material preset_1_bodyMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
diffuse 1.0 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
env_map spherical
texture ---------
tex_address_mode mirror
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
diffuse 1.0 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 200
shading gouraud
texture_unit
{
texture ---------
tex_address_mode wrap
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
specular 1.0 1.0 1.0 100
scene_blend alpha_blend
alpha_rejection greater_equal 200
texture_unit
{
texture ---------
}
}
pass
{
specular 1.0 1.0 1.0 128
emissive 1.0 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
anim_texture ---------
tex_address_mode wrap
filtering trilinear
rotate_anim 0.00
color_op alpha_blend
}
}
pass
{
scene_blend alpha_blend
alpha_rejection greater 200
texture_unit
{
texture Mask.png
}
texture_unit
{
texture Mask.png
colour_op alpha_blend
}
texture_unit
{
texture ---------
colour_op_ex blend_current_alpha src_texture src_current
tex_address_mode wrap
filtering trilinear
scroll_anim 0.0 -1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 200
texture_unit
{
texture ---------
}
}
pass
{
ambient 0.7 0.7 0.7 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 150
texture_unit
{
anim_texture ---------
}
}
}
}
material preset_1_bodyMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
diffuse 1.0 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
env_map spherical
texture ---------
tex_address_mode mirror
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
diffuse 1.0 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 200
shading gouraud
texture_unit
{
texture ---------
tex_address_mode wrap
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
specular 1.0 1.0 1.0 100
scene_blend alpha_blend
alpha_rejection greater_equal 200
texture_unit
{
texture ---------
}
}
pass
{
specular 1.0 1.0 1.0 128
emissive 1.0 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
anim_texture ---------
tex_address_mode wrap
filtering trilinear
rotate_anim 0.00
color_op alpha_blend
}
}
pass
{
scene_blend alpha_blend
alpha_rejection greater 200
texture_unit
{
texture Mask.png
}
texture_unit
{
texture Mask.png
colour_op alpha_blend
}
texture_unit
{
texture ---------
colour_op_ex blend_current_alpha src_texture src_current
tex_address_mode wrap
filtering trilinear
scroll_anim 0.0 -1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 200
texture_unit
{
texture ---------
}
}
pass
{
ambient 1 1 1 1
alpha_rejection greater_equal 128
texture_unit
{
texture ---------
}
}
pass
{
ambient 1 1 1 1
scene_blend add
alpha_rejection greater_equal 128
texture_unit
{
texture ---------
}
texture_unit
{
texture ---------
scroll_anim 0.15 0.0
}
}
pass
{
alpha_rejection greater_equal 128
specular 0.9 0.9 0.9 1 128
texture_unit
{
texture ---------
}
lighting on
texture_unit
{
env_map spherical
texture ---------
}
}
}
}
material preset_1_headMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
diffuse 1.0 1.0 1.0 1.0
specular 0.010000 0.010000 0.010000 1.000000
texture_unit
{
texture ---------
tex_address_mode wrap
scroll_anim 0.0 0.2
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
diffuse 1.0 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 200
shading gouraud
texture_unit
{
texture ---------
tex_address_mode wrap
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
specular 1.0 1.0 1.0 100
diffuse 1.0 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 200
texture_unit
{
texture ---------
}
}
pass
{
specular 1.0 1.0 1.0 128
emissive 1.0 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 200
texture_unit
{
anim_texture ---------
tex_address_mode wrap
filtering trilinear
rotate_anim 0.00
color_op alpha_blend
}
}
pass
{
scene_blend alpha_blend
alpha_rejection greater 128
texture_unit
{
texture Mask.png
}
texture_unit
{
texture Mask.png
colour_op alpha_blend
}
scene_blend add
texture_unit
{
env_map spherical
texture ---------
colour_op_ex blend_current_alpha src_texture src_current
tex_address_mode wrap
filtering trilinear
}
}
}
}
material preset_1_headMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1.0
specular 0.010000 0.010000 0.010000 1.000000
texture_unit
{
texture ---------
tex_address_mode wrap
scroll_anim 0.0 0.2
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
diffuse 1.0 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 200
shading gouraud
texture_unit
{
texture ---------
tex_address_mode wrap
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
specular 0.100 0.100 0.100 4
diffuse 1.0 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 200
shading gouraud
texture_unit
{
anim_texture ---------
tex_address_mode wrap
rotate_anim 0.00
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
specular 1.0 1.0 1.0 100
scene_blend alpha_blend
alpha_rejection greater_equal 200
texture_unit
{
texture ---------
}
}
pass
{
specular 1.0 1.0 1.0 128
emissive 1.0 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 200
texture_unit
{
anim_texture ---------
tex_address_mode wrap
filtering trilinear
rotate_anim 0.00
color_op alpha_blend
}
}
pass
{
scene_blend alpha_blend
alpha_rejection greater 128
texture_unit
{
texture AMaskImage.png
}
texture_unit
{
texture AMaskImage.png
colour_op alpha_blend
}
scene_blend add
texture_unit
{
env_map spherical
texture ---------
colour_op_ex blend_current_alpha src_texture src_current
tex_address_mode wrap
filtering trilinear
}
}
}
}
3) Messed up Preset Exporter
So, you are probably lookin' here because issue #1's solution did not work. Well, I'm here to tell you why that reason is.
You have a problem with your exporter. This was proven whenever I managed to export and see someones preset just fine, while when they exported it, no one else could see it.
So far there is not a known fix to the exporter; I'm told that reinstalling does not help.
But what you can do is, send a trusted friend all of your textures and your .material for your preset, and have them go to their log-in, type your username in, then go to the preset maker and export it. This will export it with your username. Now, they will send you the file, and then other people will be able to see it.
The ONLY reason no one else would be able to see it even after this process, is because they have a shot exporter too.
I had the same thing happen to me a while ago, this was fixed when I got ride of multiple parts that I had in my folder at the same time. Try to take unneeded files out of the preset so it won't cause much confusion. Check the names on your file and make sure it matches up with the coding names in your notepad. Then restart Feral Heart and go back to your preset tool and it should work from there.