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 Ruby's Preset Tutorial/Creator/Codes - REVAMPED + Test Campaign & Updates

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xRuby1234x
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Female Posts : 353
Join date : 2011-07-25
Age : 18

PostSubject: Ruby's Preset Tutorial/Creator/Codes - REVAMPED + Test Campaign & Updates   Sun Jul 31, 2016 9:08 pm

Important Notes:
Do not repost this tutorial anywhere. Link back to this post.
This tutorial is intended for use with the original Impressive Title models. UV maps may vary when using new/altered models.
Original images courtesy of Impressive Title.
Some heavily encrypted servers may not support the use of this creator. If you are having trouble implementing this creator, contact that servers' staff.
If you have trouble reading on this forum, you can access a plain text version here.

WHAT IS A PRESET?
→A preset is a custom skin for your character model, to make it uniquely your own:

_____

HOW DO I MAKE ONE?
→Making a preset can be harder than it looks, especially for a game like Impressive Title. This tutorial will walk you through the process, and provide downloadable assistance.

Firstly, you will need to download this file:
https://www.dropbox.com/s/bc5yfn4rykx7nbm/Rubys%20Preset%20Creator.zip?dl=0

Start with your images. When the file is done downloading, right click and EXTRACT the contents into a new folder, anywhere. Open the "Example Images" folder.
You will see these:

bodyTex.jpg


eyeTex.jpg


headTex1.jpg


maneTex.jpg


tailTex.jpg


These images should give you an indication of where to colour your character. Some of the UV/face mapping can be a little difficult to work with. If you are having trouble, take a look at these:
http://www.kitopen.com/t7-playable-character-uv-texture-maps

Create your images as you see fit, take your time, be creative & original.

Save all images with this convention:
Username_CharacternamePARTTex.jpg / .png


You are free to save images as either .jpg or .png, but make sure this format is followed. PART is for bodypart.
If my username is "Ruby", and my character is named "Syria", and it is the Head texture:
Ruby_SyriaHeadTex.jpg
or
Ruby_SyriaHeadTex.png
are acceptable.

Follow the same format for every image and body part:
Ruby_SyriaBodyTex.jpg/.png
Ruby_SyriaEyeTex.jpg/.png
Etc.

Save all images you made in your texture folder in:
C:\[GAME NAME*]\media\materials\textures**

*Game name varies from server to server, just look for the name of the game you're playing.
**Game path may vary depending on server. if you cannot find the game path, ask that servers' staff.

Break here, return when you have completed all images.

_____

With all images complete, it is time to set to work on the material file.
Go to the "Material File" folder, and make a copy of "Character.material."
Rename the copy with the syntax of "Username_Charactername.material."

For example, my username is "Ruby," and my character is named "Syria," which would result in:
Ruby_Syria.material

Once your material file is renamed properly, open it with Notepad.
You will be greeted with this:
Code:
material CharacterMat/EyeMat
{
   technique
   {
      pass
      {
         cull_hardware none
         cull_software none
         texture_unit
         {
            texture CharacterEyeTex.jpg
         }
      }
   }
}
material CharacterMat/BodyMat
{
   technique
   {
      pass
      {
         texture_unit
         {
            texture CharacterBodyTex.jpg
         }
      }
   }
}
material CharacterMat/ManeMat
{
   technique
   {
      pass
      {
         cull_hardware none
         cull_software none
         texture_unit
         {
            texture CharacterManeTex.jpg
         }
      }
   }
}
material CharacterMat/TeethMat
{
   technique
   {
      pass
      {
         cull_hardware none
         cull_software none
         texture_unit
         {
            texture teethTex.jpg
         }
      }
   }
}
material CharacterMat/HeadMat
{
   technique
   {
      pass
      {
         texture_unit
         {
            texture CharacterHeadTex.jpg
         }
      }
   }
}
material CharacterMat/TailMat
{
   technique
   {
      pass
      {
         texture_unit
         {
            texture CharacterTailTex.jpg
         }
      }
   }
}
material CharacterMat/WingMat
{
   technique
   {
      pass
      {
         cull_hardware none
         cull_software none
         texture_unit
         {
            texture CharacterWingTex.jpg
         }
      }
   }
}

Your first step is to change "Character" to the appropriate convention we've used earlier:
Username_Charactername. The file is set up so you may use the Replace function to do this.

Go to Edit... → Replace (or press Ctrl + H).

This will open up the Replace menu.
Fill "Find what:" with "Character"
Fill "Replace with:" with your Username_Charactername.

Again, for me, it would be Ruby_Syria, but for you it will be something else.

Click "Replace All."

This will have made all necessary edits to the material file, unless you are not using .jpg images.
If that is the case, also replace .jpg with .png, then replace all.

Save your file.

With that, the material is complete for now.

_____

With the material done, we move onto the last step, the campaign file.
Navigate to the "Campaign Files" folder, and open Preset.campaign in Notepad.

Focus on this line:
Code:
Unit_Create=PLAYER,Preset,Body,Head1,Maneless,Tail1,Wingless,CharacterMat,Tuftless

This is the only line you will need to alter.

Change "CharacterMat" to our previously used convention: Username_CharacterMat
(Ex; for me it would be: Ruby_SyriaMat)
The "Mat" is important, do not forget/remove it!

You may alter "Head1," "Maneless," "Tail1," "Wingless," and "Tuftless," to suit your character and desired body parts.

Save your file when complete.

_____

With this, you now just need to copy the files to their appropriate location.
The textures should already be in the textures folder, as mentioned previously, so just add the material into media/materials/scripts.

Place Campaigns.cfg and Preset.campaign into the root directory, just the game folder, where the .exe is located.
If prompted to replace Campaigns.cfg, select yes.

You may now launch the game, click New Game/Singleplayer, click Preset, and your work is finished!

_____

FAQ
Q: My preset turns out white! Did I do something wrong?
A: There is an error in your material or campaign code. Please post them below.

Q: How do I add items to my preset?
A: Open the campaign file in notepad, and insert:
Unit_EquipItem=PLAYER,ITEM,SLOT underneath the Unit_SetHP line.
You need to replace ITEM with the item's name. But, it's not the display name you see. For instance, let's say you're adding a ZT Helmet. You don't put "ZT Helmet" there, you'd put, "helmet3." Item names are dependent on the .mesh file.
You can find a list of the item names in the Items.cfg in the server's main folder.
Now, replace SLOT with a number from 0-5. Each time you add an item, it needs to be a different number slot.

_____

More added as needed, codes coming soon on the following post.
Enjoy.


Last edited by Phloxenfree on Sat Sep 24, 2016 7:26 pm; edited 2 times in total
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xRuby1234x
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Coder


Female Posts : 353
Join date : 2011-07-25
Age : 18

PostSubject: Re: Ruby's Preset Tutorial/Creator/Codes - REVAMPED + Test Campaign & Updates   Sun Jul 31, 2016 9:09 pm

Reserved for codes.
You are all free to post now, of course.
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Zaroque

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Game username : Zaroque
Server : Dawn of Eternity (Admin)
Female Posts : 13
Join date : 2015-12-26
Age : 19

PostSubject: Re: Ruby's Preset Tutorial/Creator/Codes - REVAMPED + Test Campaign & Updates   Wed Sep 21, 2016 5:02 pm

great tutorial, loads of people are gonna find this useful

edit: oh shit old post sorry
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http://dawn-of-eternity.com
 
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