What do you mean by eye mass? Do you mean like changing the size of the eyes? Please explain. x3 Also that markings notepad file is called a .cfg.
edit: also, I think this belongs in "Game Help."
You mean to make you're own eye types? Well, I don't think so but I'm not sure. I know there are the eye types and you can use them to make presets, you might be able to take one and change the design and export it as one of the eyes and make you're own mod for it. EX:
Say you didn't like the way that the fire eye type was made. You could open it up in GIMP and change it and then export it into media>>textures (or wherever it shows the different eye types) and go in game and choose the fire eye type and yeh should be good ter go ^^
If that's what you were wondering.
Just a bit of an add on to what Alpha said I gess?
No worries. c: Someone will move it for you. Everyone makes mistakes! And those aren't in a notepad file, those are textures which are located in Feralheart > media > textures.
OH I understand now. Yeah, that's not located directly in "C:\Feralheart," it's located in "C:\Feralheart\media\materials\cmain (OR) fmain. They are not like that .cfg file- they are a .material file which is used to show how textures show up on the canine and feline models.
I'm pretty sure they are loaded ino the game using the resources.cfg file in "C:\Feralheart."
material CeyeMatL
{
technique 1
{
pass
{
cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
}
}
material CeyeMatR
{
technique 1
{
pass
{
cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
}
}
If you are making this thread because you want to add/subtract eye slots, it is not possible without the source code. Meshes don't work like that.
KovuLKD probably wanted a limited amount on eye types (just like tuft types, etc. Tufts are meshes also.), but he might have wanted markings customizable. (I guess like IT(?) I've never played IT, so I'm not sure.) When mesh making and editing material files, you can assign scripts, just like presets. There's no meshes.cfg for the meshes textures, yes? There's no furshades.cfg, yes? They appear because they are the materials of .meshes. If you look in the cmain file, you will not see a list of extensions like the to the textures, but scripts in a simple computer language. Material files and .cfg files are different. Material files are only available for .meshes, which are for Ogre 3D.
Summed up, there is no "eye types" file that I see, otherwise it would be located in "C:\Feralheart." for easy access. I'm sure it is added here using that "colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1" or those "params," however I am not 100% sure on that, since it depends on how Kovu made the game. (Course: http://www.ogre3d.org/forums/viewtopic.php?p=306919 (http://www.ogre3d.org/forums/viewtopic.php?p=306919))Code: [Select]material CeyeMatL
{
technique 1
{
pass
{
cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
}
}
material CeyeMatR
{
technique 1
{
pass
{
cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
}
}
If anyone would like to add on to this, or correct something, feel free to. ^ _ ^