Author Topic: IcyFrost's Sky Texture!  (Read 4586 times)

Offline IcyFrost

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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 :)

Because yes, everyone needs Canada in their signatures.

Offline xXQueenXx

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Re: IcyFrost's Sky Texture!
« Reply #1 on: June 24, 2014, 09:12:45 am »
This is a really cool texture, well done! ;3;

Offline Aniuk

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Re: IcyFrost's Sky Texture!
« Reply #2 on: June 24, 2014, 11:24:11 am »
This is a really cool texture, IcyFrost.
I have the brush you used, but I never
would have thought it would look so
cool in the sky. Very creative, and
thank you for sharing.


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Offline *Kawaii Potato*

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Re: IcyFrost's Sky Texture!
« Reply #3 on: June 24, 2014, 12:51:25 pm »
Oh my glob, I /need/ this. <3 ;o;

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Offline ashy

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Re: IcyFrost's Sky Texture!
« Reply #4 on: June 25, 2014, 01:58:28 am »
1 thing I can say: Beautiful!


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Offline shayy

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Re: IcyFrost's Sky Texture!
« Reply #5 on: June 25, 2014, 02:00:55 am »
Very nice and well done :D
pm for free art i need practice

Offline LordSuragaha

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Re: IcyFrost's Sky Texture!
« Reply #6 on: June 25, 2014, 03:16:33 am »
Whoa... that is some crazy looking sparkly sky going on there xD But it's beautiful :D Great job there. I'm sure a lot of users will love this <3 Makes the world look more magical

Offline Vespian

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Re: IcyFrost's Sky Texture!
« Reply #7 on: June 25, 2014, 03:26:50 am »
The texture is quite mythical, aye. At least it has a whimsical air to it considerin' the designs ye' added in. They look a bit like galaxies even. Distant planets. Could just be me though 'n my imagination. A job well done 'n thanks for sharin', ma'am! Not to mention the tutorial ye' included informin' users who might not know where to place each file on how to make yer mod visible to 'em without possible mishaps.
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