Author Topic: Metallic Code for Presets  (Read 12952 times)

Offline SteampunkWolfdog

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Re: Metallic Code for Presets
« Reply #10 on: December 13, 2012, 12:24:16 pm »
Is it possible to make this work for just the markings on a preset rather than the whole body?

Preset (Updated 3/1/17)

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Wolflover87

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Re: Metallic Code for Presets
« Reply #11 on: December 15, 2012, 01:30:16 am »
I love this idea Sully! Indeed a great code for presets! ^_^

Offline SenseiRei

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Re: Metallic Code for Presets
« Reply #12 on: November 26, 2017, 06:34:07 am »
okay. for the metallic Script. I want to make it metallic for the teeth, but not the eyes

Offline FlyingGrass

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Re: Metallic Code for Presets
« Reply #13 on: November 26, 2017, 08:00:49 am »
okay. for the metallic Script. I want to make it metallic for the teeth, but not the eyes
Please don't necro old threads.

To make only the teeth shiny, you'll need to put the teeth(And only the teeth) on a different layer, then add the metallic code to the layer with the teeth.
Here's code that'll help you with layers:

Click button to see code
Code: [Select]
material preset_1_eyeMatL
{
 technique
 {
  pass
  {
     ambient 0.2 0.2 0.2 1.0
     diffuse 1.000000 1.000000 1.000000 1.000000
     specular 0.100 0.100 0.100 4
     emissive 0.000000 0.000000 0.000000 1.000000
     cull_hardware none
     cull_software none
     scene_blend alpha_blend
     alpha_rejection greater_equal 120
     texture_unit
    {
     texture EyeTexture.png
     env_map spherical
    }
   }
  pass
  {
     ambient 0.8 0.9 0.9
     specular 1.0 1.0 1.0 128
     emissive 1.0 1.0 1.0
     cull_hardware none
     cull_software none
     scene_blend alpha_blend
     alpha_rejection greater_equal 120
     texture_unit
   {
    texture OnlyTeeth.png
    env_map spherical
   }
 }
  }
}

My presets.

Good things take time, so I'll take an eternity and create something so good that the human brain can't handle the sheer goodness of it.

Offline SenseiRei

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Re: Metallic Code for Presets
« Reply #14 on: November 26, 2017, 08:18:02 pm »
okay. for the metallic Script. I want to make it metallic for the teeth, but not the eyes
Please don't necro old threads.

To make only the teeth shiny, you'll need to put the teeth(And only the teeth) on a different layer, then add the metallic code to the layer with the teeth.
Here's code that'll help you with layers:

Click button to see code
Code: [Select]
material preset_1_eyeMatL
{
 technique
 {
  pass
  {
     ambient 0.2 0.2 0.2 1.0
     diffuse 1.000000 1.000000 1.000000 1.000000
     specular 0.100 0.100 0.100 4
     emissive 0.000000 0.000000 0.000000 1.000000
     cull_hardware none
     cull_software none
     scene_blend alpha_blend
     alpha_rejection greater_equal 120
     texture_unit
    {
     texture EyeTexture.png
     env_map spherical
    }
   }
  pass
  {
     ambient 0.8 0.9 0.9
     specular 1.0 1.0 1.0 128
     emissive 1.0 1.0 1.0
     cull_hardware none
     cull_software none
     scene_blend alpha_blend
     alpha_rejection greater_equal 120
     texture_unit
   {
    texture OnlyTeeth.png
    env_map spherical
   }
 }
  }
}

Okay, i figured it out. that second row wasn't the right code, instead i used a transparency code

Offline SenseiRei

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Re: Metallic Code for Presets
« Reply #15 on: November 26, 2017, 08:44:05 pm »
Heres the repaired code.
Click button to see code
Code: [Select]
material preset_#_eyeMat
{
 technique
 {
  pass
  {
     ambient 0.2 0.2 0.2 1.0
     diffuse 1.000000 1.000000 1.000000 1.000000
     specular 0.100 0.100 0.100 4
     emissive 0.000000 0.000000 0.000000 1.000000
     cull_hardware none
     cull_software none
     scene_blend alpha_blend
     alpha_rejection greater_equal 120
     texture_unit
    {
     texture MetalTexture.png
     env_map spherical
    }

   }
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 EyeTexture.png
tex_address_mode wrap
filtering trilinear
}
   }
 }
  }
}