I figured out to add ENB to the presets, but it seems to only work on NON-SCRIPTED presets.
So... i want to add the ENB to my scripted presets, but the areas where its scripted come out just black...
If anyone is an expert in this area, think they want to lend a helping paw?
Heres one of the ones i been working on. this is the one that runs the ENB but scripts are black/not showing
material preset_3_bodyMatL
{
technique
{
pass
{
shading phong
ambient 0.6 0.6 0.6 1
specular 0 0 0 0 128
texture_unit
{
texture ReiBody.png
}
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 Black.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 ReiBody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material preset_3_bodyMatR
{
technique
{
pass
{
shading phong
ambient 0.6 0.6 0.6 1
specular 0 0 0 0 128
texture_unit
{
texture ReiBody.png
}
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 Black.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 ReiBody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material preset_3_headMatL
{
technique
{
pass
{
shading phong
ambient 0.6 0.6 0.6 1
specular 0 0 0 0 128
texture_unit
{
texture ReiheadR.jpg
}
}
}
}
material preset_3_headMatR
{
technique
{
pass
{
shading phong
ambient 0.6 0.6 0.6 1
specular 0 0 0 0 128
texture_unit
{
texture ReiheadR.jpg
}
}
}
}
material preset_3_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 Brass.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 Reieye.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material preset_3_eyeMatR
{
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 Brass.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 Reieye.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material preset_3_tailMat
{
technique
{
pass
{
shading phong
ambient 0.6 0.6 0.6 1
specular 0 0 0 0 128
texture_unit
{
texture Reitail.jpg
}
}
}
}
material preset_3_maneMat
{
technique
{
pass
{
shading phong
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture Reimane.png
}
}
}
}