| Texturing Player Models | |
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l-lAngryGamerl-l

Game username : chevy_cheetah(chevrolet) Server : |~|Pet Pet Pinto |~| Skills: Hosting, Modeling, Rigging. Age:19 Posts : 308 Join date : 2015-02-15 Location : Everywhere.
 | Subject: Texturing Player Models Thu Feb 23, 2017 9:38 pm | |
| Is there a way to make a black outline on the player model to make it look more cartoon-ish looking?
Thanks. |
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Witacha 3D Modeler


Game username : Witacha Server : Land Of The Wolves(Owner) Posts : 1234 Join date : 2012-06-15 Age : 19 Location : France
 | Subject: Re: Texturing Player Models Thu Feb 23, 2017 9:53 pm | |
| Yes DD actually has it, may ask lazyzim or Obey because they seemed to use a specific parameter for it to work |
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l-lAngryGamerl-l

Game username : chevy_cheetah(chevrolet) Server : |~|Pet Pet Pinto |~| Skills: Hosting, Modeling, Rigging. Age:19 Posts : 308 Join date : 2015-02-15 Location : Everywhere.
 | Subject: Re: Texturing Player Models Thu Feb 23, 2017 9:58 pm | |
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Hamilton

Game username : Hamilton Server : Myatar Legends // Dragon's Den Posts : 394 Join date : 2011-10-20 Age : 32 Location : everywhere
 | Subject: Re: Texturing Player Models Thu Feb 23, 2017 10:10 pm | |
| Enhance CelShading - wiki snippet
Follow from the header "Edge Outline Vertex Shader Experiment".
Basically, download the files it's got listed and add them to you materials folders. Then add an extra Pass into each material in your magixmod files. scale sets the size/how far the line protrudes from the mesh, diffuse sets the color. Don't forget to follow it's materials example and add the "import * from "outline.material" at the top of the magixmod files. |
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ThylaSteve

Game username : Steve Server : It's a secret (for now) Posts : 136 Join date : 2014-04-24 Age : 20 Location : United States
 | Subject: Re: Texturing Player Models Thu Feb 23, 2017 10:16 pm | |
| I often refer to this old post on the Azoptaos forums: http://azoptaos.boards.net/thread/42/make-presets-anyways
It tells you how to do all kinds of stuff with textures. |
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l-lAngryGamerl-l

Game username : chevy_cheetah(chevrolet) Server : |~|Pet Pet Pinto |~| Skills: Hosting, Modeling, Rigging. Age:19 Posts : 308 Join date : 2015-02-15 Location : Everywhere.
 | Subject: Re: Texturing Player Models Thu Feb 23, 2017 10:47 pm | |
| Thank you for replying. I will try these ^^ |
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ObeyTheFist Very Helpful


Game username : ObeyTheFist Posts : 544 Join date : 2012-09-07 Location : Australia
 | Subject: Re: Texturing Player Models Thu Feb 23, 2017 11:36 pm | |
| Yeah, what Hamilton said XD
DD has the .program, .material and .cfg files for CelShading and Outlines.
Beware though, some material scripting effects don't play nicely with them. |
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l-lAngryGamerl-l

Game username : chevy_cheetah(chevrolet) Server : |~|Pet Pet Pinto |~| Skills: Hosting, Modeling, Rigging. Age:19 Posts : 308 Join date : 2015-02-15 Location : Everywhere.
 | Subject: Re: Texturing Player Models Fri Feb 24, 2017 1:01 am | |
| I'm not too great with scripting this type of stuff so I might need some help. I did add in the other files though without any problems. When I test it in game it looks like nothing has changed. So I am guessing that I did this completely wrong xD - Click To View (This is only some of it)):
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} pass : CelShadingDecal { ambient 1.000000 1.000000 1.000000 1.000000 diffuse 1.000000 1.000000 1.000000 1.000000 set $sinkScale 4 specular 0.010000 0.010000 0.010000 1.000000 emissive 0.000000 0.000000 0.000000 1.000000 depth_func equal scene_blend zero src_colour } } }
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Hamilton

Game username : Hamilton Server : Myatar Legends // Dragon's Den Posts : 394 Join date : 2011-10-20 Age : 32 Location : everywhere
 | Subject: Re: Texturing Player Models Fri Feb 24, 2017 9:27 pm | |
| wrong pass for an outline. wrong location for the pass. you want something more like: - Quote :
- material TuftModColour
{ receive_shadows on technique 1 { pass { //scene_blend alpha_blend fragment_program_ref TuftModColour_PS { param_named_auto colorMod1 custom 1 } texture_unit { texture white.jpg tex_coord_set 0 } cull_hardware none cull_software none } pass { ambient 0.8 0.8 0.8 1 diffuse 0.6 0.6 0.6 1 depth_func equal scene_blend zero src_colour cull_hardware none cull_software none } } technique 2 { pass { lighting on texture_unit { colour_op_ex source1 src_manual src_current 1 1 1 1 } cull_hardware none cull_software none } pass { ambient 0.8 0.8 0.8 1 diffuse 0.6 0.6 0.6 1 depth_func equal scene_blend zero src_colour cull_hardware none cull_software none } pass : OutlineExperiment { set $sinkScale 4 } } }
if you are going for the celshading, it's a little more complex to add to the playermodel codes and doesn't really play well with 3D9 and multiple layers. I'd recommend saving it for presets or force your players into only using openGL unless someone out there knows a fix for: - Spoiler:
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  both 3D9, with the code crammed into the only two places where it ever showed a change to the shading
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l-lAngryGamerl-l

Game username : chevy_cheetah(chevrolet) Server : |~|Pet Pet Pinto |~| Skills: Hosting, Modeling, Rigging. Age:19 Posts : 308 Join date : 2015-02-15 Location : Everywhere.
 | Subject: Re: Texturing Player Models Fri Feb 24, 2017 9:59 pm | |
| Thank you!
EDIT
I did this and I still get the same problem. In game it doesn't look changed. I'll see if I can pay someone to do it. Coding isn't my thing, I'm more of a 3d modeling person.
So if someone can code it for me i'll pay either paypal or points. Tell me how much. Send a PM thanks |
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| Texturing Player Models | |
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