Author Topic: Out Of Place Manes  (Read 1073 times)

Offline Oddonelynx

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Out Of Place Manes
« on: January 11, 2020, 04:46:12 am »
I've put ambients on the default models! But the manes are really out of place and are all bright! How can I fix this?  ???

Art by QuietMacaroni

Offline LadySigyn

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Re: Out Of Place Manes
« Reply #1 on: January 11, 2020, 08:31:11 am »
Can I ask what you used to do this and if you edited the textures or the actual models? You might have to replace whatever you edited with the originals. If you didn't save backups then go here to download what you need.

Offline Oddonelynx

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Re: Out Of Place Manes
« Reply #2 on: January 11, 2020, 08:47:16 pm »
I used a default ambient that can be used on both presets and the default characters.
The ambient I used is the 0.1 0.1 0.1 one.
This helpful chart might help explain!
https://www.deviantart.com/0abarai0/art/Preset-Ambients-572557739
No, you don't need to edit the models or textures.  It's just this cool little thing that gives the characters realistic lighting, I'll give you an example from ingame.
(It doesn't seem to work on the wings either..)

You just make a space after the "pass" thing, and paste in the desired ambient.

Art by QuietMacaroni

Offline LadySigyn

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Re: Out Of Place Manes
« Reply #3 on: January 12, 2020, 12:44:26 am »
Ahh I see. Did you make sure to put the same amount of ambience on the mane and wings in the preset material file as well? It should work.
« Last Edit: January 12, 2020, 04:05:53 am by Sigyrn »

Offline Oddonelynx

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Re: Out Of Place Manes
« Reply #4 on: January 12, 2020, 02:57:38 am »
That's  my default texture. Not a preset. But yes, I did put the exact same one!

Art by QuietMacaroni

Offline LadySigyn

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Re: Out Of Place Manes
« Reply #5 on: January 12, 2020, 05:16:42 am »
Hm, strange. Could you post the coding from the material file for me? Use this to do so: [code*]-Paste entire material code contents here-[/code*] - Just get rid of the *.
Or if you want to revert it and get rid of the ambience completely let me know and I'll post my code for you to have.
« Last Edit: January 12, 2020, 05:20:24 am by Sigyrn »

Offline Oddonelynx

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Re: Out Of Place Manes
« Reply #6 on: January 12, 2020, 06:31:50 am »
Code: [Select]
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
That's the code I applied!

Code: [Select]
material CbodyMatL
{
technique 1
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
fragment_program_ref Body_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture fbodyMask1.png
tex_coord_set 0
}
texture_unit
{
texture fbodyMask2.png
tex_coord_set 1
}
texture_unit
{
texture cbodyShade.jpg
tex_coord_set 2
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
}
}
technique 2
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
texture_unit
{
texture fbodyMask1.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture fbodyMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture cbodyShade.jpg
colour_op modulate
}
}
}
}
material CbodyMatR
{
technique 1
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
fragment_program_ref Body_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture fbodyMask1.png
tex_coord_set 0
}
texture_unit
{
texture fbodyMask2.png
tex_coord_set 1
}
texture_unit
{
texture cbodyShade.jpg
tex_coord_set 2
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
}
}
technique 2
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
texture_unit
{
texture fbodyMask1.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture fbodyMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture cbodyShade.jpg
colour_op modulate
}
}
}
}
material CheadMatL
{
technique 1
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
fragment_program_ref Head_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
param_named_auto colorMod3 custom 3
param_named_auto colorMod4 custom 4
param_named_auto colorMod5 custom 5
}
texture_unit
{
texture cheadMask1.png
tex_coord_set 0
filtering trilinear
}
texture_unit
{
texture cheadMask2.png
tex_coord_set 1
}
texture_unit
{
texture cheadMask3.png
tex_coord_set 2
}
texture_unit
{
texture cheadMask4.png
tex_coord_set 3
}
texture_unit
{
texture cheadMask5.png
tex_coord_set 4
}
texture_unit
{
texture cheadShade.jpg
tex_coord_set 5
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128

depth_func equal
              scene_blend zero src_colour
}
}
technique 2
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
texture_unit
{
texture cheadMask1.png
filtering trilinear
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture cheadMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture cheadMask3.png
colour_op_ex source1 src_manual src_manual 0 0 1 1
}
texture_unit
{
texture cheadMask4.png
colour_op_ex blend_texture_alpha src_current src_manual 1 1 0 1
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture cheadMask5.png
colour_op_ex source1 src_manual src_manual 0 1 1 1
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture cheadShade.jpg
colour_op modulate
}
}
}
}
material CheadMatR
{
technique 1
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
fragment_program_ref Head_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
param_named_auto colorMod3 custom 3
param_named_auto colorMod4 custom 4
param_named_auto colorMod5 custom 5
}
texture_unit
{
texture cheadMask1.png
tex_coord_set 0
filtering trilinear
}
texture_unit
{
texture cheadMask2.png
tex_coord_set 1
}
texture_unit
{
texture cheadMask3.png
tex_coord_set 2
}
texture_unit
{
texture cheadMask4.png
tex_coord_set 3
}
texture_unit
{
texture cheadMask5.png
tex_coord_set 4
}
texture_unit
{
texture cheadShade.jpg
tex_coord_set 5
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
}
}
technique 2
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
texture_unit
{
texture cheadMask1.png
filtering trilinear
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture cheadMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture cheadMask3.png
colour_op_ex source1 src_manual src_manual 0 0 1 1
}
texture_unit
{
texture cheadMask4.png
colour_op_ex blend_texture_alpha src_current src_manual 1 1 0 1
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture cheadMask5.png
colour_op_ex source1 src_manual src_manual 0 1 1 1
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture cheadShade.jpg
colour_op modulate
}
}
}
}
material CeyeMatL
{
technique 1
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
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
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
}
}
technique 2
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
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 phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
}
}
material CeyeMatR
{
technique 1
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
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
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
}
}
technique 2
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
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 phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
}
}
material CtailMat
{
technique 1
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
fragment_program_ref Tail_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture ctailMask1.png
tex_coord_set 0
}
texture_unit
{
texture ctailShade.jpg
tex_coord_set 1
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
}
}
technique 2
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
texture_unit
{
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture ctailMask1.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture ctailShade.jpg
colour_op modulate
}
}
}
}
material CmaneMat
{
transparency_casts_shadows off
receive_shadows off
technique 1
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
cull_hardware none
cull_software none
alpha_rejection greater_equal 128

fragment_program_ref Mane_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture fmaneMask.png
tex_coord_set 0
tex_address_mode clamp
filtering trilinear
                                                                wave_xform rotate sine 1 .1 0 .02
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 1
                                                                wave_xform rotate sine 1 .1 0 .02
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 2
                                                                wave_xform rotate sine 1 .1 0 .02
}
}
}
technique 2
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
lighting on

texture_unit
{
texture fmaneMask.png
tex_address_mode clamp
filtering trilinear
colour_op_ex source1 src_manual src_manual 1 0 0 1
                                                                wave_xform rotate sine 1 .1 0 .02
}
texture_unit
{
texture fmaneShade.jpg
colour_op modulate
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
cull_hardware none
cull_software none
scene_blend add
depth_func equal
lighting on

texture_unit
{
texture fmaneLight.jpg
}
}
}
}
material CmaneMat2
{
technique 1
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
fragment_program_ref Mane2_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture fmaneMask2.png
tex_coord_set 0
tex_address_mode clamp
filtering trilinear
                                                                wave_xform rotate sine 1 .1 0 .02
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 1
                                                                wave_xform rotate sine 1 .1 0 .02
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 2
                                                                wave_xform rotate sine 1 .1 0 .02
}
}
}
technique 2
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
lighting on

texture_unit
{
texture fmaneMask2.png
tex_address_mode clamp
filtering trilinear
colour_op_ex source1 src_manual src_manual 1 0 0 1
                                                                wave_xform rotate sine 1 .1 0 .02
}
}
}
}
material CtuftMat
{
transparency_casts_shadows off
receive_shadows off
technique 1
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
cull_hardware none
cull_software none
alpha_rejection greater_equal 128

fragment_program_ref Mane_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture fmaneMask.png
tex_coord_set 0
tex_address_mode clamp
filtering trilinear
                                                                wave_xform rotate sine 1 .1 0 .02
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 1
                                                                wave_xform rotate sine 1 .1 0 .02
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 2
                                                                wave_xform rotate sine 1 .1 0 .02
}
}
}
technique 2
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
lighting on

texture_unit
{
texture fmaneMask.png
tex_address_mode clamp
filtering trilinear
colour_op_ex source1 src_manual src_manual 1 0 0 1
                                                                wave_xform rotate sine 1 .1 0 .02
}
texture_unit
{
texture fmaneShade.jpg
colour_op modulate
                                                                wave_xform rotate sine 1 .1 0 .02
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
cull_hardware none
cull_software none
scene_blend add
depth_func equal
lighting on

texture_unit
{
texture fmaneLight.jpg
}
}
}
}
material CinnerEarMat
{
technique 1
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
fragment_program_ref Body_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture fbodyMask1.png
tex_coord_set 0
}
texture_unit
{
texture fbodyMask2.png
tex_coord_set 1
}
texture_unit
{
texture cbodyShade.jpg
tex_coord_set 2
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
}
}
technique 2
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
texture_unit
{
texture fbodyMask1.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture fbodyMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture cbodyShade.jpg
colour_op modulate
}
}
}
}
material CtoeMat
{
technique 1
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
fragment_program_ref Body_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture fbodyMask1.png
tex_coord_set 0
}
texture_unit
{
texture fbodyMask2.png
tex_coord_set 1
}
texture_unit
{
texture cbodyShade.jpg
tex_coord_set 2
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
}
}
technique 2
{
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
lighting on
texture_unit
{
texture fbodyMask1.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture fbodyMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
shading phong

                        ambient 0.1 0.1 .0 1
   specular 0 0 0 0 128
depth_func equal
              scene_blend zero src_colour
texture_unit
{
texture cbodyShade.jpg
colour_op modulate
}
}
}
}

(I'm showing the cmain one, since anything that can be applied to be canines can be applied to felines too)
« Last Edit: January 12, 2020, 06:33:35 am by Oddonelynx »

Art by QuietMacaroni

Offline LadySigyn

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Re: Out Of Place Manes
« Reply #7 on: January 12, 2020, 07:52:05 am »
So I had a bit of a play around with the coding, and unfortunately I wasn't able to do anything with the wings. The mane looks fine for me, except for during the night cycle where it looks a little brighter. I'm unsure if it's actually possible to use the ambience on the wings and the mane, I just know you can edit the textures yourself to give them a shade effect. I've also seen shaded mane mods that users have made. I'll search for some answers for you so you aren't left in the dark about it.

Offline Oddonelynx

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Re: Out Of Place Manes
« Reply #8 on: January 12, 2020, 06:53:10 pm »
The thing is, the shaded mane mods are outdated, and they don't work with canines

Art by QuietMacaroni