Author Topic: .  (Read 1772 times)

Offline NaomiOkami

  • Familiar Grounds Dweller
  • **
  • Posts: 84
  • Country: ca
  • Floof-O-Meter: 14
    • NaomiNoob
    • View Profile
.
« on: October 15, 2016, 03:43:31 am »
.
« Last Edit: May 12, 2017, 08:20:52 am by Whatever »

Offline Morgra

  • I don't like sand...
  • Immortal Legend
  • *****
  • Posts: 5,718
  • Country: us
  • Floof-O-Meter: 347
  • Ever been killed by a spider? I was
    • DinksterDaily
    • View Profile
Re: Preset
« Reply #1 on: October 15, 2016, 03:49:48 am »
Having difficult seeing it  on this picture. Might be that I need to put on my glasses too.
Mind describing what you meant by weird circles?
Is your preset partially transparent?
Profile pic by Edolicious

People don't think the universe be like it is, but it do.


Offline Ruby1234

  • Mean Tutorial Queen
  • Elder Grey Pelt
  • ****
  • Posts: 2,794
  • Country: us
  • Floof-O-Meter: 297
  • aka Phloxenfree.
    • View Profile
Re: Preset
« Reply #2 on: October 15, 2016, 03:51:50 am »
Try removing the cull_hardware & cull_software lines.

Offline Shazadah

  • Dedicated Supporter
  • ***
  • Posts: 259
  • Country: us
  • Floof-O-Meter: 11
  • Call me NaruWolf
    • http://shay-wolf.deviantart.com
    • https://www.youtube.com/user/Mid
    • View Profile
Re: Preset
« Reply #3 on: October 15, 2016, 03:52:20 am »
Can you show us your preset's material code?

Offline NaomiOkami

  • Familiar Grounds Dweller
  • **
  • Posts: 84
  • Country: ca
  • Floof-O-Meter: 14
    • NaomiNoob
    • View Profile
.
« Reply #4 on: October 15, 2016, 04:01:28 am »
.
« Last Edit: May 12, 2017, 08:18:22 am by Whatever »

Offline Shazadah

  • Dedicated Supporter
  • ***
  • Posts: 259
  • Country: us
  • Floof-O-Meter: 11
  • Call me NaruWolf
    • http://shay-wolf.deviantart.com
    • https://www.youtube.com/user/Mid
    • View Profile
Re: Preset
« Reply #5 on: October 15, 2016, 04:34:01 am »
Try this code floof.

Code: [Select]
material preset_8_bodyMatL
{
technique
{
pass
{
ambient 1.0 1.0 1.0 1.0
                        cull_hardware none
                        cull_software none
                        alpha_rejection greater_equal 128
texture_unit
{
texture preset_8body.png
}
}
}
}
material preset_8_bodyMatR
{
technique
{
pass
{
ambient 1.0 1.0 1.0 1.0
                        cull_hardware none
                        cull_software none
                        alpha_rejection greater_equal 128
texture_unit
{
texture preset_8body.png
}
}
}
}
material preset_8_headMatL
{
technique
{
pass
{
ambient 1.0 1.0 1.0 1.0
                        cull_hardware none
                        cull_software none
                        alpha_rejection greater_equal 128
texture_unit
{
texture preset_8head.png
}
}
}
}
material preset_8_headMatR
{
technique
{
pass
{
ambient 1.0 1.0 1.0 1.0
                        cull_hardware none
                        cull_software none
                        alpha_rejection greater_equal 128
texture_unit
{
texture preset_8head.png
}
}
}
}
material preset_8_eyeMatL
{
technique
{
pass
{
ambient 1.0 1.0 1.0 1.0
                        cull_hardware none
                        cull_software none
                        alpha_rejection greater_equal 128
texture_unit
{
texture preset_8eye.png
}
}
}
}
material preset_8_eyeMatR
{
technique
{
pass
{
ambient 1.0 1.0 1.0 1.0
                        cull_hardware none
                        cull_software none
                        alpha_rejection greater_equal 128
texture_unit
{
texture preset_8eye.png
}
}
}
}
material preset_8_tailMat
{
technique
{
pass
{
ambient 1.0 1.0 1.0 1.0
                        cull_hardware none
                        cull_software none
                        alpha_rejection greater_equal 128
texture_unit
{
texture preset_8tail.png
}
}
}
}
material preset_8_maneMat
{
        technique
        {
                pass
                { 
ambient 1.0 1.0 1.0 1.0
                        cull_hardware none
                        cull_software none
                        alpha_rejection greater_equal 128
                        texture_unit
                        {
                                texture preset_8mane.png
                        }
                }
        }
}
material preset_8_equipMatL
{
technique
{
pass
{
ambient 1.0 1.0 1.0 1.0
                        cull_hardware none
                        cull_software none
                        alpha_rejection greater_equal 128
texture_unit
{
texture preset_8equip.png
}
}
}
}
material preset_8_equipMatR
{
technique
{
pass
{
ambient 1.0 1.0 1.0 1.0
                        cull_hardware none
                        cull_software none
                        alpha_rejection greater_equal 128
texture_unit
{
texture preset_8equip.png
}
}
}
}

Offline NaomiOkami

  • Familiar Grounds Dweller
  • **
  • Posts: 84
  • Country: ca
  • Floof-O-Meter: 14
    • NaomiNoob
    • View Profile
.
« Reply #6 on: October 15, 2016, 02:48:20 pm »
.
« Last Edit: May 12, 2017, 08:17:57 am by Whatever »

Offline Kuri

  • Immortal Legend
  • *****
  • Posts: 8,168
  • Country: nz
  • Floof-O-Meter: 136
  • Foreboding evil harmless kitten.
    • dumbstuff4friends
    • channel/UCo42jgbLvEzkofpOin0_a4A
    • View Profile
Re: Preset
« Reply #7 on: October 15, 2016, 08:33:11 pm »
i put "scene_blend add" as the first line.  Then the whole "cull hardware" stuff and it turned out ok.  And wound the ambient down to like 0.5 with 1 alpha, no circles appeared for me.
The Japanese concept of wabisabi:
The closest concept in english would be 'rustic'
They might have an old thing, one example is a favourite bowl or dish, it's broken, pieces are missing, why fix it?  With gold and pieces from other dishes?
"Because it was my favourite & I like it"

Offline Shazadah

  • Dedicated Supporter
  • ***
  • Posts: 259
  • Country: us
  • Floof-O-Meter: 11
  • Call me NaruWolf
    • http://shay-wolf.deviantart.com
    • https://www.youtube.com/user/Mid
    • View Profile
Re: Preset
« Reply #8 on: October 15, 2016, 10:36:07 pm »
Try removing that ambient line there, it's not needed, my bad. But the alpha_rejection greater_equal 128 is the code I use for transparency and semi-transparency which works just as good. Sometimes it can be a little hard to see with darker colors but, there are other methods.

The scene_blend_alpha blend line you had before does work for semi-transparency, but there's other lines needed that your original code didn't have. I'm on mobile right now so I can't copy the code to you, but try looking here.