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Author Topic: Possible to add markings to presets?  (Read 9033 times)

Offline SinPrince

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Possible to add markings to presets?
« on: July 19, 2016, 11:09:53 PM »
There's no clarification inside the preset tutorial, and I want to experience a scroll that is "beneath" the body so to speak.


I'm not sure how it works apparently. Since I'm new to coding and yada.
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Offline Venadryl

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Re: Possible to add markings to presets?
« Reply #1 on: July 20, 2016, 01:48:15 PM »
It's possible to add markings to presets. All you have to do is find the desired marking in the texture folder, copy it into your program and mess with it from there.

It's not an approach many take because most want custom designs, however I've seen plenty of gorgeous presets done with special aspects to the added markings.

I don't get what you mean by a scroll underneath the body though?
If you're new to coding I suggest trying simpler things and starting off easier.

That's not to say you can't do it, it's just that material coding can be complicated and it's much easier if you start out simple.

Offline SinPrince

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Re: Possible to add markings to presets?
« Reply #2 on: July 20, 2016, 04:45:56 PM »
It's possible to add markings to presets. All you have to do is find the desired marking in the texture folder, copy it into your program and mess with it from there.

It's not an approach many take because most want custom designs, however I've seen plenty of gorgeous presets done with special aspects to the added markings.

I don't get what you mean by a scroll underneath the body though?
If you're new to coding I suggest trying simpler things and starting off easier.

That's not to say you can't do it, it's just that material coding can be complicated and it's much easier if you start out simple.

No, not those markings, custom.

I've noticed how scroll animation will affect the entirety of the preset. But a scrolling marking (which I have been able to make before on a different game) will only affect one part. What I was thinking was to have the body texture as a scroll, with the marking above to be the literal body texture.

I'm new to the kind of coding ya'll use. It's difficult for me to wrap my head around (i.e. having to put coding in the preset campaign thing. Are you not able to just use the preset for yourself in-game or does it cause an error?) but I've done glow and transparency before. Scroll just never worked right for me, rip in shit
i'm probably not coming back
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bc ppl can b sore babies

Offline Venadryl

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Re: Possible to add markings to presets?
« Reply #3 on: July 21, 2016, 02:35:35 AM »
Ohhh, I get what you mean now!!

Basically what you need to do is state that there's a scrolling texture and another regular one over it.
Spoiler for Hiden:
Code: [Select]
material CepheusMat/BodyMat
{
        receive_shadows on
        technique
        {
                pass
                {
ambient 1 1 1 1
diffuse 1 1 1 1
specular 0.05 0.05 0.05 1
emissive 0 0 0 1
cull_hardware none
cull_software none
alpha_rejection greater_equal 128
texture_unit
{
texture presets\CharacterBodyTex.png
tex_address_mode wrap
filtering trilinear
}
                }

                pass
                {
ambient 1 1 1 0.5
diffuse 1 1 1 0.5
specular 0 0 0 0
emissive 0 0 0 0
cull_hardware none
cull_software none
                                        scene_blend alpha_blend

texture_unit
{
texture presets\TextureYouWantToScroll.png
scroll_anim 0.01 0.01
tex_address_mode wrap
filtering trilinear
}
                }
        }
}

Note that in this code, the CharacterBodyTex.png must have alpha_rejection greater_equal 128 above it in order for this to work. The texture you want to scroll should be named something along the lines of CharacterScrollTex.png

And then in your actual texture, you need to have the marking you want to scroll be transparent. Make sure it's saved as a .png and you state it that way in the .material aka CharacterBodyTex.png

You cannot use the preset in game for yourself. (well you could but it would be way too hard and would possibly crash everyone around you? I think?) You have to test it in the campaigns.
Testing it in the campaign is pretty easy if you understand why materials are there.
Materials state that this mesh has this material. So Character.mesh uses CharacterMat as it's material and it's stated in Character.material. The campaign looks for CharacterMat, the custom material code you made to assign to the body, and loads it.

Sorry if I got a little carried away explaining, but I just want to help.

I know that you came from DoE which has a beautiful preset system, we have to think about either implementing something like that or at least making our process easier.

Offline SinPrince

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Re: Possible to add markings to presets?
« Reply #4 on: July 21, 2016, 03:33:48 AM »
You cannot use the preset in game for yourself. (well you could but it would be way too hard and would possibly crash everyone around you? I think?) You have to test it in the campaigns.
Testing it in the campaign is pretty easy if you understand why materials are there.
Materials state that this mesh has this material. So Character.mesh uses CharacterMat as it's material and it's stated in Character.material. The campaign looks for CharacterMat, the custom material code you made to assign to the body, and loads it.

Sorry if I got a little carried away explaining, but I just want to help.

I know that you came from DoE which has a beautiful preset system, we have to think about either implementing something like that or at least making our process easier.

Well dang. I wanted to just chill with a private preset heck.
And well, the whole editing campaign is confusing for myself. I'm so used to just being able to use a preset and still be online at the same time.

Allowing people to make private presets that will only show for them, and not crash everyone else, would be amazing. Just like DoE and FH's systems. It would be very nice, I agree.

Also, thank you for the explanation! I'll see about resuming my preset again now that I understand a little more.
i'm probably not coming back
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bc ppl can b sore babies

Offline Venadryl

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Re: Possible to add markings to presets?
« Reply #5 on: July 21, 2016, 02:34:23 PM »
Your welcome, anytime!

I wish we had a better preset system so much as well. DoE's is really nice.

If you still want to be online with your preset you could always open two windows of Last Moon, one that is just Multiplayer and the other for testing.

I was always confused by the campaign as well but it just takes some getting used to!

I'll leave this unlocked incase you have other questions, but in 20 days I'll just lock it.

Offline SinPrince

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Re: Possible to add markings to presets?
« Reply #6 on: July 24, 2016, 11:24:11 PM »
Alright, so, just from trying to implement a requested preset, it's already giving me errors (but i've seen the problems, but can't root out their roots tbh).

Okay so, where exactly does that code strip you sent me go? It has just occurred I have no idea where it should go to work properly.

« Last Edit: July 24, 2016, 11:32:04 PM by SinPrince »
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Offline Venadryl

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Re: Possible to add markings to presets?
« Reply #7 on: July 26, 2016, 02:51:54 AM »
You know how you've got
material CharacterMat/EyeMat
material CharacterMat/TailMat
material CharacterMat/HeadMat
etc. ?

Just take that whole chunk of code that I sent
Delete everything in
material CharacterMat/BodyMat
{
}
But don't delete anything else uvu

And then paste in the chunk I sent.
I can send an example code document if you'd like.