material NoxMat/BodyMat
{
receive_shadows on
technique
{
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
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture NoxBody.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex blend_diffuse_alpha src_texture src_current
tex_address_mode wrap
filtering trilinear
}
}
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
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture NoxDot1Mask.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex source2 src_texture src_texture
}
texture_unit
{
texture DotFlash1.png
scroll_anim 0.4 0.4
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture NoxDot2Mask.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex source2 src_texture src_texture
}
texture_unit
{
texture DotFlash2.png
scroll_anim .1 .1
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture NoxLeafMask.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex source2 src_texture src_texture
}
texture_unit
{
texture NoxChrome.png
scroll_anim .1 .1
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}
}
}
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
material EXAMPLEMAT
{
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 body.png
}
}
pass
{
emissive 1.0 1.0 1.0 1
scene_blend alpha_blend
texture_unit
{
texture glow.png
}
}
}
}
Hullo, hullo!
No worries, a scrolling mane is possible without looking all gross!
All you need to do is split your scrolling texture into two separate textures, one will serve as a mask, the other as the actual scrolling source.
Copy your scrolling texture and cut it out according to fmanemask, found in:
FeralHeart > media > textures(https://i.gyazo.com/9edd453bc2dc8cf7b5336fe60bd93019.png)
Save the new cutout version as whatever you want, I just use preset_#manemask.png
Use this code:Code: [Select]material preset_1_maneMat
{
technique
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 200
texture_unit
{
texture preset_1manemask.png
}
texture_unit
{
texture preset_1manemask.png
colour_op alpha_blend
}
texture_unit
{
texture preset_1scroll.png
scroll_anim 1.0 1.0
colour_op_ex blend_current_alpha src_texture src_current
}
}
}
}
Make sure you use the first two texture spots for the MASK, then only the last one is for the original scrolly texture.
Boom.
Done. c:(https://i.gyazo.com/1b65990a31148f266f2c04daa2caf7f2.gif)((ignore the fact that that is someone else's preset who also needed help. shhh.))