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 ||. Step By Step Preset Tutorial .\|

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PotentInsanity



Server : DD, EC and Personal
Female Posts : 10
Join date : 2012-12-17

PostSubject: ||. Step By Step Preset Tutorial .|   Thu Dec 20, 2012 5:20 am


MAJOR NOTE BEFORE USAGE: THIS TUTORIAL MAY BE USED ON OTHER SITES!

Actually, just link back to this KITO post, will be much easier.

I REQUIRE THAT YOU REQUEST MY PERMISSION THOUGH!

I will then make an account on the requested site and post this.
No one, besides me, may post this, quote it, just nothing besides read.
I'm nice, I will totally post this anywhere, I just want credit.

Ask on my DA (CrazyCatLadyMuch), AIM (Tsmarania), Email (cclmuch@yahoo.com), Twitter @PotentInsanity or try to find me on the other servers or in game (CCLmuch/PotentInsanity).
Asking on this website will probably not get you a very quick answer, but Twitter will.



I mean it, I listed more ways to contact me than even my friends have LOL
So if I see this anywhere that I haven't posted it we are going to have some problems.

Report seeing this on other sites as well, to me. I would appreciate it.










Hey Guys.

I keep seeing posts asking about how to go about making presets, here you go:



______________________________________

Overview:


This tutorial will include:

(Added for DD) - Adding the Preset Tester Campaign ~ Put Your Presets to the Test

- Texture References ~ Oh... That's where that goes.

- Basic Preset Making ~ First the Basics... Then the World!

- Transparency ~ Hole-y Presets, Batman!

- Moving Textures ~ I like to move it, move it.

- Glow Textures ~ Light up your world! Like a nightlight.


For this, I will be using G.I.M.P, if you do not have it:

DOWNLOAD LINK


__


Also. Since I am a lovely person. Here is a folder full of the textures you will be using, minus wing textures for now. I forgot to add them.

My bad.

Files are now .PSD (Works for GIMP/Photoshop:(


4Shared Download

Alternative:

Media Fire Download



If link(s) are not working someone please PM me.


These are compatible with GIMP, and Photoshop (I guess.)


______________________________________

||. Adding the Preset Tester Campaign ./|

-This section will explain to you how to add in a Campaign file that will let you test your preset.

First off. Locate your Dragon's Den 2 game folder and open up the NAME.campaign file.


Windows7/Vista Users: Right Click the DD Game Icon on your desktop > Click 'Open File Location' Locate and Open 'NAME' (Campaign File)

XP/Other Open Start Menu > Computer > C: Drive > Open 'DragonsDenVer2' Folder > Locate and Open 'NAME' (Campaign File)


The NAME.campaign will look like this when opened:

[blockquote][Initialize]
World_Load=Default
Sky_DayTime=1900
Sky_FreezeTime=False
Unit_Create=PLAYER,NAME,Body,Head3,Mane5,Tail1,Wingless,NAMEMat,Tuft7
Unit_SetScale=PLAYER, 1.12 1.12 1.12

Unit_EquipItem=PLAYER,feather,0
Unit_EquipItem=PLAYER,feather,1
Unit_EquipItem=PLAYER,feather,2
Unit_EquipItem=PLAYER,feather,3
Unit_EquipItem=PLAYER,feather,4
Unit_EquipItem=PLAYER,feather,5

[]
EventCondition=PROGRESS,0

Unit_Reset=PLAYER
Unit_ClearAttackList=PLAYER
Unit_PushAttackList=PLAYER,Dash
Unit_PushAttackList=PLAYER,Slash
Unit_PushAttackList=PLAYER,Roundhouse
Unit_PushAttackList=PLAYER,Somersault

Player_ResetSkills
Unit_ToggleStance=PLAYER

FadeIn=1[/blockquote]



Go to: File > 'Save As' > presetmaker.campaign

(We are saving a new version of this file only because I do not know what this will be used for in a later game update. ;3)


Now, in the same folder as the NAME.campaign you should see your newly created presetmaker.campaign file. If you do not, copy and paste the text in NAME into a new document and save it that way.


NOW! Let us add your presetmaker.campaign into the game.

To do this:

Locate the 'Campaigns.cfg' file > Open it (It will be blank)

Copy and paste this:

[blockquote][Preset Maker]
presetmaker.campaign[/blockquote]


Explanation:

[Preset Maker] <--- This is the name of your Campaign and whatever you type here will show up on the button in-game.
presetmaker.campaign <--- This is the name of the file that the game will read in order to render the Campaign.


Now save the Campaign.cfg file and go in-game under 'New Game' and your Preset maker Campaign will be there.



If your campaign works then continue on, if you are having difficulties either post below with a description of your problem or PM me.


______________________________________


||. Texture References ./|

-This Section helps you to know where to place your markings and get an overall feel for the preset process before beginning.

This can be skipped if you have previous knowledge of the textures.





First off. Download the folder with the preset textures.

They are already fixed where each section of the preset is on a different layer.

-For example, on the NAMEEyes.png the eyes, eye lid, white of eyes, pupils are all on different layers. So you can just fill them with color and not have to worry about getting those little annoy lines when you bucket fill something that is not all one color.

Now. Let us learn what each part of the textures is called, shall we?



CLICK FOR EYE TEXTURE REF


Notes for the Eyes:

Make the eye lid the same color as the upper eye. (See Head Tex) It will make it look better, but a dark/lighter shade can be used if wanted.

Whites of eyes don't necessarily need to be a bright white, a nice off color works best. If making a evil character a light shade of red/black gives it a dark/evil look.

The eyes themselves are really easy to make to give them a nice shaded finish, when using GIMP, use the Dodge/Burn tool to lighten the upper part, and dark the lower. Make sure to layer the colors for blending with the Smudge Tool.

_____


CLICK FOR BODY TEXTURE REF

Notes for the Body (I did not do a great job with exact marks but you will figure out where things go after much Trial and Error :3 Sad

Legs:

[blockquote]Front Right/Left, and Back Right/Left indicate where to draw to add marking to the legs.

Word of advice: To make stripes around the legs make them at a.. 45 degree angle towards the paws. If you make them straight up and down
or side to side, it wont wrap correctly and look off.[/blockquote]

Paws:

[blockquote]The little box I have drawn around the paws show where you can draw and it will just affect the paws and not the leg. (Yes I'm off so don't spend 3 hours coloring in the boxes because it will rub off onto the legs.)[/blockquote]

Sides/Back:

[blockquote]The sides are well... the sides of your character. I know I did not mark them right, this is just to give a basic idea not too big on exactness. [/blockquote]

Back:

[blockquote]Now for the back, its simple to make a stripe down the middle (One solid color that is XD) but if your gonna make stripes across the back your gonna have to do trial and error. Because it won't line up correctly.

Word Of Advice: If your doing stripes try an find the center of the back (as in the point where the texture will overlap to fit the model) if you find that you'll have a better chance at lining the stripes up.[/blockquote]

Under Belly:

[blockquote]What you see is what you get, i wont recommend making the belly any smaller or bigger, it looks fine the way it is. Well unless your Character is one solid color.[/blockquote]


___________




CLICK FOR HEAD TEXTURE REF


Notes for the Head:

Mouth:

[blockquote]Well the mouth is pretty much done for you, but if you want a (tongue ring etc.) There isn't an over lap for the mouth, it folds in half perfectly.[/blockquote]

Underfur:

[blockquote]Make it the same color as the Under Belly (see body). [/blockquote]

Ears/Back of ears:

[blockquote]The color of the ears usually go with the upper eyes (it works nevertheless ). The back of the ears are what it sounds like, if you want your character's ears to be a different color, like black, then color in all above the line I drew below them.(See Eye Reference)[/blockquote]

Eyes:

[blockquote]The eyes are usually split into upper and lower but doesn't have to of course. If you want the eye to have a decoration right beside it: on the right eye added a spot to illustrate where the actual eye will be. you can figure out the left one for yourself [/blockquote]

Nose:

[blockquote]Didn't label the nose, because its so obvious XD. Well remember when editing it to keep it small, yes it may look like its not big enough, but trust me it is. For the area around the mouth/below the nose, you need to try and find where the texture overlaps and makes the mouth, I made a line but its not exact.[/blockquote]


___________________________

Mane: No Picture. Cannot really make a reference for this.
And no there is not one included in the Texture Folder download.


Mane size:

[blockquote]There are different sizes of mane, the smaller it is the better if you have a certain design you want. Because it will only have to repeat once or twice. A full mane will be the hardest if trying for certain colored bangs and a different color for the actual mane.[/blockquote]

Design tip:

[blockquote]If you want something like a bowtie, it is impossible to do that, because of the repeating pattern. But highlights are easy:

Just have a solid color, and color in a lighter color right down the middle cross ways, then smear the lighter color with quick strokes up and down.
Just remember to keep the sides of the texture the same color or you will see the edge of the texture which looks nasty. And we want pretty/manly presets. ARGH![/blockquote]

______________________________________________



CLICK FOR TAIL TEXTURE REF



Notes for the Tail:

[blockquote]Its split into two parts, the tail (longest part) and the tail tip.
You can probably guess how these will look. It just wraps around the model as you see it.

Now there are different types of tails this reference will work with them all and you can customize for each tail a different texture, because some need a bigger tail tip, like the wolf-looking one.

TIP: If making stripes you will need to make the stripes at a 45 degree angle to get them to line up straight. Like on the legs.[/blockquote]


_____________________________________________________










[blockquote][s]Will add the other parts in installments.

I thought this would help a few people as is. :3[/s]

Read on, this tutorial is complete.



Feel free to post!

And if there are any questions ask below or PM me.[/blockquote]




~CCL


Last edited by PotentInsanity on Thu Dec 20, 2012 5:22 am; edited 2 times in total
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PotentInsanity



Server : DD, EC and Personal
Female Posts : 10
Join date : 2012-12-17

PostSubject: Re: ||. Step By Step Preset Tutorial .\|   Thu Dec 20, 2012 5:20 am

[blockquote]
||. Basic Preset Making ./|


"What are we going to do now, Brain?"

"What we do every night, Pinkie...-"

"Oh! Ya mean Master-"

"No, Pinkie... Take over the world with a sweet preset."



^^ That is my favorite show. Bahaha. ^^

*cough* Anyways.



-This section helps with making the MATERIAL file, tips for making your preset, and how to bundle it up in a neat little folder if you are getting it added into the game.

Also addresses problems and basic questions.


Two Parts: "Setting Up Your Files/Testing Preset" and "Tips/Troubleshooting for Presets"

________________________________________________________________



Part 1 - Setting Up Your Files/Testing Preset

NOTE: You will edit your texture files in Part 2. This is just to make sure everything will show up In-Game before starting.

Read the whole thing before you begin! Or at least skim most of it. :3






Quoting Myself.|| :

[blockquote]First off. Download the folder with the preset textures.

They are already fixed where each section of the preset is on a different layer.

-For example, on the NAMEEyes.png the eyes, eye lid, white of eyes, pupils are all on different layers. So you can just fill them with color and not have to worry about getting those little annoy lines when you bucket fill something that is not all one color.[/blockquote]

________________________



Step 1) Renaming Textures


[blockquote]Locate the Downloaded Texture Folder > Copy > Go to Desktop > Paste

NOTE: You are making a copy so that the original file will be untouched for use in future presets. :3


Open up the Folder you will see files with these names:

NAMEBody
NAMEHead
NAMETail
NAMEEye

Replace NAME with the name/nickname of the character this preset is for.

NOTE: Name the file something easy to remember, use a shortened form of the name if you think you might misspell it. If you misspell it then this will screw you up in the future.


[blockquote]For Example, my current preset is for my character named Joan Rov. So I rename the files accordingly:

JOANBody
JOANHead
JOANTail
JOANEye[/blockquote]

________________________



Step 2) Adding Textures to Their Game Folder



[blockquote]Windows7/Vista Users: Right Click the DD Game Icon on your desktop > Click 'Open File Location' > Open 'media' folder > Open 'Materials' folder > Open 'texture' folder > Drag all four Textures into the 'texture' folder

XP/Other Open Start Menu > Computer > C: Drive > Open 'DragondensVer2' Folder > Open 'media' folder > Open 'Materials' folder > Open 'texture' folder > Drag all four Textures into the 'texture' folder



EXTRA STEP
(Because the Downloaded Texture Files are .PSD which allows for layers and because of this are the wrong file type to work):


Open all of the textures in GIMP, save them as a .PNG file.

To do this: File > Save As > NameOfTexture.PNG

Make sure they save to the DD Texture Folder.




And you are done with that for now. Remember how to get back to your textures for Part 2, you will be editing them then.

___



Off-Topic NOTE: [s]The 'texture' folder holds all the game's textures (obviously), so if you find yourself compelled to mess with some of them remember to make a copy of the original in the event you screw it up. FYI.[/s]

Actually, with DD do not edit your textures it is against da rules.


[/blockquote]




________________________





Step 3) Making Your Material File (.MAT)
[blockquote]

Windows7/Vista Users: Right Click the DD Game Icon on your desktop > Click 'Open File Location' > Open 'media' folder > Open 'Materials' folder > Open 'scripts' folder

XP/Other Open Start Menu > Computer > C: Drive > Open 'DragonDenVer2' Folder > Open 'media' folder > Open 'Materials' folder > Open 'scripts' folder



____

In the scripts folder there is not a .MATERIAL file for presets, as there usually is in other IT games. We will have to make our own.


Open a new Notepad document and copy and paste the coding below:



[blockquote]material NAMEMat/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
scene_blend alpha_blend
texture_unit
{
texture NAMEMane.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material NAMEMat/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 NAMETeeth.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NAMEMat/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
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture NAMEhead.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material NAMEMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture NAMEEyes.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}

material NAMEMat/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
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture NAMEbody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}

material NAMEMat/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
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture NAMETail.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material NAMEMat/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
scene_blend alpha_blend
texture_unit
{
texture NAMEWings.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}

[/blockquote]


Save this as: NAMEMat.MATERIAL

And you now have your material file for your preset.



___



All you need to do is replace all the "NAMEMat" with the name of your character.

EX: JOANMat

And replace:

NAMEBody
NAMEHead
NAMETail
NAMEEye
NAMEMane

EX:

JOANBody
JOANHead
JOANTail
JOANEye
JOANMane

With the EXACT SAME NAMES as what you renamed the Texture files in your Downloaded Texture Folder.


NOTE: If you do not match the names up exactly then the texture will not show up.


[/blockquote]



Step 3) Adding Preset to Game for Testing/Brief Explaination of the presetmaker.CAMPAIGN file.


[blockquote]Windows7/Vista Users: Right Click the DD Game Icon on your desktop > Click 'Open File Location' > Locate and Open your 'presetmaker' (Campaign File)

XP/Other Open Start Menu > Computer > C: Drive > Open 'DragonDenVer2' Folder > Locate and Open your 'presetmaker' (Campaign File)

___


Now that we are all in the same place, you will see something like this:


[blockquote][Initialize]
World_Load=Island
Sky_DayTime=2400
Sky_FreezeTime=False
Unit_Create=PLAYER,NAME,Body,Head2,Mane19,Tail1,Wingless,NAMEMat,Tuft7
Unit_SetScale=PLAYER, 1.12 1.12 1.12

Unit_SetEmote = PLAYER , Frown

Unit_EquipItem=PLAYER,feather,0
Unit_EquipItem=PLAYER,feather,1
Unit_EquipItem=PLAYER,feather,2
Unit_EquipItem=PLAYER,feather,3
Unit_EquipItem=PLAYER,feather,4
Unit_EquipItem=PLAYER,feather,5

Do not mess with below, there is no need to

[]
EventCondition=PROGRESS,0

Unit_Reset=PLAYER
Unit_ClearAttackList=PLAYER
Unit_PushAttackList=PLAYER,Dash
Unit_PushAttackList=PLAYER,Slash
Unit_PushAttackList=PLAYER,Roundhouse
Unit_PushAttackList=PLAYER,Somersault

Player_ResetSkills
Unit_ToggleStance=PLAYER

FadeIn=1

[/blockquote]


'What the Hell?' <-- Reaction to this mess.

Do not fret young grasshopper this is really easy.



See this line:

[blockquote]Unit_Create=PLAYER,NAME,Body,Head2,Mane19,Tail1,Wingless,NAMEMat,Tuft7[/blockquote]

That is all we will be messing with.

Now. See where it says NAME and NAMEMat?


Change:

-NAME to your character's Full Name

-NAMEMat to the name of your MATERIAL file from Step 2.

Also, see where it says:


"Head2,Mane19,Tail1,Wingless,Tuft7"


If you have not figured it out by now this is what tells the game what parts to use when it makes the character. Change the numbers to the correct head/mane/tail/wing/tuft.


Keep in mind:

For no Wings: Wingless

For no Mane: Maneless

For no Tuft: Tuftless


[blockquote]Just a Fun Tip:


See this:

"Unit_EquipItem=PLAYER,feather,0
Unit_EquipItem=PLAYER,feather,1
Unit_EquipItem=PLAYER,feather,2
Unit_EquipItem=PLAYER,feather,3
Unit_EquipItem=PLAYER,feather,4
Unit_EquipItem=PLAYER,feather,5"


You can equip items onto your presets, these will only show up in the Preset Maker and not in the actual Multiplayer part; sorry, not going to cheat and get rare items this way lol


To do this Replace: 'feather' with the item of your choice.

For a complete list of items go into the release folder and open the: 'Items.cfg' file.


EX: "I. Totally. Want. A. Set of Pink Glow Eyes!"

Looks in Item list and finds:

"gloweye4L;Pink Eye Glow;Eye.L;0;1
gloweye4R;Pink Eye Glow;Eye.R;0;1"

So ends up with:


"Unit_EquipItem=PLAYER,gloweye4R,0
Unit_EquipItem=PLAYER,gloweye4L,1
Unit_EquipItem=PLAYER,feather,2
Unit_EquipItem=PLAYER,feather,3
Unit_EquipItem=PLAYER,feather,4
Unit_EquipItem=PLAYER,feather,5"



One more thing:

"World_Load=Default"

Change 'Default' to any of the maps to spawn there instead of default. /nodnod/


Read more about what everything means in the CampaignScriptGuide.txt in the 'release' folder.
[/blockquote]


__



[/blockquote]


Step 6) See if this works


[blockquote]This is the easiest step:

Open DD > New Game > Preset Maker

You will see a character on the screen, does it look like the textures?

But wait what is this? "THE MANE IS WHITE! THAT MEANS A TEXTURE IS MISSING, I AM A FAILURE! HOLY SHIT MY WORLD IS OVER!"


U Mad, bro. I left out the NAMEMane file on purpose.[/blockquote]



Step 7) Creating a Texture From Scratch


[blockquote]Alright. So you need a mane... I got this!


First off, open up GIMP.


File > New > Width: 512 X Height: 512 > Click OK

NOTE: 512X512 is the basic dimensions of all textures.



Now, take the Bucket tool and fill the entire area up with a color other than white. Or scribble on it, just make sure its not white.

Save it to the desktop as: 'YourCharacterName'Mane.png

EX: JOANMane.png


Now for a test. You need to move that file so it is with the rest of your character's textures... Where do you move it?

Hint: See Step 1...


[/blockquote]


Step Cool The Mane Attraction

[blockquote]Reopen the Preset Maker and see if your Mane is not showing up.

If it is then you are set. If not then reread Step 7 again and make sure... THAT THE NAME OF THE TEXTURE MATCHES THE NAME IN THE MATERIAL FILE![/blockquote]





_______________________________________________________________

_________

_______________________________________________________________





Part 2 - Tips/Troubleshooting for Presets

NOTE: Now. You are ready to begin making your preset. I cannot help with actually making the textures, but I can give you a few pointers.

There is also a small troubleshooting guide here for a few problems you may encounter.



||. Know How To Use Layers .\|

[blockquote]What good is getting the textures handed to you in layers if you do not know how to use them?

When in GIMP just press: CTRL L and a box will pop up showing you the layers. Just click on the layer you want to draw on draw and move on.

I suggest if you are making a new marking and are skeptical on whether you will like it or not... Just create a new layer and if you do not like it, delete the layer! Simple huh? [/blockquote]



||. Remember to Save Often and Correctly .\|

[blockquote]Save often. I mean it. You never know when the computer will play you the song of it's people and start screaming out a ear piercing beep and die.

The Textures are saved as a GIMP Image, just saving the Textures will not update them in the game. Remember, the texture file type/name needs to match what is in the MATERIAL file. If it does not then the texture will not show up.

When you want to check out what it looks like In-Game:

File > Save As > TextureName.PNG

Make sure it is a PNG, you are saving it in the SOE Texture Folder and when it asks if you want to save over an existing file, say yes.[/blockquote]




||. Have a Plan .\|

[blockquote]I suggest you have a rough idea in mind before you even start, take a moment to plan out what markings need to go where. If you go in blind and only make half an effort then the preset is going to show it. Even if you just take a piece of paper and scribble down a rough design or take a screenshot of your character and draw on that you will have a better outcome most likely.[/blockquote]




||. Keep Markings Small .\|

[blockquote]Your markings may not look big enough on the actual texture but it will be stretched on the character model. So start small and work your way up.[/blockquote]




||. If You Want More Detail .\|

[blockquote]Taking Vanity's Word on this: Use a 2,000W X 2,000H texture.[/blockquote]




||. Avoid Hard Edges .\|

[blockquote]I am all for soft edges.

What am I talking about? When making a mark you can either blend it into the texture or just have it sitting there looking a hot mess. Use the blur/smudge tool to smooth out the edges, it looks nice.[/blockquote]




||. Be An Original .\|

[blockquote]Try for unique markings and colors, go against the crowd and try new things.

This preset is for you and if you like then that should be enough for the rest of us. <3

But seriously, what I am trying to nicely imply is don't steal other's characters. Don't be an ass, be original.[/blockquote]





Troubleshooting/FAQ

Things not working out? Have no clue what's going on?
Have a question overall?

Look here for enlightenment before Posting/PMing CCL for help.

It will be obvious if you didn't.

____________________



||. What's a Preset? .\|

[blockquote]A preset is a character with unique markings of its own, these markings are not found in the Game's Character Creator and cannot be found other than on that character's textures.


Look here for examples:

DD's Presets Threads[/blockquote]




||. What's a Texture? .\|

[blockquote]Its an image wraps itself around the character's body; its the skin of your character.

And just like out skin it needs to be kept clean and pretty.[/blockquote]



||. Seriously... Why GIMP? .\|

[blockquote]It's free. It works. /shrug/[/blockquote]





||. Textures not showing up? .\|

[blockquote]As I have stressed this whole section... Textures needs to be saved as .PNG and file names match whats in the MATERIAL file.

Also check in the NAME.Campaign file to see if the

"Unit_Create=PLAYER,NAME,Body,Head2,Mane19,Tail1,Wingless,NAMEMat,Tuft7"

Matches the MATERIAL file name.[/blockquote]




||. Trying to Make a MAT File - Says Its a TXT File! .\|

[blockquote] Save it like this: FileName.MATERIAL

It should now be read as a .MAT file. [/blockquote]





||. This is too hard! I hate this! .\|

[blockquote]Whiners never win. Nor do they get pity...

...All I am going to say about that.[/blockquote]




||. What files do I need to send in? .\|

[blockquote]If your preset is selected to be In-Game here is how you will gather the files to send.

NOTE: This is only for approved presets only..


Desktop > Create a Folder > Name it: 'YourIn-GameUserName'_'PresetCharacter'sName'_preset

Copy and paste the MATERIAL file and ALL texture files into this folder.

Upload the folder to a file sharing site, I recommend 4shared.com.

If you have been approved I assume you know what to do next. ;3



For more information look here:

Submitting Presets - CLOSED - 12/12/12[/blockquote]





||. Ok I did wat u sad bout muh files:

JANMane, JOAHead, JOANBdy, JOANyes etc.

And here's my MaerIaL file: ... "texture WHITEONTail.png" ...

I dunt get y it's not woking! And I read FQA! HELP! PLZZZZZ! .\|


[blockquote]*twitch* What... I Don't Even... Dinkleberg!



A few may understand this... Siggie...
[/blockquote]













_________________________




Have any tips you want to be added? Something off? Post below!




~CCL


[/blockquote]
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PotentInsanity



Server : DD, EC and Personal
Female Posts : 10
Join date : 2012-12-17

PostSubject: Re: ||. Step By Step Preset Tutorial .\|   Thu Dec 20, 2012 5:21 am

[blockquote]

||. Transparency ./|


-This section helps with making parts of your preset invisible/faded.




Two Short Parts: "The Code" and "Casper Textures"

________________________________________________________________



Part 1 - Da-'Invisible' Code



Alright before we get started you will need to know how to do the following:

- Use Layers/Opacity
- Know how to find your textures/MAT files
- Follow Directions.||

_________________


[blockquote]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
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
texture_unit
{
texture NAMEWing.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
[/blockquote]


Alright guys, see that?

Jeapordy time!

"Codes for 2,000$"

"The different between a transparency and a regular MATERIAL code?"

...

"What is 'alpha_rejection greater_equal 128', Alex?"

"That's right, CCL."


__


You guys see that right? That little piece of code is what tells the game that wherever there is transparency on a texture to make it well... Transparent on the preset.






Part 2 - Casper Textures



So. For instance, let us say that we want to make transparent wings. Just fully transparent ones.

[blockquote]You would go into the Material file and find the section for Wings (like the code above) then insert: "alpha_rejection greater_equal 128" under the lines of numbers and save the file.

Then you will want to go to the wing's texture, open it up in GIMP and just... ERASE IT. Take the eraser tool and get rid of all of it, or you can just delete all of the layers and just make one transparent layer and call it good.[/blockquote]



"But... But.. I just want to have some hole-y wings..."


Alright, alright, you little moocher.

[blockquote]To just have holes in your wing texture you just need to erase where you want the holes. /shrug/ [/blockquote]


REMEMBER: Anywhere there is transparency in a Texture it will be transparent on the actual preset.

AND MAKE SURE YOU SAVE IT AS PNG! GAHHH JPEG CANNOT HANDLE TRANSPARENCY!


*twitch*


Oh yeah one more cool thing:

You can have a faded character, like a ghost, not where it is completely gone.

Along with the little bit of code above you will also have to add:

[blockquote]scene_blend alpha_blend[/blockquote]


So add:

[blockquote]scene_blend alpha_blend
alpha_rejection greater_equal 128[/blockquote]


Under all the numbers in your MATERIAL file's section for the body part you want faded.

Now, to get this affect you will need to change the layer's opacity, and when using GIMP this is so easy!:


[blockquote]CTRL + L > Select Layer > Look at the top of the box and there will be a slider for the Opacity, side it to about 40%.

Save and test your wings.[/blockquote]


NOTE: This will work with ANY body part, so get creative!


__________________


Make sure to master this before moving onto Moving/Glow Textures, or you will fail. Not even going to lie to you good people.





~CCL

[/blockquote]
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PotentInsanity



Server : DD, EC and Personal
Female Posts : 10
Join date : 2012-12-17

PostSubject: Re: ||. Step By Step Preset Tutorial .\|   Thu Dec 20, 2012 5:21 am

[blockquote]


||. Moving Textures ./|


-This section helps with making parts of your preset move.




Two Short Parts: "The Code" and "Groovin' Textures"

________________________________________________________________



Part 1 - The Code



Alright before we get started you will need to know how to do the following:

- Make parts Transparent SUCCESSFULLY!
- Make a texture in GIMP (See I had a reason for leaving the NAMEMane out lol)
- The basics on MAT files
- Follow Directions.||




Alright. First off, what is a moving texture?

It moves. Simple.

Why is that cool? Because it makes a badass character is why.


Think of it as filling a blender up with a bunch of fruit and watching it move inside of the glass.

The glass being the outside texture and the fruit the moving inside one that you can see because the outside one has transparent parts.

Watch this for a visual example:

http://www.youtube.com/watch?v=YgPSeaZoHAo





So here is Parker's MATERIAL file.



[blockquote]material PARKERMat/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 PARKERmane.jpg
tex_address_mode wrap
filtering trilinear
scroll_anim 0.0 0.1
}
}
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
scene_blend alpha_blend
texture_unit
{
texture blank.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material PARKERMat/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 PARKERTeeth.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material PARKERMat/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
cull_hardware none
cull_software none
texture_unit
{
texture creamfilling4.jpg
tex_address_mode wrap
filtering trilinear
scroll_anim 0.0 0.1
}
}
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
scene_blend alpha_blend
texture_unit
{
texture PARKERhead.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material PARKERMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture creamfilling3.jpg
tex_address_mode wrap
filtering trilinear
scroll_anim 0.0 0.1
}
}
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
scene_blend alpha_blend
texture_unit
{
texture PARKEREyes.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}

material PARKERMat/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
cull_hardware none
cull_software none
texture_unit
{
texture creamfilling.jpg
tex_address_mode wrap
filtering trilinear
scroll_anim .4 .4
}
}
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
scene_blend alpha_blend
texture_unit
{
texture PARKERBody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}

material PARKERMat/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
cull_hardware none
cull_software none
texture_unit
{
texture creamfilling4.jpg
tex_address_mode wrap
filtering trilinear
scroll_anim 0.0 0.1
}
}
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
scene_blend alpha_blend
texture_unit
{
texture PARKERTail.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}
material PARKERMat/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
scene_blend alpha_blend
texture_unit
{
texture PARKERWings.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}

[/blockquote]




He has a lot of things moving, as you can see. BUT.

I will focus on his body:

[blockquote]material PARKERMat/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
cull_hardware none
cull_software none
texture_unit
{
texture creamfilling.jpg
tex_address_mode wrap
filtering trilinear
scroll_anim .4 .4
}
}
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
scene_blend alpha_blend
texture_unit
{
texture PARKERBody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}

[/blockquote]


Copy and paste that over your body texture, and change all of the appropiate things.

Now, you are probably wondering what is what, right?


Well to sum it up, the 'creamfilling.jpg' is the fruit moving around.

While 'PARKERBody.png' is the glass holding it in.


___

Part 2 - Groovin' Textures


You will now need to create your own texture to move around, like you did the NAMEMane.png file.


Tips:

-Make sure the edges of the texture are the same color, so when it is moving around you do not see an edge!

-Bright colors work the best and are easily visible.

-Smudge the colors together/smooth out the edges, make it flowwwww.

SAVE THIS TEXTURE AS A .JPG!

___


Make your body texture now. Remember to have transparency so you can see the texture underneath it.

Tips:

- If doing markings, make the mark big enough so the texture underneath is easily visible, thin lines are sometimes hard to see. (Depends on the colors really, a red filling with a black outer texture would be an exception.)

- Smooth the edges of the markings, don't let this be a hot mess.



NOTE: Do a test run before anything! Don't spend an hour making a bodytex only to have it wasted because it doesn't work!


___


Also, keep in mind that you can make the outer layer completely transparent and just see the moving texture underneath. But now I stress making all the edges of the texture the same color, no edges to mess with the sexyness, right?

This can be used with any body part, just change what need to be changed and yadda yadda. You got this!


______


Oh yeah, tibit of information:


[blockquote]scroll_anim .4 .4[/blockquote]

Change the numbers to adjust the speed.

Change scroll to rotate for the texture to act like a portal and spin.






Questions or Comments post below.



~CCL

[/blockquote]
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PotentInsanity



Server : DD, EC and Personal
Female Posts : 10
Join date : 2012-12-17

PostSubject: Re: ||. Step By Step Preset Tutorial .\|   Thu Dec 20, 2012 5:21 am

[blockquote]

||. Glow Textures ./|


-This section helps with making parts of your preset glooooow.


NOTE!: To be honest I have not messed with this recently, so this may be flawed until I get around to making a 'glow' preset.

I am going completely off memory from two years ago lol

If anything is off, or if you can correct me (legitly), then please do!




Two Short Parts: "The Code" and "Glow Textures"

________________________________________________________________



Part 1 - The Code



Alright before we get started you will need to know how to do the following:

- Make parts Transparent SUCCESSFULLY!
- The basics on MAT files
- Follow Directions.||




material JOANMat/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 JOANeye.png
}
}
pass
{
emissive 1.0 0.0 0.0
scene_blend alpha_blend
texture_unit
{
texture JOANglow.png
}
}
}



____________


Copy and paste that code, placing it into your own MATERIAL file.

Change what needs to be changed.

__


Part 2 - Glow Textures


This is just how I do/did it.

JOANeye.png is the outer layer, I made it fully transparent.

Then JOANglow.png I made like I would a moving texture just a bunch of fun colors like being at a rave while tripping on acid.


It will make the Glow Texture... Glow, and it can be seen underneath the transparent top layer.


__


NOTE: In GIMP under the Colors Tab there is a 'Hue/Saturation' tool, increase the saturation to make the colors pop!


__


Questions or comments, post below!




~CCL

[/blockquote]
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RedEye
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Server : KITO
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Age : 30

PostSubject: Re: ||. Step By Step Preset Tutorial .\|   Thu Dec 20, 2012 9:36 am

Note that this forum doesn't support blockquote.

It might also require some cleanup to make it user readable

________________________________
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