Post by Suliri on Mar 26, 2020 15:53:36 GMT
Welcome to the Tutorial!
What is a Preset?
A Preset is a cutom Skin, which you are able to create for your in-game Character.
How do i make one?
First of all, you'll need the UV's and Fur Textures, which you will receive from Witacha upon buying a Preset Slot.
Once you received them, you are good to go! (Please do make notice of the "READ ME" file)
Lets first start off with the BlankMat text file!
It should look something like this:
You shoud notice that in front of every material, it says "BlankMat". You need to keep the Mat,
but change the "Blank" to whatever you would like. I personally use my Characters name.
Examples:
KairaMat/HeadMat
KairaMat/EyeMat
More to be added..
What is a Preset?
A Preset is a cutom Skin, which you are able to create for your in-game Character.
How do i make one?
First of all, you'll need the UV's and Fur Textures, which you will receive from Witacha upon buying a Preset Slot.
Once you received them, you are good to go! (Please do make notice of the "READ ME" file)
Lets first start off with the BlankMat text file!
It should look something like this:
material BlankMat/ManeMat
{
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
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture BlankMane.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material LyonMat/TeethMat
{
receive_shadows on
technique
{
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture TeethNPC.png
tex_address_mode wrap
filtering trilinear
}
texture_unit
{
texture TeethNPC.png
colour_op alpha_blend
}
texture_unit
{
texture TeethNPC.png
colour_op_ex blend_current_alpha src_texture src_current
tex_address_mode wrap
filtering trilinear
}
}
}
}
material BlankMat/HeadMat
{
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
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture BlankFull.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material BlankMat/EyeMat
{
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
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture BlankEyes.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material BlankMat/BodyMat
{
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
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture BlankFull.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material BlankMat/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
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture BlankFull.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material BlankMat/WingMat
{
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 BlankWings.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
{
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
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture BlankMane.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material LyonMat/TeethMat
{
receive_shadows on
technique
{
pass
{
ambient 1.000000 1.000000 1.000000 1.000000
diffuse 1.000000 1.000000 1.000000 1.000000
specular 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture TeethNPC.png
tex_address_mode wrap
filtering trilinear
}
texture_unit
{
texture TeethNPC.png
colour_op alpha_blend
}
texture_unit
{
texture TeethNPC.png
colour_op_ex blend_current_alpha src_texture src_current
tex_address_mode wrap
filtering trilinear
}
}
}
}
material BlankMat/HeadMat
{
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
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture BlankFull.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material BlankMat/EyeMat
{
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
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture BlankEyes.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material BlankMat/BodyMat
{
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
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture BlankFull.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material BlankMat/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
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture BlankFull.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material BlankMat/WingMat
{
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 BlankWings.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
You shoud notice that in front of every material, it says "BlankMat". You need to keep the Mat,
but change the "Blank" to whatever you would like. I personally use my Characters name.
Examples:
KairaMat/HeadMat
KairaMat/EyeMat
More to be added..