EDIT January 31st, 2022: This tutorial is being updated and moved to Google! Please refer to the new version wherever possible, as it has better optimisation & overall clarity.
https://docs.google.com/document/d/1otpZc7OyhgXwbK8KPFEl4ogVCACvSptYVBNI-uuFdac/edit?usp=sharing
Glow
-Make the entire preset glow in the dark! (DOES NOT COVER GLOWING MARKINGS)
We start with a preset.
(If you don't have a preset yet, you need one. I use preset 2 for the purpose of this tutorial, but you need your own. So go get one if you dun have one.)
Now, your preset's code probably looks something like this:
material preset_#_bodyMatL
{
technique
{
pass
{
texture_unit
{
texture preset_#body.jpg
}
}
}
}
material preset_#_bodyMatR
{
technique
{
pass
{
texture_unit
{
texture preset_#body.jpg
}
}
}
}
material preset_#_headMatL
{
technique
{
pass
{
texture_unit
{
texture preset_#head.jpg
}
}
}
}
material preset_#_headMatR
{
technique
{
pass
{
texture_unit
{
texture preset_#head.jpg
}
}
}
}
material preset_#_eyeMatL
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture preset_#eye.jpg
}
}
}
}
material preset_#_eyeMatR
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture preset_#eye.jpg
}
}
}
}
material preset_#_tailMat
{
technique
{
pass
{
texture_unit
{
texture preset_#tail.jpg
}
}
}
}
material preset_#_maneMat
{
technique
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture preset_#mane.png
}
}
}
}
Well, time for some glowyness.
Now, if we want just the whole preset to glow, then it's really quite simple. xD
You need only add one line, which is the
emissive line.
Your best bet is to probably add
emissive 1.0 1.0 1.0 1.0
above every
texture_unit
'cause that's basically a standard glow.
However, we can add some color to our glowyness.
The way the emissive code works is really quite simple.
emissive
1.0 1.0 1.0 1.0^ Basically explains it.
Each number controls a color value.
The first number controlling red, the second, green, the third, blue.
The last one, however, does not control white, it controls alpha. If you dunno what that is, then you best just leave it at 1.0
You'll end up with
material preset_#_bodyMatL
{
technique
{
pass
{
emissive 1.0 1.0 1.0 1.0
texture_unit
{
texture preset_#body.jpg
}
}
}
}
material preset_#_bodyMatR
{
technique
{
pass
{
emissive 1.0 1.0 1.0 1.0
texture_unit
{
texture preset_#body.jpg
}
}
}
}
material preset_#_headMatL
{
technique
{
pass
{
emissive 1.0 1.0 1.0 1.0
texture_unit
{
texture preset_#head.jpg
}
}
}
}
material preset_#_headMatR
{
technique
{
pass
{
emissive 1.0 1.0 1.0 1.0
texture_unit
{
texture preset_#head.jpg
}
}
}
}
material preset_#_eyeMatL
{
technique
{
pass
{
cull_hardware none
cull_software none
emissive 1.0 1.0 1.0 1.0
texture_unit
{
texture preset_#eye.jpg
}
}
}
}
material preset_#_eyeMatR
{
technique
{
pass
{
cull_hardware none
cull_software none
emissive 1.0 1.0 1.0 1.0
texture_unit
{
texture preset_#eye.jpg
}
}
}
}
material preset_#_tailMat
{
technique
{
pass
{
emissive 1.0 1.0 1.0 1.0
texture_unit
{
texture preset_#tail.jpg
}
}
}
}
material preset_#_maneMat
{
technique
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
emissive 1.0 1.0 1.0 1.0
texture_unit
{
texture preset_#mane.png
}
}
}
}
or something similar.
You can copy/paste that into your material file and then;
Now press Ctrl+H, or go to Edit->Replace...
And type _# in the "Find what:" section.
Then in the "Replace with:" section, put an underscore:
_
and then put your preset's actual number after that. Then click Replace all.
then you can change the emissive values to your liking.
Now, you may test this out in-game and be like,
Ruby,
I don't even see a difference.
Probably not. lol.
You see, FH doesn't ever really get dark.
At night, everything is still pretty bright, so it's hard to tell the difference between something that's glowing and something that's not.
Your best bet is to go crouch in the corner of Ficho.
You'll possibly see the difference then.
So now you're probably like,
okay,
so what's the point of glowyderpness if you can't even see the difference?
Truth is, there isn't one,
unless you are going to do part of the preset normal or ambient, and then have glowing markings or eyes.
Best results if you use ambience~
_______________________________________
Ambient
-Make presets/objects more sensitive to light changes!
--This covers ambience alone, THIS POST DOES NOT COVER GLOWING MARKINGS.
We start with a preset.
(If you don't have a preset yet, you need one. I use preset 2 for the purpose of this tutorial, but you need your own. So go get one if you dun have one.)
Now, your preset's code probably looks something like this:
material preset_#_bodyMatL
{
technique
{
pass
{
texture_unit
{
texture preset_#body.jpg
}
}
}
}
material preset_#_bodyMatR
{
technique
{
pass
{
texture_unit
{
texture preset_#body.jpg
}
}
}
}
material preset_#_headMatL
{
technique
{
pass
{
texture_unit
{
texture preset_#head.jpg
}
}
}
}
material preset_#_headMatR
{
technique
{
pass
{
texture_unit
{
texture preset_#head.jpg
}
}
}
}
material preset_#_eyeMatL
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture preset_#eye.jpg
}
}
}
}
material preset_#_eyeMatR
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture preset_#eye.jpg
}
}
}
}
material preset_#_tailMat
{
technique
{
pass
{
texture_unit
{
texture preset_#tail.jpg
}
}
}
}
material preset_#_maneMat
{
technique
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture preset_#mane.png
}
}
}
}
And all we are going to do is add one line above each
texture_unit
and that line is
ambient.
The ambient line tells us how much light is going to be reflected off the object or character.
The default is
ambient 1.0 1.0 1.0 1.0
so using that won't help us.
Your best bet is probably
ambient 0.5 0.5 0.5 1.0
'cause it's right around the middle;
'course, you could go darker if you want.
But remember, to go darker, you must decrease the values, not increase them.
material preset_#_bodyMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
texture_unit
{
texture preset_#body.jpg
}
}
}
}
material preset_#_bodyMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
texture_unit
{
texture preset_#body.jpg
}
}
}
}
material preset_#_headMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
texture_unit
{
texture preset_#head.jpg
}
}
}
}
material preset_#_headMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
texture_unit
{
texture preset_#head.jpg
}
}
}
}
material preset_#_eyeMatL
{
technique
{
pass
{
cull_hardware none
cull_software none
ambient 0.5 0.5 0.5 1.0
texture_unit
{
texture preset_#eye.jpg
}
}
}
}
material preset_#_eyeMatR
{
technique
{
pass
{
cull_hardware none
cull_software none
ambient 0.5 0.5 0.5 1.0
texture_unit
{
texture preset_#eye.jpg
}
}
}
}
material preset_#_tailMat
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
texture_unit
{
texture preset_#tail.jpg
}
}
}
}
material preset_#_maneMat
{
technique
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
ambient 0.5 0.5 0.5 1.0
texture_unit
{
texture preset_#mane.png
}
}
}
}
Replace your code with that, and then;
Now press Ctrl+H, or go to Edit->Replace...
And type _# in the "Find what:" section.
Then in the "Replace with:" section, put an underscore:
_
and then put your preset's actual number after that. Then click Replace all.
That's basically it, but there are other options too.
Ambient works like emissive,
the first three values correspond to red, green, and blue.
This allows for tinting, by making one value slightly (or drastically) higher than the others.
Above, I increased the red value, and slightly decreased the other two on one side of the preset, tinting that side red.
Next post will cover glowing markings.
Meeeowww!~