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 Preset Tutorial/Creator

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xRubyx
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PostSubject: Preset Tutorial/Creator   Wed Apr 11, 2012 10:27 pm

Welcome to the tutorial.

What is a preset?
The best way I can describe a preset, is a custom skin for your character.

How do I make one?
Making a preset isn't as hard as it sounds. The thing that takes the most time, is actually making the images.

First, you need to download this file:
mediafire.com ?m2sp5v6jvvcuu23

We'll start with making the images. There are basic images in the file to help you know where everything is;
bodyTex



eyeTex


headTex


maneTex


tailTex


I also recommend these helpful UV maps;
http://kito.forum.com.bz/t7-playable-character-uv-texture-maps

Save all images you made in your texture folder in:

C:\Impressive Title\media\materials\textures

So, once you have made all your images and saved them, time to make the preset work in a campaign.
Open the file that I had you downloaded, and go into the "Campaign Files" folder. Copy the two files in there into your "Impressive Title" folder. It will ask you if you want to overwrite the Campaigns.cfg. If you haven't made or downloaded any other campaigns, just click yes. Then go back to my download, and click "Material File" folder. Copy the file inside and paste it into the "scripts" folder.

Open that file (Character.material) in notepad.
You will see:
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
         }
      }
   }
}

(You can erase the Wing section if your character is wingless.)
Now, notice in in front of every material, it says
CharacterMat. You need to keep the Mat part. But change the Character part to whatever you want. I find it easiest to use your username or your character's name.
Examples with my character's name:

SyriaMat/HeadMat
SyriaMat/EyeMat


Next, change all the images;
CharacterEyeTex.jpg
CharacterBodyTex.jpg
CharacterManeTex.jpg
CharacterHeadTex.jpg
CharacterTailTex.jpg
CharacterWingTex.jpg

to your image names and formats that they were saved as.

(If you're keeping the teeth white, then you can leave it as "teethTex.jpg" if your not, then put your custom image name in.)

Once you have the material code done, save it and go back to the "Impressive Title" folder. Then open the
Preset.campaign file in notepad. You will see:
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

There is only one line you need to change;
Unit_Create=PLAYER,Preset,Body,Head1,Maneless,Tail1,Wingless,CharacterMat,Tuftless
The space after PLAYER that reads; Preset is your character's name. The blank that reads CharacterMat is where you need to insert the same Mat that you put in the material file. The rest is self-explanatory, choose a head, mane, tail, wing type, and tuft.

Save when finished, and go in-game. Click "New Game" and click the "Preset" campaign.

I'll be updating and/or changing some things in this section. Please post questions and comments!



FAQ
Q: My preset turns out white! Did I do something wrong?

A: There is an error in your material or campaign code. Please don't post them below, PM me.

Q: How do I add items to my preset?
A: Open the campaign file in notepad, and insert:
Unit_EquipItem=PLAYER,item,slot
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"
You can find a list of the item names in the
Items.cfg in the IT folder.
Now, replace
slot with a number from 0-5. Each time you add an item, it needs to be a different number slot.

If your question isn't answered here, feel free to PM me.


I will be updating this section as well. PM me if you have further questions about anything.

Code Center
Yay codes!
This is basically going to explain all the "How do you make a preset glow/scroll/etc etc" questions, so pay attention.
And please, make sure you actually know how to get a preset to work before you attempt to use these.


Glow
First up, glowing presets and markings.
There are a few different ways to get a preset to glow.
One way is to add the
scene_blend add code to your preset's codes. This code goes above texture_unit, so it should look like this:

Code:
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
         scene_blend add
         texture_unit
         {
            texture CharacterBodyTex.jpg
            tex_address_mode wrap
            filtering trilinear
         }
      }
   }
}

This code makes the entire preset glow, which isn't going to be what you're looking for if you want, say, just glowing markings.

No, for glowing markings you are going to need a much more complex code, and two different textures.
First, the textures.
You need one that's normal, as if you were just making a plain preset.
Then you need a whole new texture, a transparent one with the appropriate colored marks where the markings should go.
Save them both in your preset folder. I usually pick names for the images that are easy to remember.
Example, if the main image was
CharacterBodyTex.jpg then I'd name the glow image CharacterBodyGlowTex.png. You know, something like that. It's just easier.
(Notice that .jpg format does not support transparency, so your glow layer needs to be a .png.)

Now, for the code. This code is basically a fill in blank here:

Code:
material CharacterMat/BodyMat
{
   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
         }
      }
      pass
      {
         emissive 1.0 1.0 1.0
         scene_blend alpha_blend
         texture_unit
         {
            texture CharacterBodyGlowTex.png
         }
      }
   }
}

I used CharacterBodyTex.jpg and CharacterBodyGlowTex.png, you just replace those with your image's names.
And, provided you used this code correctly, your markings should now glow. It may be hard to notice in sunny places, so I suggest going somewhere darker. Like First Cave.

One last thing about this code.
The
emissive line. That is basically what color the glow is. Normally leaving it at 1.0 1.0 1.0 is alright, but if you really wanted to, you can change this. Here are a few basic colors for you:

1.0 0.0 0.0 -Red
0.0 1.0 0.0 -Green
0.0 0.0 1.0 -Blue
1.0 1.0 0.0 -Yellow
0.0 1.0 1.0 -Cyan/Bright Blue
1.0 0.0 1.0 -Pink

WIP
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Spottedlion10

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PostSubject: Re: Preset Tutorial/Creator   Fri Apr 13, 2012 1:25 pm

This helped alot thank you!! Razz
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xRubyx
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PostSubject: Re: Preset Tutorial/Creator   Fri Apr 13, 2012 6:26 pm

Spottedlion10 wrote:
This helped alot thank you!! Razz

No problem. ;P

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Ineke

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PostSubject: Re: Preset Tutorial/Creator   Wed May 16, 2012 10:20 am

Thanks for making this turtorial Very Happy This is my first time I try to make a preset, but I got stuck.
I've two questions (sorry my brains are bad xD).
First question: When you say (almost at the end) ' The blank that reads CharacterMat is where you need to insert the same Mat that you put in the material file'
I don't understand that really, can you give an example?
and the second question: I couldn't find the folder of Preset.campaign, So I downloaded one, but now I don't know were I've to put the Preset.campaign file.

But it's an amazing turtorial Razz
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