material preset_11_bodyMatL
{
technique
{
pass
{
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
alpha_rejection greater equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11body.png
}
}
pass
{
alpha_rejection greater_equal 128
scene_blend alpha_blend
emissive 1.0 1.0 1.0 1
texture_unit
{
texture bodyglow.png
}
}
}
}
material preset_11_bodyMatR
{
technique
{
pass
{
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
alpha_rejection greater equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11body.png
}
}
pass
{
alpha_rejection greater_equal 128
scene_blend alpha_blend
emissive 1.0 1.0 1.0 1
texture_unit
{
texture bodyglow.png
}
}
}
}
material preset_11_headMatL
{
technique
{
pass
{
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
alpha_rejection greater equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11head.png
}
}
pass
{
alpha_rejection greater_equal 128
scene_blend alpha_blend
emissive 1.0 1.0 1.0 1
texture_unit
{
texture headglow.png
}
}
}
}
material preset_11_headMatR
{
technique
{
pass
{
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
alpha_rejection greater equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11head.png
}
}
pass
{
alpha_rejection greater_equal 128
scene_blend alpha_blend
emissive 1.0 1.0 1.0 1
texture_unit
{
texture headglow.png
}
}
}
}
material preset_11_eyeMatL
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture preset_11eye.jpg
}
}
}
}
material preset_11_eyeMatR
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture preset_11eye.jpg
}
}
}
}
material preset_11_tailMat
{
technique
{
pass
{
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
alpha_rejection greater equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11tail.png
}
}
pass
{
alpha_rejection greater_equal 128
scene_blend alpha_blend
emissive 1.0 1.0 1.0 1
texture_unit
{
texture glow.png
}
}
}
}
material preset_11_maneMat
{
technique
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture preset_11mane.png
}
}
}
}
material preset_11_equipMatL
{
technique
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture preset_11equip.jpg
}
}
}
}
material preset_11_equipMatR
{
technique
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture preset_11equip.jpg
}
}
}
}
*Its all messy*
I apologise.
I was typing that code very quickly this morning, I made a mistake.
Some lines read "alpha_rejection greater equal 128" instead of "alpha_rejection greater_equal 128."
Use the replace function (Edit -> Replace OR Ctrl + H) to fix this.
-
PS; nice video editing. Made me laugh.
I apologise.hmmm I got greatly tired of rebuilding the entire code and btw The code I realized it wasn't ambient
I was typing that code very quickly this morning, I made a mistake.
Some lines read "alpha_rejection greater equal 128" instead of "alpha_rejection greater_equal 128."
Use the replace function in Notepad (Edit -> Replace OR Ctrl + H) to fix this.
-
PS; nice video editing. Made me laugh.
I wasn't able to recreate a full code this morning, as I was in a hurry. Again, I apologise.I know that the material's is normal FH when I though something was missing because the markings didn't look like it glowed The shading was missing thats what I was looking forward (Also i tried adding the ambient line in but it didn't work)
It isn't exactly challenging though, for the most part it's just copy/paste and change the image names.
And I'm not sure what you mean by "it wasn't ambient?"
Is that something you're looking to add, or?
material preset_11_bodyMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11body.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
material preset_11_bodyMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11body.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
material preset_11_headMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11head.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
material preset_11_headMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11head.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
material preset_11_eyeMatL
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture preset_11eye.jpg
}
}
}
}
material preset_11_eyeMatR
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture preset_11eye.jpg
}
}
}
}
material preset_11_tailMat
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11tail.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
material preset_11_maneMat
{
technique
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture preset_11mane.png
}
}
}
}
material preset_11_equipMatL
{
technique
{
pass
{
texture_unit
{
texture preset_11equip.jpg
}
}
}
}
material preset_11_equipMatR
{
technique
{
pass
{
texture_unit
{
texture preset_11equip.jpg
}
}
}
}
Mmm, alright.Uhhh
Give me a minute to recreate the head, body, and tail.
I'll update this post in a minute with a new code for you.
-
Edit:
Give this a go, yeah?Code: [Select]material preset_11_bodyMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11body.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
material preset_11_bodyMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11body.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
material preset_11_headMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11head.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
material preset_11_headMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11head.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
material preset_11_eyeMatL
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture preset_11eye.jpg
}
}
}
}
material preset_11_eyeMatR
{
technique
{
pass
{
cull_hardware none
cull_software none
texture_unit
{
texture preset_11eye.jpg
}
}
}
}
material preset_11_tailMat
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture preset_11tail.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
material preset_11_maneMat
{
technique
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture preset_11mane.png
}
}
}
}
material preset_11_equipMatL
{
technique
{
pass
{
texture_unit
{
texture preset_11equip.jpg
}
}
}
}
material preset_11_equipMatR
{
technique
{
pass
{
texture_unit
{
texture preset_11equip.jpg
}
}
}
}
Picture?
Does the same happen if you change Rendering Subsystems in Options > Video ?I dont really want to change the rendering subsystems if I do that i'll make FH crash and I just reinstalled and I dont wanna do it again
Well, it seems like a display issue.I think its a code problem
Try changing the Rendering Subsystem.
If it crashes, you can always change it back outside of the game, just by launching 2 FeralHearts, which will open the Rendering Setup screen:
(https://i.gyazo.com/837f11b7d6876a45a2983cadde29901c.png)
If neither Rendering Subsystems work, we should discuss the possibility of outdated drivers, or maybe a few other things.
the glowing markings are not really smeary nor are the scrolling and it makes my preset a little weirdBy this, do you mean that the edges of your transparent (otherwise scrolling/glowing) areas are....Pixelated and sharp, instead of smooth and soft?
Yesthe glowing markings are not really smeary nor are the scrolling and it makes my preset a little weirdBy this, do you mean that the edges of your transparent (otherwise scrolling/glowing) areas are....Pixelated and sharp, instead of smooth and soft?
Wow, my brain is not working as of late.oh geez. And again. my preset is yellow and black
Yeah, you don't even need the alpha_rejection lines, as NaruWolf said. (+fluff)
I forgot since it produces the same effect within my game, and I always added it as a baseline. ^^'
I apologise.
Oh good.I dont know if the renderjng subsystem has helped because it would always make my game crash and might be no hope of returning it no matter what if i switch back from trying the other rendering subsystem
Have you tried switching the Rendering Subsystem, just to check?
Could you upload the files to mediafire so I could take a look then?Alright *PM'D*
material EXAMPLE
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1
scene_blend alpha_blend
texture_unit
{
texture preset_11body.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
Alright, so. A few things. This is how the preset currently displays CORRECTLY in-game:Thanks! this can be locked.(https://i.gyazo.com/50fce5c41d7d81a856e202020b6b7f97.png)
You might see a few issues here. The head works fine, but I'm not sure that's how you wanted the body and tail to turn out.
The problem is that your files don't match what the code is looking for. For example, both sides of your body are using this code, which I provided most of as a template:Quotematerial EXAMPLE
{
technique
{
pass
{
ambient 0.5 0.5 0.5 1
texture_unit
{
texture scroll.png
scroll_anim 1.0 1.0
}
}
pass
{
ambient 0.5 0.5 0.5 1
scene_blend alpha_blend
texture_unit
{
texture preset_11body.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
The problem is that your files don't match this. This was a template, and you're meant to make alterations. Notice I highlighted some things in red. The code is looking for and needs the preset_11body image to be a .png. Yours is a .jpg.
The .jpg format does not support transparency, which makes the black areas, and disallows you to see through to the underneath layer. The image MUST be a .png to create the scroll areas underneath.
The second issue is that you have no file by the name of glow.png. It's trying to layer something on top that doesn't even exist, which will result in the preset displaying white.
-
This code works fine, as long as you fix the issues.
Until then, if you're curious, my working code can be seen here:
http://pastebin.com/yTpDtD8Z
Let me know if you need anything more.