Feral Heart
Help & Guidance => Game Help => Topic started by: Cynikari on October 04, 2024, 04:09:58 am
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Hello! So I was wondering if this specific part of the mane for the canine can be shaded using the ambient code that's normally used on presets? I wanted to see if I could use it in the cmain to make the model shaded in a way. I was able to get the Head, Body, Tail, etc. shaded, but this one part of the mane refuses to cooperate.
(https://i.ibb.co/9W4F5Ph/image.png) (https://ibb.co/4pS6rk2)
(https://i.ibb.co/tXtWLmq/image2.png) (https://imgbb.com/)
Reminder that this is NOT for presets! It is for the cmain.
This is what I have so far. I tried many things and nothing is seeming to work.
material CmaneMat
{
technique 1
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
fragment_program_ref Mane_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture fmaneMask.png
tex_coord_set 0
tex_address_mode clamp
filtering trilinear
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 1
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 2
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture fmaneMask.png
tex_address_mode clamp
filtering trilinear
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture fmaneShade.jpg
colour_op modulate
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture fmaneLight.jpg
colour_op modulate
}
}
}
}
material CmaneMat2
{
technique 1
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
fragment_program_ref Mane2_PS
{
param_named_auto colorMod1 custom 1
}
texture_unit
{
texture fmaneMask2.png
tex_coord_set 0
}
texture_unit
{
texture fmaneShade.jpg
tex_coord_set 1
}
texture_unit
{
texture fmaneLight.jpg
tex_coord_set 2
}
}
pass
{
ambient 0.5 0.5 0.5 1.0
depth_func equal
scene_blend zero src_colour
}
}
technique 2
{
pass
{
ambient 0.5 0.5 0.5 1.0
depth_func equal
scene_blend zero src_colour
texture_unit
{
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
texture_unit
{
texture fmaneMask2.png
colour_op_ex source1 src_manual src_manual 1 0 0 1
}
}
}
}