »
Ooo, I'll have to try these out sometime. Thanks for sharing them, Alpha.~ c:
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AlphaEclipse

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Re: ~Alpha's New Preset Codes~ New!
« Reply #4 on: December 17, 2013, 11:57:41 am »
Ooo, I'll have to try these out sometime. Thanks for sharing them, Alpha.~ c:

Why you're very welcome c:

Offline magicfairy

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Re: ~Alpha's New Preset Codes~ New!
« Reply #5 on: December 27, 2013, 04:04:01 pm »
NICE! I'ma stalk dis thready. And Alphabutt I didn't need your help to do this XD:
vanitas ยท he/they/it/fae

AlphaEclipse

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Re: ~Alpha's New Preset Codes~ New!
« Reply #6 on: December 27, 2013, 04:28:33 pm »
NICE! I'ma stalk dis thready. And Alphabutt I didn't need your help to do this XD:

I have ze same one. >:D I love zat code.

Offline Vespian

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Re: ~Alpha's New Preset Codes~ New!
« Reply #7 on: December 27, 2013, 04:31:43 pm »
How interesting Ms. Alpha. I'm sure these codes will be put in many uses, no doubt. A job well done this is.
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AlphaEclipse

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Re: ~Alpha's New Preset Codes~ New!
« Reply #8 on: December 27, 2013, 04:37:23 pm »
How interesting Ms. Alpha. I'm sure these codes will be put in many uses, no doubt. A job well done this is.

Thank yew, Vespian!~

Offline OreoHeroz

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Re: ~Alpha's New Preset Codes~ New!
« Reply #9 on: December 27, 2013, 11:15:21 pm »
Very nice Alphabutt! Definitely will use this.<3