Post by Icea on Feb 15, 2017 21:27:44 GMT -5
Hello! welcome to the preset tutorial!
have you ever wanted to make a preset but you just dont know how? well, you've come to the right place!
without further ado, lets get started!
TABLE OF CONTENTS:
The basics
Basic effect codes
Beginner effect codes
Advanced effect codes
Other effects
THE BASICS -
So first things first, you need to get your material file set up. Worry not, i have the material file code for you:
**wing codes are right now invalid but i'm keeping them there anyway for when wings are added**
Just change every "Username_Character" to what fits
example: Foxluvr123456_MikaMat
But wait, how are we going to make the images, icea?
Well, first you need a drawing program. GIMP, Paint Tool SAI, Paint.net, Photoshop and even MSpaint can work (however if you want glow effects and stuff i would recommend that you do not use MSpaint.)
...got a drawing program? great!
But icea, i dont know what goes where!
Easy fix, UV guides will be provided for you to use ^^
...done that? lets get started!
First of all, you cant just make a random preset in a random folder, or else when you go to test it you'll be a marshmallow instead of a cool-looking wolf. so what you gotta do is locate your Canis Lupus file. it is most likely in your C:/ drive or your Downloads folder (as Zips by default get sent to the downloads folder)
After you found that, follow this path:
Media>Materials
once you are in materials, there will be three folders: Programs, Scripts and Textures. Do not touch the programs folder.
Remember your material file? just drag that into the scripts folder.
Okay, now go back to the Canis Lupus client folder and find "Preset.campaign." Once you've found it, open it. you should see this:
See the username_character? you do the same thing you did with the material file, replace username_character with your username and character name.
For the head1 and stuff, change the number to what you want to change it to. for example, what if your character had head2? you would change head1 to head2. If you want to use invisible wings and such, do NOT change it to "wings1," instead, just put "wings" in the place of wings1.
Do not touch the "tuftless" part unless you want your game to crash.
Once you got that all set up, open your UV guides in GIMP, SAI or whatever you downloaded. after you do that you make your characters design and such. it might be tricky since at the moment there are no guide to what is what on the UVS, but trust me the UVs on this model are easier to understand than most. ^^
You may have to try multiple times to position a certain marking right.
After you've finished your image, save it. BE WARY OF YOUR FILE EXTENSION: your file extension (png, jpg, bmp, etc.) MUST match what it says in your material file or else your character will appear white!
but icea, where do i save it?
Oops, i almost forgot to say that, You cant save the file to just any folder, so in your save window, go look for your Canis Lupus folder. then go to media and back to materials. open up your textures folder, then save the file as Username_characterbody.png or whatever your material file says.
if you forget what file extension your material file says, just open your material file and check before you save.
once you're done saving, open your Canis Lupus game, then click "preset testing" and then click whatever button it says (most likely preset)
If your texture shows, that means you did it right! as mentioned earlier, you may have to redo some stuff on the file if you are picky about placement.
The body, eye, head and tail textures are all separate, so you need to make a texture for all of them.
Some UV tips:
all of the UVs are side-view and symmetrical. i have no clue how to do asymmetry, you'll have to ask glacia.
The eyes do not have a UV, so you'll have to use the Eye mask as a UV.
So... that's the basics. Below this post is a reply with effect codes (excluding transparency) to spice up your preset.
BASIC EFFECT CODES -
This section is a bit different from the beginner effect codes. this area contains three codes that aren't too stressful to add.
Transparency
First is our most basic effect: Transparency. it's as basic as it sounds, and its super easy to add it in!
First, lets go visit our material file shall we? I've put together a small and simple preset to use as an example ^^
Now go to the file that you wish to apply transparency on and erase the area you want to have transparent. please note that the file MUST be in a png format! jpg will not work!
after you've finished, save and test in game, it should look a bit like this:
Magical floating claws of doom!
very easy, right? have fun with your transparent characters!
Glow
Let's say that you have a character who glows in the dark. This code below shall help you make the markings glow.
Again, lets go to our material file
Our code will change to to this:
Now go into your drawing program and open up your body/head/tail file, and make a new transparent layer. from here you can go nuts and draw all of the markings you like. when you're done, hide the layer with your main texture and click save as, then save it as username_characterbodyglow or whatever your material file says. once again, only PNG works as the glowing markings require a transparent background. afterward, open your Canis Lupus game and go into the preset tester. i recommend you change the "world load=Default" to a cave map to see the glow better:
So fabulous!
Enjoy your glowyness
This marks the end of this part of the tutorial, the next post will have more difficult effect codes to add to your presets. The next post will be coming soon! (this sentence will be removed when said post is made)
have you ever wanted to make a preset but you just dont know how? well, you've come to the right place!
without further ado, lets get started!
TABLE OF CONTENTS:
The basics
Basic effect codes
Beginner effect codes
Advanced effect codes
Other effects
THE BASICS -
So first things first, you need to get your material file set up. Worry not, i have the material file code for you:
material Username_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 Username_CharacterEye.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Username_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 Username_CharacterBody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Username_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 Icea_IceaManeTex.jpg
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Username_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 Username_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 Username_CharacterHead.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Username_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 Username_CharacterTail.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Username_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 Username_CharacterWingTex.jpg
tex_address_mode wrap
filtering trilinear
}
}
}
}
**wing codes are right now invalid but i'm keeping them there anyway for when wings are added**
Just change every "Username_Character" to what fits
example: Foxluvr123456_MikaMat
But wait, how are we going to make the images, icea?
Well, first you need a drawing program. GIMP, Paint Tool SAI, Paint.net, Photoshop and even MSpaint can work (however if you want glow effects and stuff i would recommend that you do not use MSpaint.)
...got a drawing program? great!
But icea, i dont know what goes where!
Easy fix, UV guides will be provided for you to use ^^
...done that? lets get started!
First of all, you cant just make a random preset in a random folder, or else when you go to test it you'll be a marshmallow instead of a cool-looking wolf. so what you gotta do is locate your Canis Lupus file. it is most likely in your C:/ drive or your Downloads folder (as Zips by default get sent to the downloads folder)
After you found that, follow this path:
Media>Materials
once you are in materials, there will be three folders: Programs, Scripts and Textures. Do not touch the programs folder.
Remember your material file? just drag that into the scripts folder.
Okay, now go back to the Canis Lupus client folder and find "Preset.campaign." Once you've found it, open it. you should see this:
[Initialize]
World_Load=Default
Sky_DayTime=1800
Sky_FreezeTime=false
Unit_Create=PLAYER,Username_Character,Body,Head1,Maneless,Tail1,Wingless,Username_CharacterMat,Tuftless,Collar1
[]
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
whoa, scary.See the username_character? you do the same thing you did with the material file, replace username_character with your username and character name.
For the head1 and stuff, change the number to what you want to change it to. for example, what if your character had head2? you would change head1 to head2. If you want to use invisible wings and such, do NOT change it to "wings1," instead, just put "wings" in the place of wings1.
Do not touch the "tuftless" part unless you want your game to crash.
Once you got that all set up, open your UV guides in GIMP, SAI or whatever you downloaded. after you do that you make your characters design and such. it might be tricky since at the moment there are no guide to what is what on the UVS, but trust me the UVs on this model are easier to understand than most. ^^
You may have to try multiple times to position a certain marking right.
After you've finished your image, save it. BE WARY OF YOUR FILE EXTENSION: your file extension (png, jpg, bmp, etc.) MUST match what it says in your material file or else your character will appear white!
but icea, where do i save it?
Oops, i almost forgot to say that, You cant save the file to just any folder, so in your save window, go look for your Canis Lupus folder. then go to media and back to materials. open up your textures folder, then save the file as Username_characterbody.png or whatever your material file says.
if you forget what file extension your material file says, just open your material file and check before you save.
once you're done saving, open your Canis Lupus game, then click "preset testing" and then click whatever button it says (most likely preset)
If your texture shows, that means you did it right! as mentioned earlier, you may have to redo some stuff on the file if you are picky about placement.
The body, eye, head and tail textures are all separate, so you need to make a texture for all of them.
Some UV tips:
all of the UVs are side-view and symmetrical. i have no clue how to do asymmetry, you'll have to ask glacia.
The eyes do not have a UV, so you'll have to use the Eye mask as a UV.
So... that's the basics. Below this post is a reply with effect codes (excluding transparency) to spice up your preset.
BASIC EFFECT CODES -
This section is a bit different from the beginner effect codes. this area contains three codes that aren't too stressful to add.
Transparency
First is our most basic effect: Transparency. it's as basic as it sounds, and its super easy to add it in!
First, lets go visit our material file shall we? I've put together a small and simple preset to use as an example ^^
material Icea_LyraMat/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 Icea_LyraBody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
This code will change to this:material Icea_LyraMat/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
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
texture_unit
{
texture Icea_LyraBody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
See alpha_rejection greater_equal 128 and the next two lines? these lines make transparency work. without them the transparent part will appear black.Now go to the file that you wish to apply transparency on and erase the area you want to have transparent. please note that the file MUST be in a png format! jpg will not work!
after you've finished, save and test in game, it should look a bit like this:
Magical floating claws of doom!
very easy, right? have fun with your transparent characters!
Glow
Let's say that you have a character who glows in the dark. This code below shall help you make the markings glow.
Again, lets go to our material file
material Icea_LyraMat/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
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
texture_unit
{
texture Icea_LyraBody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
So we have our transparency here, keep it there. you can remove the alpha_rejection thing, the code will still work then.Our code will change to to this:
material Icea_LyraMat/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 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture Icea_LyraBody.png
tex_address_mode wrap
filtering trilinear
}
}
pass
{
emissive 1.0 1.0 1.0 1
scene_blend alpha_blend
texture_unit
{
texture Icea_LyraBodyGlow.png
}
}
}
}
If you do not know what to do with the emissive, just leave it alone, the code will still work.Now go into your drawing program and open up your body/head/tail file, and make a new transparent layer. from here you can go nuts and draw all of the markings you like. when you're done, hide the layer with your main texture and click save as, then save it as username_characterbodyglow or whatever your material file says. once again, only PNG works as the glowing markings require a transparent background. afterward, open your Canis Lupus game and go into the preset tester. i recommend you change the "world load=Default" to a cave map to see the glow better:
So fabulous!
Enjoy your glowyness
This marks the end of this part of the tutorial, the next post will have more difficult effect codes to add to your presets. The next post will be coming soon! (this sentence will be removed when said post is made)