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 UV Maps for Slycan's Models & More

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Darc

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PostSubject: UV Maps for Slycan's Models & More   Fri Apr 01, 2016 12:36 am

I need the UVs for slycan's models, specficially the heads and the tails.

Can anyone help me out? Thanks! ^^

I also need the halo item's (angelicka's) cfg line so that I know where to put future halo models in relation to the head. Basically any centered head cfg line would be pretty great. ^^


Thanks so much. C:
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Wolfess

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PostSubject: Re: UV Maps for Slycan's Models & More   Fri Apr 01, 2016 7:14 am

The heads have the same UVs as the original IT heads (They have 4 UV variations), and you can find them here.
I can make the UV's of the tails for you tonight, but I need the tail screens\numbers.
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Darc

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PostSubject: Re: UV Maps for Slycan's Models & More   Fri Apr 01, 2016 3:27 pm

Wolfess wrote:
The heads have the same UVs as the original IT heads (They have 4 UV variations), and you can find them here.
I can make the UV's of the tails for you tonight, but I need the tail screens\numbers.
Okay, what do you mean by the tail screen/numbers? Thank you!
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Centelleo
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PostSubject: Re: UV Maps for Slycan's Models & More   Fri Apr 01, 2016 3:36 pm

Darc wrote:
Wolfess wrote:
The heads have the same UVs as the original IT heads (They have 4 UV variations), and you can find them here.
I can make the UV's of the tails for you tonight, but I need the tail screens\numbers.
Okay, what do you mean by the tail screen/numbers? Thank you!
Screenshots of the tails that you mean, and the numbers from the mesh (e.g. Tail2, Tail9, Tail12, etc).
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http://taleofmervian.tk
Darc

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Game username : Darcia
Server : Developer for Okami No Tochi
Female Posts : 78
Join date : 2016-03-04
Age : 19

PostSubject: Re: UV Maps for Slycan's Models & More   Fri Apr 01, 2016 4:33 pm

Centelleo wrote:
Darc wrote:
Wolfess wrote:
The heads have the same UVs as the original IT heads (They have 4 UV variations), and you can find them here.
I can make the UV's of the tails for you tonight, but I need the tail screens\numbers.
Okay, what do you mean by the tail screen/numbers? Thank you!
Screenshots of the tails that you mean, and the numbers from the mesh (e.g. Tail2, Tail9, Tail12, etc).
Thank you, Cent! Smile

I was also wondering how I would change the grass density all over the map and why the different grasses don't all show up at the same time?

My default:
Code:
material Terrain/DefaultTerrain
{
    receive_shadows on
    technique
    {
        pass
        {
            lighting off
            texture_unit
            {
                texture grass_tex2.png
                scale 0.01 0.01
            }
        }
   pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture defaulterrainMask.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
                 texture sand_tex.jpg
      scale 0.01 0.01
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
        pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture defaulterrainMask2.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
                 texture soil_tex.png
      scale 0.01 0.01
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
    }
}

Screenshot of what I mean:

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Wolfess

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PostSubject: Re: UV Maps for Slycan's Models & More   Fri Apr 01, 2016 5:28 pm

Grass? Materisals? No, IT can not handle several grass materials at a time. Grass density uses density masks. So it works like... You create a mask in grayscale (the darker the more grass is there) and then you make materials and whatever, or your grass just will not show up. That simple.
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Darc

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PostSubject: Re: UV Maps for Slycan's Models & More   Fri Apr 01, 2016 8:27 pm

Wolfess wrote:
Grass? Materisals? No, IT can not handle several grass materials at a time. Grass density uses density masks. So it works like... You create a mask in grayscale (the darker the more grass is there) and then you make materials and whatever, or your grass just will not show up. That simple.
Actually, that isn't what happens; the less grass there is the darker the map, which is why it won't work for me.

Can you show me an example of a successful grass mask that covers a large area?

This is the tail I need:


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Wolfess

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PostSubject: Re: UV Maps for Slycan's Models & More   Sat Apr 02, 2016 7:34 am

This is not Sly's tail. This is one of the default tails came from OIT so you can find it in the topic link posted above.

If you use OIT media you can find some grass masks in texture folder, try them for they worked. But be aware that if you want extremely high grass density you must change the amount of grass in the code.
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