Author Topic: Lost material files. -Solved.-  (Read 3814 times)

Offline flower-child

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Lost material files. -Solved.-
« on: January 23, 2014, 02:16:36 am »
Ok, so I will agree that I did this. xD I forgot to make back-up files for the original fmarkings, fmain, cmarkings, and cmain files when I went to change it to something different, now my colours and such are off. Like white will show an ugly off-whiteish-yellowish colour. Any way I could get those original files back without re-installing the game?

-Ghostie-
« Last Edit: January 23, 2014, 03:28:13 am by Ghost »

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AlphaEclipse

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Re: Lost material files.
« Reply #1 on: January 23, 2014, 02:21:58 am »
Look at the bottom of this: Click here

I think they are there. ^^
« Last Edit: January 23, 2014, 02:23:35 am by AlphaEclipse »

Offline flower-child

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Re: Lost material files.
« Reply #2 on: January 23, 2014, 02:58:10 am »
No... those aren't the ones. They are the ones where you go into FH>>Media>>Materials then there's the fmain, cmain, fmarkings, and cmarkings and the four of them are MATERIAL files.

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Offline LordSuragaha

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Re: Lost material files.
« Reply #3 on: January 23, 2014, 03:08:20 am »
Just copy and paste them into their own material files again. I will double post to make it easier to see them. (Sorry but I didn't have the time to shove them all into a zip for you to download).

CMAIN

material CbodyMatL
{
   technique 1
   {
      pass
      {
         fragment_program_ref Body_PS
         {
            param_named_auto colorMod1 custom 1
            param_named_auto colorMod2 custom 2
         }
         texture_unit
         {
            texture fbodyMask1.png
            tex_coord_set 0
         }
         texture_unit
         {
            texture fbodyMask2.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture cbodyShade.jpg
            tex_coord_set 2
         }
      }
      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
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture cbodyShade.jpg
            colour_op modulate
         }
      }
   }
}
material CbodyMatR
{
   technique 1
   {
      pass
      {
         fragment_program_ref Body_PS
         {
            param_named_auto colorMod1 custom 1
            param_named_auto colorMod2 custom 2
         }
         texture_unit
         {
            texture fbodyMask1.png
            tex_coord_set 0
         }
         texture_unit
         {
            texture fbodyMask2.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture cbodyShade.jpg
            tex_coord_set 2
         }
      }
      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
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture cbodyShade.jpg
            colour_op modulate
         }
      }
   }
}
material CheadMatL
{
   technique 1
   {
      pass
      {
         fragment_program_ref Head_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
         }
         texture_unit
         {
            texture cheadMask1.png
            tex_coord_set 0
            filtering trilinear
         }
         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 cheadShade.jpg
            tex_coord_set 5
         }
      }
      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
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture cheadShade.jpg
            colour_op modulate
         }
      }
   }
}
material CheadMatR
{
   technique 1
   {
      pass
      {
         fragment_program_ref Head_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
         }
         texture_unit
         {
            texture cheadMask1.png
            tex_coord_set 0
            filtering trilinear
         }
         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 cheadShade.jpg
            tex_coord_set 5
         }
      }
      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
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture cheadShade.jpg
            colour_op modulate
         }
      }
   }
}
material CeyeMatL
{
   technique 1
   {
      pass
      {
         cull_hardware none
         cull_software none
         fragment_program_ref Eye_PS
         {
            param_named_auto colorMod1 custom 1
            param_named_auto colorMod2 custom 2
         }
         texture_unit
         {
            texture feyeMask1_0.png
            tex_coord_set 0
         }
         texture_unit
         {
            texture feyeMask2.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture feyeShade.jpg
            tex_coord_set 2
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         texture_unit
         {
            texture feyeMask1_0.png
            colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
         }
         texture_unit
         {
            texture feyeMask2.png
            colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture feyeShade.jpg
            colour_op modulate
         }
      }
   }
}
material CeyeMatR
{
   technique 1
   {
      pass
      {
         cull_hardware none
         cull_software none
         fragment_program_ref Eye_PS
         {
            param_named_auto colorMod1 custom 1
            param_named_auto colorMod2 custom 2
         }
         texture_unit
         {
            texture feyeMask1_0.png
            tex_coord_set 0
         }
         texture_unit
         {
            texture feyeMask2.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture feyeShade.jpg
            tex_coord_set 2
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         texture_unit
         {
            texture feyeMask1_0.png
            colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
         }
         texture_unit
         {
            texture feyeMask2.png
            colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture feyeShade.jpg
            colour_op modulate
         }
      }
   }
}
material CtailMat
{
   technique 1
   {
      pass
      {
         fragment_program_ref Tail_PS
         {
            param_named_auto colorMod1 custom 1
            param_named_auto colorMod2 custom 2
         }
         texture_unit
         {
            texture ctailMask1.png
            tex_coord_set 0
         }
         texture_unit
         {
            texture ctailShade.jpg
            tex_coord_set 1
         }
      }
      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
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture ctailShade.jpg
            colour_op modulate
         }
      }
   }
}
material CmaneMat
{
   transparency_casts_shadows off
   receive_shadows off
   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
         }
      }
   }
   technique 2
   {
      pass
      {
         cull_hardware none
         cull_software none
         alpha_rejection greater_equal 128
         lighting off

         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
      {
         cull_hardware none
         cull_software none
         scene_blend add
         depth_func equal
         lighting off

         texture_unit
         {
            texture fmaneLight.jpg
         }
      }
   }
}
material CmaneMat2
{
   technique 1
   {
      pass
      {
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off
         fragment_program_ref Mane2_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture fmaneMask2.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
         }
      }
   }
   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
         }
      }
   }
}
« Last Edit: January 23, 2014, 03:11:24 am by LordSuragaha »

Offline LordSuragaha

  • The Karen Slayer
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  • Posts: 11,027
  • Country: 00
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Re: Lost material files.
« Reply #4 on: January 23, 2014, 03:09:04 am »
CMARKING

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
         }
      }
   }
}

Offline LordSuragaha

  • The Karen Slayer
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Re: Lost material files.
« Reply #5 on: January 23, 2014, 03:09:40 am »
FMAIN

material FbodyMatL
{
   technique 1
   {
      pass
      {
         fragment_program_ref Body_PS
         {
            param_named_auto colorMod1 custom 1
            param_named_auto colorMod2 custom 2
         }
         texture_unit
         {
            texture fbodyMask1.png
            tex_coord_set 0
         }
         texture_unit
         {
            texture fbodyMask2.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture fbodyShade.jpg
            tex_coord_set 2
         }
      }
      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
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture fbodyShade.jpg
            colour_op modulate
         }
      }
   }
}
material FbodyMatR
{
   technique 1
   {
      pass
      {
         fragment_program_ref Body_PS
         {
            param_named_auto colorMod1 custom 1
            param_named_auto colorMod2 custom 2
         }
         texture_unit
         {
            texture fbodyMask1.png
            tex_coord_set 0
         }
         texture_unit
         {
            texture fbodyMask2.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture fbodyShade.jpg
            tex_coord_set 2
         }
      }
      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
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture fbodyShade.jpg
            colour_op modulate
         }
      }
   }
}
material FheadMatL
{
   technique 1
   {
      pass
      {
         fragment_program_ref Head_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
         }
         texture_unit
         {
            texture fheadMask1.png
            tex_coord_set 0
            filtering trilinear
         }
         texture_unit
         {
            texture fheadMask2.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture fheadMask3.png
            tex_coord_set 2
         }
         texture_unit
         {
            texture fheadMask4.png
            tex_coord_set 3
         }
         texture_unit
         {
            texture fheadMask5.png
            tex_coord_set 4
         }
         texture_unit
         {
            texture fheadShade.jpg
            tex_coord_set 5
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         texture_unit
         {
            texture fheadMask1.png
            filtering trilinear
            colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
         }
         texture_unit
         {
            texture fheadMask2.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 fheadMask3.png
            colour_op_ex source1 src_manual src_manual 0 0 1 1
         }
         texture_unit
         {
            texture fheadMask4.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 fheadMask5.png
            colour_op_ex source1 src_manual src_manual 0 1 1 1
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture fheadShade.jpg
            colour_op modulate
         }
      }
   }
}
material FheadMatR
{
   technique 1
   {
      pass
      {
         fragment_program_ref Head_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
         }
         texture_unit
         {
            texture fheadMask1.png
            tex_coord_set 0
            filtering trilinear
         }
         texture_unit
         {
            texture fheadMask2.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture fheadMask3.png
            tex_coord_set 2
         }
         texture_unit
         {
            texture fheadMask4.png
            tex_coord_set 3
         }
         texture_unit
         {
            texture fheadMask5.png
            tex_coord_set 4
         }
         texture_unit
         {
            texture fheadShade.jpg
            tex_coord_set 5
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         texture_unit
         {
            texture fheadMask1.png
            filtering trilinear
            colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
         }
         texture_unit
         {
            texture fheadMask2.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 fheadMask3.png
            colour_op_ex source1 src_manual src_manual 0 0 1 1
         }
         texture_unit
         {
            texture fheadMask4.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 fheadMask5.png
            colour_op_ex source1 src_manual src_manual 0 1 1 1
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture fheadShade.jpg
            colour_op modulate
         }
      }
   }
}
material FeyeMatL
{
   technique 1
   {
      pass
      {
         cull_hardware none
         cull_software none
         fragment_program_ref Eye_PS
         {
            param_named_auto colorMod1 custom 1
            param_named_auto colorMod2 custom 2
         }
         texture_unit
         {
            texture feyeMask1_0.png
            tex_coord_set 0
         }
         texture_unit
         {
            texture feyeMask2.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture feyeShade.jpg
            tex_coord_set 2
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         texture_unit
         {
            texture feyeMask1_0.png
            colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
         }
         texture_unit
         {
            texture feyeMask2.png
            colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture feyeShade.jpg
            colour_op modulate
         }
      }
   }
}
material FeyeMatR
{
   technique 1
   {
      pass
      {
         cull_hardware none
         cull_software none
         fragment_program_ref Eye_PS
         {
            param_named_auto colorMod1 custom 1
            param_named_auto colorMod2 custom 2
         }
         texture_unit
         {
            texture feyeMask1_0.png
            tex_coord_set 0
         }
         texture_unit
         {
            texture feyeMask2.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture feyeShade.jpg
            tex_coord_set 2
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         texture_unit
         {
            texture feyeMask1_0.png
            colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
         }
         texture_unit
         {
            texture feyeMask2.png
            colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture feyeShade.jpg
            colour_op modulate
         }
      }
   }
}
material FtailMat
{
   technique 1
   {
      pass
      {
         fragment_program_ref Tail_PS
         {
            param_named_auto colorMod1 custom 1
            param_named_auto colorMod2 custom 2
         }
         texture_unit
         {
            texture ftailMask1.png
            tex_coord_set 0
         }
         texture_unit
         {
            texture ftailShade.jpg
            tex_coord_set 1
         }
      }
      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 ftailMask1.png
            colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
         texture_unit
         {
            texture ftailShade.jpg
            colour_op modulate
         }
      }
   }
}
material FmaneMat
{
   transparency_casts_shadows off
   receive_shadows off
   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
         }
      }
   }
   technique 2
   {
      pass
      {
         cull_hardware none
         cull_software none
         alpha_rejection greater_equal 128
         lighting off

         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
      {
         cull_hardware none
         cull_software none
         scene_blend add
         depth_func equal
         lighting off

         texture_unit
         {
            texture fmaneLight.jpg
         }
      }
   }
}
material FmaneMat2
{
   technique 1
   {
      pass
      {
         cull_hardware none
         cull_software none
         scene_blend alpha_blend
         depth_write off
         fragment_program_ref Mane2_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture fmaneMask2.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
         }
      }
   }
   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
         }
      }
   }
}

Offline LordSuragaha

  • The Karen Slayer
  • Immortal Legend
  • *****
  • Posts: 11,027
  • Country: 00
  • Floof-O-Meter: 1052
    • View Profile
Re: Lost material files.
« Reply #6 on: January 23, 2014, 03:10:20 am »
FMARKINGS


material FbodyMarkBase
{
   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 fbodyShade.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 fbodyShade.jpg
            colour_op modulate
         }
      }
   }
}
material FheadMarkBase
{
   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 fheadMask1.png
            tex_coord_set 0
         }
         texture_unit
         {
            texture fheadMask2.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture fheadMask3.png
            tex_coord_set 2
         }
         texture_unit
         {
            texture fheadMask4.png
            tex_coord_set 3
         }
         texture_unit
         {
            texture fheadMask5.png
            tex_coord_set 4
         }
         texture_unit
         {
            texture fheadMask5.png
            tex_coord_set 5
         }
         texture_unit
         {
            texture fheadShade.jpg
            tex_coord_set 6
         }
      }
      pass
      {
         depth_func equal
                  scene_blend zero src_colour
      }
   }
   technique 2
   {
      pass
      {
         lighting off
         texture_unit
         {
            texture fheadMask1.png
            filtering trilinear
            colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
         }
         texture_unit
         {
            texture fheadMask2.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 fheadMask3.png
            colour_op_ex source1 src_manual src_manual 0 0 1 1
         }
         texture_unit
         {
            texture fheadMask4.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 fheadMask5.png
            colour_op_ex source1 src_manual src_manual 0 1 1 1
         }
         texture_unit
         {
            texture fheadMask5.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 fheadShade.jpg
            colour_op modulate
         }
      }
   }
}
material FtailMarkBase
{
   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 ftailMask1.png
            tex_coord_set 0
         }
         texture_unit
         {
            texture ftailMask1.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture ftailShade.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 ftailMask1.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 ftailMask1.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 ftailShade.jpg
            colour_op modulate
         }
      }
   }
}
material FmaneMarkBase
{
   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 fmaneMask2.png
            tex_coord_set 0
            tex_address_mode wrap
            filtering trilinear
         }
         texture_unit
         {
            texture fmaneMask2.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
         }
      }
   }
}

Offline flower-child

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Re: Lost material files.
« Reply #7 on: January 23, 2014, 03:25:48 am »
Oh my goodness thank you so much Lord Suragaha. You've fixed my biggest problem so far! Thank you so much!

And IiiiIiii will always loVE YOOOUU"

Offline LordSuragaha

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Re: Lost material files. -Solved.-
« Reply #8 on: January 23, 2014, 03:38:45 am »
You're welcome. I'm glad we could help you.