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Topics - IcyFrost

Pages: [1] 2 3 4
1
Introduction / ~is back~ This is totally legit
« on: July 25, 2014, 09:44:53 am »

2
Leaving / Ya know what? I'm just.. No.
« on: July 10, 2014, 09:48:24 am »

3
Discussion Board / I'm just.. Wow. No.
« on: July 08, 2014, 05:51:23 am »

4
Other Mods/Creations / IcyFrost's Sky Texture!
« on: June 24, 2014, 03:06:55 am »
Ello! I decided that I was bored of the normal sky texture in FH, so (With a little help), I created my own.

Screenshots:

Night

Dawn

Day

Sky's Rim

Water Reflection


Alright, so Mediafire wont work u.u... Is it alright if you do it yourself if you want it? xD
--
First, put this image into any art program that can save as a .png.

Save it as sky.png in C: > FeralHeart > Media > Textures.

Next, for the material file, open up sky.material  in Notepad from C: > FeralHeart > Media > Materials
Delete everything inside, and replace it with everything below : (Keep spaces)
Code: [Select]
fragment_program Sky_PS cg
{
source skyPS.cg

entry_point skyShader_main

profiles ps_2_0 arbfp1

default_params
{
param_named skyTop float4 0.092 0.147 0.533 1
param_named skyBot float4 1 0.975 0.766 1
}
}
fragment_program Cloud_PS cg
{
source skyPS.cg

entry_point cloudShader_main

profiles ps_2_0 arbfp1

default_params
{
param_named colorMod1 float4 1 1 1 1
}
}
material skyMat
{
technique
{
pass
{
texture_unit
{
}
}
}
}
material Sky/SkyMat
{
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 skyMask.png
}
}
pass
{
lighting off
depth_write off
scene_blend add
fog_override true

texture_unit
{
texture sky.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 skyMask.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
}
}
material Sky/SunMat
{
receive_shadows off
technique
{
pass
{
lighting off
depth_write off
scene_blend add
fog_override true

texture_unit
{
texture sun.PNG
}
}
}
}
material Sky/SunRadianceMat
{
receive_shadows off
technique
{
pass
{
lighting off
depth_write off
scene_blend add
fog_override true

texture_unit
{
texture sunRadiance.PNG
}
}
}
}
material Sky/MoonMat
{
receive_shadows off
technique
{
pass
{
lighting off
depth_write off
scene_blend add
fog_override true

texture_unit
{
texture moon.PNG
}
}
}
}
material Sky/StarMat
{
receive_shadows off
technique
{
pass
{
lighting off
depth_write off
scene_blend add
fog_override true

texture_unit
{
texture star.PNG
tex_address_mode clamp
}

}
}
}
material Sky/CloudMat
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud1.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud1.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat1
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud1.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud1.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat2
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud2.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud2.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat3
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud3.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud3.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat4
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud4.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud4.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat5
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud5.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud5.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat6
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud6.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud6.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat7
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud7.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud7.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat8
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud8.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud8.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat9
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud9.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud9.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat10
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud10.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud10.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat11
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud11.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud11.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat12
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud12.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud12.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat13
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud13.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud13.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat14
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud14.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud14.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}
material Sky/CloudMat15
{
receive_shadows off
technique 1
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

fragment_program_ref Cloud_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture cloud15.PNG
tex_coord_set 0
tex_address_mode clamp
}

}
}
technique 2
{
pass
{
lighting off
depth_write off
scene_blend alpha_blend
fog_override true

texture_unit
{
texture cloud15.PNG
tex_coord_set 0
tex_address_mode clamp
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}

Then go to File > Save.

Now that that's done, and you have made sure that you named the texture "Sky.png", you should be able to get in game and enjoy :)

5
Game Help / Sky Texture / Mask
« on: June 21, 2014, 06:08:55 pm »
I've seen some people with a different sky texture and (After finally finding that thread) was wondering if I could make my own sky mask. Ex: All of the stars or different colors in the sky or something, rather than just twinkling spots.
So, I was wondering, what file could I color over to make a different looking sky mask? o,o

6
Art Gallery / Eyes to nom on anyone? [Requests : Open]
« on: June 21, 2014, 03:16:33 am »
Eyes anyone? xD
So, as you could probably guess from the title, I have tried my hand at art again. Don't worry, your eyes wont be burned as badly as before. I don't feel comfortable doing full body drawings, but if you want to request one, go ahead. Examples Below.

[Requests : Open]
Guessing that I wont get many requests so I'm not going to do slots.
Request as many as you like. Refer to ref below.

Finished


Jane Doe's Request


WhisperingWaves' Request


Snarf's Request

Sidenote: These are posted on my DA as well.. xIcyFrost.deviantart.com
Yah, I know I'm a noob xD

Eyes

Ref:

Choose a number, depending on what you want your eye to look like. Or, you can request it to be random.
Note: I won't use the same lines every time, unless you request me to xD

Full Body

[Probably won't take requests for these yet because I suck at them]:

Wow. Dat fail doe. Only request a full body if you want burned eyes xD
Please, if you really really want burned eyes, request through Pm. .-.


Request Form
Forum Name: (Optional)
Style: (1, 2, 3, 4, 5, 6, Other, Random)
Eye Color:
Fading colors?: (Y/N)
Well.. That's it for now xD

7
Discussion Board / Irl.. Er... Stalker?
« on: June 21, 2014, 02:47:45 am »
There's this one person in my school who I swear never leaves me alone. That one person who tries and fails at following you home, that one person who follows you around the halls... o,o....
But anyway, enough of that, have you ever had that one person who follows you everywhere in a stalkerish way?

8
Discussion Board / Another horrible thread. Wow.
« on: June 15, 2014, 07:00:40 pm »
Title ^
This is about my computer, but from what I've read, it's more of a serious problem.
What's happening: I turned the computer back on, but when I did, I got a black screen. The power light was on, but I didn't hear any fans spinning. I don't think that this is caused by malware, because I think that my computer is pretty clean. And plus, based off of how the computer was running before, it had none on it.
Help?

9
Leaving / Gone for a bit~
« on: June 04, 2014, 04:25:39 am »
Alright. As the title says, I'll be gone for a bit. A bit as in how long? I don't know. I've been posting less and less over the last few days and now I've found myself losing interest for FH. I never wanted to post one of these threads, but now is the time. I feel that it's best I take a bit of a break.

And then all of our teachers say that the last few weeks of school will most likely be projects. I'll need quite a bit of time for those, mostly because I can get very distracted while writing a report :3. But the main reason for my absence is going to be because I'm losing interest. Maybe I'll be back in a week. Maybe only a few days. Maybe even a month or two (Hopefully not). Depends when school decides to stop being annoying and when I feel like I should come back on here.

I might pop into the forums every now and then, but the game will be taken out of my C: and put into a compressed folder and saved onto a USB. But until then, have a great day, week, or month, and I'll miss chu floofs <3

10
Forum Games / The Worst Spelling of Words!
« on: May 31, 2014, 01:21:30 am »
Basically, in this game, someone will take a word and the next person will spell it as wrong as possible. Ex:

Start: Horse

P2: Whorse
Next: Addition

P3: Uhdishun
Next: Message

And so on xD. It's basically a game of post a word, have the next person spell it in the worst way possible, then that person post another word. I'll start :3

Reality

Pages: [1] 2 3 4