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 Softie's Preset Tutorial

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MissDiealot
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PostSubject: Softie's Preset Tutorial   Sat May 23, 2015 8:58 pm


I've seen a few people asking "How do you make a preset?", so I wanted to answer by making a tutorial.

Requirements

  • An IT server where you can test your preset
  • Preset campaign (If you don't have it, download it HERE)
  • A basic idea of your preset

________________________________________________________________________________
Sorry for the french interface though ;u;

Okay, got everything? Great!
Now let's start by installing the campaign. Though you can do that later, but I prefer getting it done now.

Open up the Campaign folder inside the .ZIP I told you to download, and extract the folder on your desktop.
Spoiler:
 

Then, copy the Campaign.CFG and Preset.CAMPAIGN in your IT server folder.
Spoiler:
 

If it asks you to overwrite the .CFG say yes; unless you have some campaign installed already. If so edit the .CFG and add:
Code:
[Preset Test]
Preset.campaign
#

Congratulations! You've succesfully installed the Preset Campaign! Very Happy
Now let's get to the 'hardest' part, the texture making. Dun dun dunnnn
________________________________________________________________________________

First of all, I'd highly recommend having a reference sheet with you, just because it will help with having a global idea of what the character is gonna look like with the textures done. Also, I'd recommend using the character UV maps (Over here!) so it's easier to color everything, and know where it ends and starts, etc...

You have your idea of what the character is gonna look like? Okay, awesome!

Now launch your drawing software (Photoshop, GIMP, SAI, etc...) and create a 512x512 picture and name it [NAME]BodyTex and make sure it has RGB colors.
I'll use Photoshop for that one.
Spoiler:
 

Grab your BodyUV, set it as the top layer and click 'multiply', so Photoshop knows you want it to be transparent. (You'll only see the black, no longer the white.)
Spoiler:
 

Done? Okie. Now let's start coloring!
Spoiler:
 

Okay. Now uncheck the UV layer so it only shows the colored textures, then save it in
[GAME FOLDER]/media/materials/textures.
Spoiler:
 

Once you finished the Body texture and saved it, do the same with the Head, Tail, Mane, and eyes.
Here! You finished the hardest part! Congrats again! C:

________________________________________________________________________________

Now, let's code the .MATERIAL so it has the preset textures.

Remember the .ZIP you downloaded earlier? There is suppose to be a 'character.MATERIAL' file in there.
Extract the Mat on your desktop, rename it to your character's name and copy it in
[GAME FOLDER]/media/materials/scripts.
Spoiler:
 

That's done. Now open the .MATERIAL with Notepad you should see that code:
Code:
material CharacterMat/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 CharacterEyeTex.jpg
 tex_address_mode wrap
 filtering trilinear
 }
 }
 }
}
material CharacterMat/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 0.010000 0.010000 0.010000 1.000000
 emissive 0.000000 0.000000 0.000000 1.000000
 texture_unit
 {
 texture CharacterBodyTex.jpg
 tex_address_mode wrap
 filtering trilinear
 }
 }
 }
}
material CharacterMat/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 CharacterManeTex.jpg
 tex_address_mode wrap
 filtering trilinear
 }
 }
 }
}
material CharacterMat/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
 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 CharacterMat/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 0.010000 0.010000 0.010000 1.000000
 emissive 0.000000 0.000000 0.000000 1.000000
 texture_unit
 {
 texture CharacterHeadTex.jpg
 tex_address_mode wrap
 filtering trilinear
 }
 }
 }
}
material CharacterMat/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 0.010000 0.010000 0.010000 1.000000
 emissive 0.000000 0.000000 0.000000 1.000000
 texture_unit
 {
 texture CharacterTailTex.jpg
 tex_address_mode wrap
 filtering trilinear
 }
 }
 }
}
material CharacterMat/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 0.010000 0.010000 0.010000 1.000000
 emissive 0.000000 0.000000 0.000000 1.000000
 cull_hardware none
 cull_software none
 texture_unit
 {
 texture CharacterWingTex.jpg
 tex_address_mode wrap
 filtering trilinear
 }
 }
 }
}

Let's change 'Character' with the preset's name. For me, it'll be "Test".
You can always remove material CharacterMat/WingMat if your character doesn't have wings.
And you can set the Teeth texture as Teethtex.jpg if you do not want any custom teeth.


Now, the material should end up like this, test being your character's name:
Code:
material TestMat/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 TestEyeTex.jpg
 tex_address_mode wrap
 filtering trilinear
 }
 }
 }
}
material TestMat/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 0.010000 0.010000 0.010000 1.000000
 emissive 0.000000 0.000000 0.000000 1.000000
 texture_unit
 {
 texture TestBodyTex.jpg
 tex_address_mode wrap
 filtering trilinear
 }
 }
 }
}
material TestMat/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 TestManeTex.jpg
 tex_address_mode wrap
 filtering trilinear
 }
 }
 }
}
material TestMat/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
 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 TestMat/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 0.010000 0.010000 0.010000 1.000000
 emissive 0.000000 0.000000 0.000000 1.000000
 texture_unit
 {
 texture TestHeadTex.jpg
 tex_address_mode wrap
 filtering trilinear
 }
 }
 }
}
material TestMat/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 0.010000 0.010000 0.010000 1.000000
 emissive 0.000000 0.000000 0.000000 1.000000
 texture_unit
 {
 texture TestTailTex.jpg
 tex_address_mode wrap
 filtering trilinear
 }
 }
 }
}
material TestMat/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 0.010000 0.010000 0.010000 1.000000
 emissive 0.000000 0.000000 0.000000 1.000000
 cull_hardware none
 cull_software none
 texture_unit
 {
 texture TestWingTex.jpg
 tex_address_mode wrap
 filtering trilinear
 }
 }
 }
}

Here! The material coding is done! Easy peasy.

________________________________________________________________________________

But it's not over. In fact, this is the last part. Don't worry, it won't take much more time.

Go to your game folder and open Preset.CAMPAIGN with Notepad/Notepad++.
Spoiler:
 

And a code like this should appear:
Code:
[Initialize]
World_Load=Forest
Sky_DayTime=1800
Sky_FreezeTime=false
Unit_Create=PLAYER,Preset,Body,Head1,Maneless,Tail1,Wingless,CharacterMat,Tuftless

[]
EventCondition=PROGRESS,0

World_DestroyAllPortals
Sky_WeatherCycle=None
Unit_Reset=PLAYER
Unit_SetHP=PLAYER,700
Unit_ClearAttackList=PLAYER
Unit_PushAttackList=PLAYER,Dash
Unit_PushAttackList=PLAYER,Slash
Unit_PushAttackList=PLAYER,Roundhouse
Unit_PushAttackList=PLAYER,Somersault
Player_ResetSkills


FadeIn=3

In the line
Code:
Unit_Create=PLAYER,Preset,Body,Head1,Maneless,Tail1,Wingless,CharacterMat,Tuftless
Change the Head, Tail, Tuft, Wing and Body (If you have a body selector) number to the one your desire; and change CharacterMat to your Character name.
It should end up like this:

Code:
Unit_Create=PLAYER,Preset,Body,Head2,Mane12,Tail3,Wingless,testMat,Tuft2
Remember to save and close notepad once it is done.

Okay, let's test the preset out!
Open your game.EXE and click on 'Campaign/Single Player', and select 'Preset test'.

Spoiler:
 
He's so fab lmao.
Btw, I've lost the original orange/yellow textures so I made others.
Congrats, floof! You've made your very first working preset!

________________________________________________________________________________

Now you'll say, "Yes Softie, I  have my preset working in campaign. Now how do I add it to the game?"
That's the easiest part. Though, if you do not own/host the IT server you've tested your preset with, PM the owner with a link to your textures and material of your preset so he/she can add it to the game in the next update.

But if you host/own the game, then follow those simple steps:
Go in [GAME FOLDER]/Build/Server/Data/[First letter of your/the person's username]/.
Spoiler:
 

You should find the .ITEM, .CHARACTER, and .USER files of the player.
Open up the .CHARACTER file of the chara you want the preset to be used in, and you should see a code like this:
Code:
lol;Body;Head2;Mane12;Tail2;Wingless;CustomMat;Tuft2;0;0;0|0.45 0.35 0.25 1;0.65 0.55 0.35 1;0 0 0 0;0.02 0.02 0.02 1;0.25 0.15 0.05 1;0.55 0.45 0.25 1;0.25 0.25 0.05 1;0.2 0.15 0 1;0.55 0.3 0.15 1;0 0 0 0
false

Rename the CustomMat with your preset's material name, and remove all of the 0.45/35/25s and other numbers after the '0;0;0;'.
It should basically end up like this:
Code:
lol;Body;Head2;Mane12;Tail2;Wingless;testMat;Tuft2;0;0;0
false
Again, save the code and close Notepad(++).
Now launch your game and log in. Choose your character, and done! You now have your preset in-game!
Spoiler:
 
He's really fab.

If I missed any step, please note me so I can fix it.

________________________________________________________________________________


Bugs and Fixes

My preset is white!
It has to be an error in the material coding. Remember to double check your work before testing.

My preset is yellow and black!
It's an error with the texturing and coding. A part of the textures and/or code has to be missing.



Last edited by Softie on Sat Jun 20, 2015 12:09 pm; edited 1 time in total
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Karro

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PostSubject: Re: Softie's Preset Tutorial   Sat May 23, 2015 9:14 pm

Thanks a lot!
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Toxicthewolf9

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PostSubject: Re: Softie's Preset Tutorial   Mon Jun 01, 2015 2:10 am

So much! *dies*
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MissDiealot
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PostSubject: Re: Softie's Preset Tutorial   Mon Jun 01, 2015 10:57 am

No problem. c:
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LoveiiPablo

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PostSubject: Re: Softie's Preset Tutorial   Mon Sep 14, 2015 2:23 am

Thanks this helped <3
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MissDiealot
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PostSubject: Re: Softie's Preset Tutorial   Mon Sep 14, 2015 10:17 am

You're welcome <3~
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Gingerlove

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PostSubject: Re: Softie's Preset Tutorial   Sat Oct 03, 2015 3:15 am

Excuse me I got a fast question... If other players see my preset white but I see it normal? (Like I see it how I edited it) How can I fix that?
I checked all and it seems all is alright, by the way thank you a lot for this post helped me tons.
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MissDiealot
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PostSubject: Re: Softie's Preset Tutorial   Sat Oct 03, 2015 8:00 am

Gingerlove wrote:
Excuse me I got a fast question... If other players see my preset white but I see it normal? (Like I see it how I edited it) How can I fix that?
I checked all and it seems all is alright, by the way thank you a lot for this post helped me tons.

Mmm, that's probably because the other players does not have your preset's material file and textures. I'd recommend making a preset patch or something so your players can see your preset instead of a white character.
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SkyIsTheLimit



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PostSubject: Re: Softie's Preset Tutorial   Sat Sep 24, 2016 5:08 pm

Could you possibly put a link that DOESN'T go to adfly? I'm getting very tired of this. I'm unable to download anything because adfly won't let me get to the destination.
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PostSubject: Re: Softie's Preset Tutorial   Mon Sep 26, 2016 10:22 pm

SkyIsTheLimit wrote:
Could you possibly put a link that DOESN'T go to adfly? I'm getting very tired of this. I'm unable to download anything because adfly won't let me get to the destination.

please don't post on a thread that has been dead for a while
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