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 Drekentai's Preset Tutorial

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Nala_91
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PostSubject: Drekentai's Preset Tutorial   Sun Jul 31, 2011 6:12 pm

Hokay, so I made a poll, despite the answers were slightly obvious, i still wanted to make sure it was wanted so I don't spend.. who knows how long this is going to take LOL, to type, for.. well, meh XD

Like a Star @ heaven 1 Download the campaign - Here's a link:
http://impressivetitle.proboards.com/index.cgi?board=downloads&action=display&thread=8207&page=1



Like a Star @ heaven 2 Install the campaign -
To install the campaign simply put Preset_Creator.campaign in Game/Release.

(Skip this if you have a CustomCampaigns.cfg already) If you don't have a CustomCampaigns.cfg already, copy Campaigns.cfg and rename the copy to CustomCampaigns and then open up the file, remove everything accept the #, now once you have that done

Now add the campaign into the CustomCampaigns.cfg. to do this (im going to simplify your lives lol) copy paste this into the file above the # and then save:

[Preset_Creator]
Preset_Creator.campaign

All done, now if you open up the game and go into new game, the campaign should show up.



Like a Star @ heaven 3 Configuring - Now that we have the campaign installed and working, time to configure the content. open up the campaign (Preset_Creator.campaign) in notepad. inside it, you must focus on only this line, no editing anything but this and the following part to explain
Code:
Unit_Create=PLAYER,Drekentai,Body,Head3,Mane9,Tail2,Wingless,drekentai_DrekentaiMat,Tuftless

Now, this is a common mistake some make, PLAYER, does not mean put your player name, it means that the character that will spawn is you aka the player. do not remove this.

I will Explain each part in order, here's the order list:
Drekentai,
Body,
Head3,
Mane9,
Tail2,
Wingless,
drekentai_DrekentaiMat,
Tuftless

Drekentai: This is the name of your character. spaces are spaces for this, no need for underscores to make spaces as this is similar to multiplayer, naming can have spaces.

Body: do not modify this, their is only one body mesh, so their's no point in trying to change this XD

Head3: this is the head your character will have. simply type Head1, Head2, Head3, Head4 and so on. same thing, if in multiplayer your character has lets say head 5, type Head5, simply change the number to the corresponding head you wish to use

Mane9: same as head, just change the number to the mane you wish to use, if maneless, type Maneless

Tail2: same as head & mane, just change the number to the tail you wish

Wingless: once again, same as head/mane/tail. if wingless, Type Wingless

drekentai_DrekentaiMat: this is one of the parts that seem to have confused people due to what i have instructed in my instructions, i apologize for this. This part, is the name of your .material file. do not type Mat in your material file, because Mat, is a short replacement for .material so that you don't have to type the whole extension. for this part, it goes the same for when you are creating your .material, the name you assign here, is the name your .material will be, and its content. i recommend using the username_charname method because it is more proper

Now here is what confuses some people. As mentioned earlier, what ever it is you type on this line for your material name, you must use in your .material. i will give an example
Code:
Unit_Create=PLAYER,Flea Hunter,Body,Head4,Mane9,Tail2,Wingless,Flea_Hunter_TribalFreakMat,Tuftless

now pay attention to the .material content (note that the .material name is Flea_Hunter_TribalFreak)
Code:
material Flea_Hunter_TribalFreakMat/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 0.010000 0.010000 0.010000 1.000000
         emissive 0.000000 0.000000 0.000000 1.000000
         cull_hardware none
         cull_software none
         texture_unit
         {
            texture Flea_Hunter_TribalFreakmane.png
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}

It is the exact, same name, so when you are creating your .material, please use the same name as you used for the campaign or else it will not load, because the campaign is looking for a different material file name

Tuftless: same as head/mane/tail/wings, if tuftless, type Tuftless (figures, xD)


as mentioned i am also covering another line that you can modify if desired. and that is this:
Code:
World_Load=Default
all this does is tell the campaign what map to load in. you can change this to any map you want, just make sure it's typed correctly, spaces are spaces if their is some in the map name, and not underscore.

Alright, here's an addition thanks to StudlyMuffin for noticing the update in CampaignScriptGuide.txt (which seems to have been updated since the tut was written). This is something many wanted, yes, size changing xD

Unit_SetScale=PLAYER, 0.5 0.5 0.5

To explain:

size is in 3D scaling. so if your character is lets say 1.3, put 1.3 1.3 1.3, like so:

Unit_SetScale=PLAYER, 1.3 1.3 1.3
Fairly simple, no? Kind of like object placing in maps, only there's scale and nothing else.



Like a Star @ heaven 4: Placing your files - well, we finished everything involving the campaign, just make sure that your .material file is in media/materials/scripts, and make sure that your textures are in media/materials/textures. everything should work well from then on. because this is only as of how to use the campaign, i strongly suggest browsing the tutorials on here for the textures and creating the .material, but remember, use the name you wish to use in the campaign

EDIT: I forgot to mention something, when at a tutorial, do not do the unitpreset steps, only the .material and texture making steps. this campaign is the unitpreset file for V7, so this tutorial basically covers that step but for V7



TIPS
-Copy Paste the file names into your .material instead of typing them yourself
-always check the mane material inside your .material, some tutorials on here have mane codes with only 3 closing brackets, because of so it causes all textures to load white, i will give a proper mane code
Code:
material Flea_Hunter_TribalFreakMat/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 0.010000 0.010000 0.010000 1.000000
         emissive 0.000000 0.000000 0.000000 1.000000
         cull_hardware none
         cull_software none
         texture_unit
         {
            texture Flea_Hunter_TribalFreakmane.png
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}
-I suggest using username_charname format for naming
-i also suggest saving your textures as .png for higher quality, trust me, if you ever see drek in game as is right now, he's all pixely, that's due to jpg use
-the campaign will not load the updated textures or script if you simply exit the campaign and get back in, you must entirely close the game
-always double check for naming to make sure its correct

If their's any more tips for Preset making, post at will, I might add them to the list, but for now, here's the tut as promised lol. hope it's understandable x_x;


BONUSES
-->I have completed getting the UVs saved into textures. Their is no text on them, and you will notice their is manes without a UV in the zip, this is because those meshes are mapped so that each face takes up the entire texture, causing a tile effect. Also, one mane isn't included because it is private.

mediafire.com ?nyoht0mngmm


-->V4 unitpreset tut:
mediafire.com ?kxjdxu3yyqa

-->V4 unitpreset translations (ALL POSSIBLE CHARACTERS):
mediafire.com ?zxm5wtii4zn
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Nala_91
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PostSubject: Re: Drekentai's Preset Tutorial   Sun Jul 31, 2011 6:20 pm

So here's the second part of it. I mentioned a few times to some people I'd make this considering there's no good preset tuts anymore it seems.

.MATERIAL

This is what you would see for a character that has Wings added (So that you can see the code for that, if no wings are on, simply remove the wing code):

Code:
material DrekentaiMat/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 0.010000 0.010000 0.010000 1.000000
         emissive 0.000000 0.000000 0.000000 1.000000
         cull_hardware none
         cull_software none
         texture_unit
         {
            texture Drekentai_Drekentaimane.png
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}
material DrekentaiMat/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 0.050000 0.050000 0.050000 1.000000 12.500000
         emissive 0.000000 0.000000 0.000000 1.000000
         cull_hardware none
         cull_software none
         texture_unit
         {
            texture teethTex.jpg
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}
material DrekentaiMat/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 Drekentai_Drekentaihead.png
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}
material DrekentaiMat/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  Drekentai_Drekentaieye.png
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}
material DrekentaiMat/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 Drekentai_Drekentaibody2.png
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}
material DrekentaiMat/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 Drekentai_Drekentaitail.png
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}
material DrekentaiMat/WingMat
{
   receive_shadows on
   technique
   {
      pass
      {
         //lighting off
         ambient 0.8 0.8 0.8 0.8
         diffuse 0.8 0.8 0.8 0.8
         specular 0 0 0 0
         emissive 0 0 0 0
         depth_write off
         scene_blend add
         texture_unit
         {
            texture Drekentai_Drekentaiwings.png
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}

Ignoring that the wing script's numbers are different (That's because Drek's wings use a custom level of transparency), act as if it's the same as the others, but simply that it's named WingMat.

Here's how it works: The game has dozens of files that are .material within the IT folder>media>materials>scripts. I've uploaded a base file for you guys to simplify everything. I'll explain from then on after you get it to use:

mediafire.com ?wy4g50mlxb6e7g0


Alright, now if you note from the first part of the tutorial I mentioned to use the Username_Charactername format, thus how I pre-named everything in the given .material. This file goes in media>materials>scripts

Rename the file to exactly what you listed as a .material name within the campaign. Remember the line in the Preset_Creator that says Drekentai_DrekentaiMat? Well, copy paste Drekentai_Drekentai as the file name, not exactly that but whichever name you provided in that area. Now copy that name. Open the .material, you'll see the same thing in multiple areas, Username_Charactername, replace each one of those by what you copied, aka the file name. This is to ensure that it's all typed the same and to prevent some errors from happening due to everything being self-typed.

That's.. Pretty much all their is to explain that's needed for a preset that has no modifications like dual texture, animation, transparency & etc. The script should be good to go.



TEXTURES

Remember when you copied the name of your .material? Well, we're going to have to do similar. Now I can't exactly explain the textures, and I provided a zip which has UVs to all the main meshes for preset making, so use that as a guide. Link is in the first tutorial part and I'll copy again just incase:

mediafire.com ?nyoht0mngmm

Now, when all of your textures are made, make sure that they are the same file type as what's listed in the .material you created. I made it so that every texture is a .png. So make sure that you save all your textures as .pngs and not jpgs, this also ensures better texture quality in game.

Here's what many get as a problem. When you save your textures, name them exactly what's listed in the .mat for those textures. Here, I'll use an example:

Code:
material DrekentaiMat/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 Drekentai_Drekentaitail.png
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}

See how the script is saying the name of the texture for the tail will be Drekentai_Drekentaitail and that it will be a .png, that's what your texture must be for the tail for it to work. Because the script will look for a file called that, and it will look for a file that's a .png with that name, if it doesn't find it, the textures will show white. So if you have white textures, I strongly suggest you double, even triple check all the names. This is a common error.

Do the same thing for each texture to make sure they're named exactly the same and are the same file type, and make sure to be saving them in IT>media>materials>textures

This may be short and quick of a tutorial, but that's because I already have multiple things made to do the talking for how to do other stuff.


Hope this helps,

Drek.
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Slycan



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PostSubject: Re: Drekentai's Preset Tutorial   Thu Aug 04, 2011 5:10 am

Preset Campaign Direct Download: mediafire.com ?gmzieyjzkzo
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Avani



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PostSubject: Re: Drekentai's Preset Tutorial   Tue Aug 09, 2011 4:46 pm

Thanks for the tutorial! <3
Im gonna follow this tutorial when im making my first preset ^^
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Braaska.

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PostSubject: Re: Drekentai's Preset Tutorial   Wed Mar 14, 2012 6:48 am

How colored UV textures in PS CS3? Create a new layer on it?
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PostSubject: Re: Drekentai's Preset Tutorial   Thu Mar 15, 2012 1:57 am

Yes
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Braaska.

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PostSubject: Re: Drekentai's Preset Tutorial   Thu Mar 15, 2012 7:35 pm

Unfortunately, none of this, I did everything that could be done: write down the UV textures in PNG format from Photoshop.
I changed the name, data and ITC. But still, New Game, I received an all white form.
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Nala_91
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PostSubject: Re: Drekentai's Preset Tutorial   Thu Mar 15, 2012 9:16 pm

Did you make a new campaign?
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Braaska.

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PostSubject: Re: Drekentai's Preset Tutorial   Fri Mar 16, 2012 6:07 am

No, I started to do it but I can not find the Release folder.



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Nala_91
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PostSubject: Re: Drekentai's Preset Tutorial   Fri Mar 16, 2012 1:08 pm

You don't need it for IW, just rename preset creator Yourusername_yourcharactername
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PostSubject: Re: Drekentai's Preset Tutorial   Sat Mar 17, 2012 8:16 am

Working now! Thank You. You can post here how to make moving hair?
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PostSubject: Re: Drekentai's Preset Tutorial   Fri Apr 06, 2012 3:39 pm

Code for moving mane

Code:
texture CharactermaneTex.jpg
                tex_address_mode wrap
                filtering trilinear
                rotate_anim 0.1

Or

Code:
texture CharactermaneTex.jpg
                tex_address_mode wrap
                filtering trilinear
                scroll_anim 0.1
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