material CbodyMarkBase
{
technique 1
{
pass
{
fragment_program_ref BodyMark_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
param_named_auto colorMod3 custom 3
}
texture_unit
{
texture fbodyMask1.png
tex_coord_set 0
}
texture_unit
{
texture fbodyMask2.png
tex_coord_set 1
}
texture_unit
{
texture fbodyMask2.png
tex_coord_set 2
}
texture_unit
{
texture cbodyShade.jpg
tex_coord_set 3
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture fbodyMask1.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture fbodyMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture fbodyMask2.png
colour_op_ex source1 src_manual src_manual 0 0 1 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture cbodyShade.jpg
colour_op modulate
}
}
}
}
material CheadMarkBase
{
technique 1
{
pass
{
fragment_program_ref HeadMark_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
param_named_auto colorMod3 custom 3
param_named_auto colorMod4 custom 4
param_named_auto colorMod5 custom 5
param_named_auto colorMod6 custom 6
}
texture_unit
{
texture cheadMask1.png
tex_coord_set 0
}
texture_unit
{
texture cheadMask2.png
tex_coord_set 1
}
texture_unit
{
texture cheadMask3.png
tex_coord_set 2
}
texture_unit
{
texture cheadMask4.png
tex_coord_set 3
}
texture_unit
{
texture cheadMask5.png
tex_coord_set 4
}
texture_unit
{
texture cheadMask5.png
tex_coord_set 5
}
texture_unit
{
texture cheadShade.jpg
tex_coord_set 6
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture cheadMask1.png
filtering trilinear
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture cheadMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture cheadMask3.png
colour_op_ex source1 src_manual src_manual 0 0 1 1
}
texture_unit
{
texture cheadMask4.png
colour_op_ex blend_texture_alpha src_current src_manual 1 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture cheadMask5.png
colour_op_ex source1 src_manual src_manual 0 1 1 1
}
texture_unit
{
texture cheadMask5.png
colour_op_ex blend_texture_alpha src_current src_manual 1 0 1 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture cheadShade.jpg
colour_op modulate
}
}
}
}
material CtailMarkBase
{
technique 1
{
pass
{
fragment_program_ref TailMark_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
param_named_auto colorMod3 custom 3
}
texture_unit
{
texture ctailMask1.png
tex_coord_set 0
}
texture_unit
{
texture ctailMask1.png
tex_coord_set 1
}
texture_unit
{
texture ctailShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture ctailMask1.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture ctailMask1.png
colour_op_ex source1 src_manual src_manual 0 0 1 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture ctailShade.jpg
colour_op modulate
}
}
}
}
material CmaneMarkBase
{
technique 1
{
pass
{
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
fragment_program_ref ManeMark_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture fmaneMask.png
tex_coord_set 0
tex_address_mode wrap
filtering trilinear
}
texture_unit
{
texture fmaneMask.png
tex_coord_set 1
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 2
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 3
}
}
}
technique 2
{
pass
{
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
lighting off
texture_unit
{
texture fmaneMask2.png
tex_address_mode clamp
filtering trilinear
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture fmaneMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
}
}
Yup! Just as I expected. The canine models use the fbodymask file. I'll highlight is in the code:erm, where did ye find that file at?Quotematerial CbodyMarkBase
{
technique 1
{
pass
{
fragment_program_ref BodyMark_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
param_named_auto colorMod3 custom 3
}
texture_unit
{
texture fbodyMask1.png
tex_coord_set 0
}
texture_unit
{
texture fbodyMask2.png
tex_coord_set 1
}
texture_unit
{
texture fbodyMask2.png
tex_coord_set 2
}
texture_unit
{
texture cbodyShade.jpg
tex_coord_set 3
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture fbodyMask1.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture fbodyMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture fbodyMask2.png
colour_op_ex source1 src_manual src_manual 0 0 1 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture cbodyShade.jpg
colour_op modulate
}
}
}
}
material CheadMarkBase
{
technique 1
{
pass
{
fragment_program_ref HeadMark_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
param_named_auto colorMod3 custom 3
param_named_auto colorMod4 custom 4
param_named_auto colorMod5 custom 5
param_named_auto colorMod6 custom 6
}
texture_unit
{
texture cheadMask1.png
tex_coord_set 0
}
texture_unit
{
texture cheadMask2.png
tex_coord_set 1
}
texture_unit
{
texture cheadMask3.png
tex_coord_set 2
}
texture_unit
{
texture cheadMask4.png
tex_coord_set 3
}
texture_unit
{
texture cheadMask5.png
tex_coord_set 4
}
texture_unit
{
texture cheadMask5.png
tex_coord_set 5
}
texture_unit
{
texture cheadShade.jpg
tex_coord_set 6
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
texture cheadMask1.png
filtering trilinear
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture cheadMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture cheadMask3.png
colour_op_ex source1 src_manual src_manual 0 0 1 1
}
texture_unit
{
texture cheadMask4.png
colour_op_ex blend_texture_alpha src_current src_manual 1 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture cheadMask5.png
colour_op_ex source1 src_manual src_manual 0 1 1 1
}
texture_unit
{
texture cheadMask5.png
colour_op_ex blend_texture_alpha src_current src_manual 1 0 1 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture cheadShade.jpg
colour_op modulate
}
}
}
}
material CtailMarkBase
{
technique 1
{
pass
{
fragment_program_ref TailMark_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
param_named_auto colorMod3 custom 3
}
texture_unit
{
texture ctailMask1.png
tex_coord_set 0
}
texture_unit
{
texture ctailMask1.png
tex_coord_set 1
}
texture_unit
{
texture ctailShade.jpg
tex_coord_set 2
}
}
pass
{
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
lighting off
texture_unit
{
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture ctailMask1.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
lighting off
scene_blend one_minus_src_alpha src_alpha
texture_unit
{
texture ctailMask1.png
colour_op_ex source1 src_manual src_manual 0 0 1 1
}
}
pass
{
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture ctailShade.jpg
colour_op modulate
}
}
}
}
material CmaneMarkBase
{
technique 1
{
pass
{
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
fragment_program_ref ManeMark_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture fmaneMask.png
tex_coord_set 0
tex_address_mode wrap
filtering trilinear
}
texture_unit
{
texture fmaneMask.png
tex_coord_set 1
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 2
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 3
}
}
}
technique 2
{
pass
{
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
lighting off
texture_unit
{
texture fmaneMask2.png
tex_address_mode clamp
filtering trilinear
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture fmaneMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
}
}
I hope this helps! ;D
no, I found a mask texture I want to use. but idk how because they made the fbodymask the same thing for the canine. ;.;Like fur textures?