Author Topic: Preset Coding  (Read 1641 times)

Offline IcexWolf1

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    • HollowedWyld
Preset Coding
« on: July 10, 2013, 09:01:34 pm »
Hey. So, I wanted to make a preset that glowed and had a missing part, but I don't know how to combine the codes. I'm trying to mix this one:
Code: [Select]
material preset_1_bodyMatL
{
      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 12.500000
                     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 preset_1bodyL.png
                         tex_address_mode wrap
                         filtering trilinear
         }
      }
   }
}
         texture_unit
         {
            texture preset_1bodyL.png
         }
      }
   }
}
material preset_1_bodyMatR
{
   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 12.500000
                     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 preset_1bodyR.png
                         tex_address_mode wrap
                         filtering trilinear
         }
            texture preset_1bodyR.png
         }
      }
   }
}
material preset_1_headMatL
{
        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 12.500000
                     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 preset_1headL.png
                         tex_address_mode wrap
                         filtering trilinear
         }
            texture preset_1headL.png
         }
      }
   }
}
material preset_1_headMatR
{
   
        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 12.500000
                     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 preset_1headR.png
                         tex_address_mode wrap
                         filtering trilinear
         }
            texture preset_1headR.png
         }
      }
   }
}
material preset_1_eyeMatL
{ 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 12.500000
                     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 preset_1eyeL.png
                         tex_address_mode wrap
                         filtering trilinear
         }
            texture preset_1eyeL.png
         }
      }
   }
}
material preset_1_eyeMatR
{
    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 12.500000
                     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 preset_1eyeR.png
                         tex_address_mode wrap
                         filtering trilinear
         }
            texture preset_1eyeR.png
         }
      }
   }
}
material preset_1_tailMat
{
   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 12.500000
                     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 preset_1tail.png
                         tex_address_mode wrap
                         filtering trilinear
         }
            texture preset_1tail.png
         }
      }
   }
}
material preset_1_maneMat
{
        technique
        {
                pass
                {
                       cull_hardware none
                       cull_software none
                       alpha_rejection greater_equal 128
                       texture_unit
                       {
                                texture preset_1mane.png
                }
          }
     }
}
{
   technique
   {
      pass
      {
         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off
         texture_unit
         {
            texture preset_1mane.png
         }
      }
   }
}
with this one:
Code: [Select]
material preset_10_bodyMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture preset_10bodyL.png
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture preset_10bodyLglow.png
}
}
}
}
material preset_10_bodyMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture preset_10bodyR.png
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture preset_10bodyRglow.png
}
}
}
}
material preset_10_headMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture preset_10headL.png
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture preset_10headLglow.png
}
}
}
}
material preset_10_headMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture preset_10headR.png
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture preset_10headRglow.png
}
}

}
}
material preset_10_eyeMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture preset_10eyeL.png
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture preset_10eyeLglow.png
}
}

}
}
material preset_10_eyeMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture preset_10eyeR.png
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture preset_10eyeRglow.png
}
}

}
}
material preset_10_tailMat
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture preset__10tail.png
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture preset_10tailglow.png
}
}
}
}
material preset_10_maneMat
{
        technique
        {
                pass
                {
                       cull_hardware none
                       cull_software none
                       alpha_rejection greater_equal 128
                       texture_unit
                       {
                                texture preset_10mane.png
                }
          }
     }
}
{
   technique
   {
      pass
      {
         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off
         texture_unit
         {
            texture preset_10mane.png
         }
      }
   }
}
But I don't know how I would go about doing that. If someone would be nice enough to show me how, or combine them for me, that'd be great. :3 Thanks~

Smiling.Sin

  • Guest
Re: Preset Coding
« Reply #1 on: July 10, 2013, 09:56:17 pm »
Couldn't you just copy-paste the glow code onto the part you want, and then copy-paste the transparent code onto the same part?

Yes, it's me, Sin. XD

Offline Ruby1234

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Re: Preset Coding
« Reply #2 on: July 10, 2013, 10:05:55 pm »
First of all, all of this;
Code: [Select]
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 12.500000
                     emissive 0.000000 0.000000 0.000000 1.000000
Doesn't really do a whole lot of anything, so that can go. c:

Code: [Select]
{
technique
{
pass
{
alpha_rejection greater_equal 128
ambient 0.5 0.5 0.5
texture_unit
{
texture preset_#mainimagewithmissingpart.png
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture preset_#glowingmarkingslayer.png
}
}
}
}
That's just a section of it, so you'll need to copy/paste that under the "material" line for each part.
Hopefully this helps. c:

Offline IcexWolf1

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    • HollowedWyld
Re: Preset Coding
« Reply #3 on: July 10, 2013, 10:18:34 pm »
Thank you so much! ^.^ I will try this out and see how it works.

*EDIT*
I tried it out and I got it to work, however, the one part I wanted to do it for was the mane. I did everything normally, colored in the base color and saved the glow part as a new material. The glowy parts glowed and the normal parts did not, which is good. However, if you turn the camera to the right angle, parts of the mane disappear, and it didn't do that before I used the new coding. I don't know what part of this code makes the hair look solid:
Code: [Select]
{
        technique
        {
                pass
                {
                       cull_hardware none
                       cull_software none
                       alpha_rejection greater_equal 128
                       texture_unit
                       {
                                texture preset_1mane.png
                }
          }
     }
}
{
   technique
   {
      pass
      {
         lighting off
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off
         texture_unit
         {
            texture preset_1mane.png
         }
      }
   }
}
But I want the hair to be solid while still fitting into this code scheme. o.o
Code: [Select]
{
technique
{
pass
{
alpha_rejection greater_equal 128
ambient 0.5 0.5 0.5
texture_unit
{
texture preset_1mane.png
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 128
ambient 0.5 0.5 0.5
texture_unit
{
texture preset_1maneG.png
}
}
}
}
(I added the transparency code into the glow code so it wasn't blocky. It had no effect on the hair disappearing because it did that before I added that part of the code in.)
« Last Edit: July 10, 2013, 10:50:41 pm by IcexWolf1 »

Offline Ruby1234

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Re: Preset Coding
« Reply #4 on: July 11, 2013, 12:18:08 am »
Ah, I see.
Code: [Select]
{
technique
{
pass
{
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
ambient 0.5 0.5 0.5
texture_unit
{
texture preset_1mane.png
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture preset_1maneG.png
}
}
}
}
(Ambient is a shading code, so I removed it from the glow section, otherwise they cancel each other out.)
But yeah, see if that helps. c:

Offline IcexWolf1

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    • HollowedWyld
Re: Preset Coding
« Reply #5 on: July 12, 2013, 03:26:08 pm »
Thank you so much! Again. xD We're working smoothly now. :3