Author Topic: Just A Question...  (Read 996 times)

Offline Tirout

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Just A Question...
« on: October 05, 2014, 08:24:15 am »
Not sure if this is the right thread...
When it turns into night in my game, the lighter coloured manes glow. I was wondering if there
was any way to stop them from glowing without changing the pelt?

Signature by ~Thyme~

AlphaEclipse

  • Guest
Re: Just A Question...
« Reply #1 on: October 05, 2014, 12:58:56 pm »
I don't believe they should be glowing in the first place. Do you have a night/day mod installed? Go into Feralheart\media\materials and find the two files named "cmain" and "fmain." Open them with notepad and replace everything that's in there with the following:
Replace cmain with this:
Code: [Select]
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
}
}
}
}
Replace fmain with this:
Code: [Select]
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
}
}
}
}

S. Italy/Romano

  • Guest
Re: Just A Question...
« Reply #2 on: October 05, 2014, 02:06:11 pm »
I'd like to add on to what Alpha said. If copy/pasting those codes doesn't help/if you have the original game without any mods, the manes do seem to be a lighter colour at night than in the day.
Not really "glowing" but they're out of sync with the pelt colour at night, whereas they look fine in the day.

The only true solution to this without modifying anything is to darken your mane colour. For example: I had a character with a pure white mane (255 255 255) and it looked like a self-illuminated lightbulb at night, so I darkened it to a silver/white colour (200 200 200) and that helped a lot. You don't have to darken it so much, just try to edit and play around with the colour.

If not, there's mods out there to make your character more "realistic". They typically set an ambient shade on the mane so it no longer "glows".