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 Fur? How to, and an ambient lighting issue?

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Nefadozone

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Game username : Nefadozone
Server : Fucko McShitpo
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Age : 23
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PostSubject: Fur? How to, and an ambient lighting issue?   Thu Jan 29, 2015 7:08 pm

I've wanted to add a fur layer for the longest time and even after trial and error for months, I've only gotten this far. I don't know a whole lot about how OGRE's materials really work but I hope that somebody here can give me either an explanation or a script example?

If I should post my code I have so far just let me know - I'm just assuming others were successful with this.



Why doesn't it have any ambient lighting? How can I add fur to all body parts, even after looking at how wings were done I couldn't seem to add a fur texture layer that multiplies over all layers below it.. or comprehend why I couldn't add a layer in the MagixMod materials. :p

ps: ignore the broken GUI this is just my test compile
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Slycan



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PostSubject: Re: Fur? How to, and an ambient lighting issue?   Thu Jan 29, 2015 9:45 pm

I was having the same issue when I made Feralistic back in the day, I forgot what code is was specifically but here's the whole mane code if you want to study and compare it with yours

Code:

material CmaneMat
{
   transparency_casts_shadows off
   technique 1
   {
      pass
      {
         shading phong

         ambient 0.6 0.6 0.6 1
         specular 0 0 0 0 128
         cull_hardware none
         cull_software none
         alpha_rejection greater_equal 128

         fragment_program_ref Mane_PS
         {
            param_named_auto colorMod1 custom 1
         }
         texture_unit
         {
            texture fmaneMask.png
            tex_coord_set 0
            tex_address_mode clamp
            filtering trilinear
         }
         texture_unit
         {
            texture fmaneShade.jpg
            tex_coord_set 1
         }
         texture_unit
         {
            texture fmaneLight.jpg
            tex_coord_set 2
         }
      }
      pass
      {
         shading phong

         ambient 0.6 0.6 0.6 1
         specular 0 0 0 0 128

         cull_hardware none
         depth_func equal
                scene_blend zero src_colour
      }
   }
   technique 2
   {
      pass
      {
         shading phong

         ambient 0.6 0.6 0.6 1
         specular 0 0 0 0 128
         cull_hardware none
         cull_software none
         alpha_rejection greater_equal 128

         texture_unit
         {
            texture fmaneMask.png
            tex_address_mode clamp
            filtering trilinear
            colour_op_ex source1 src_manual src_manual 1 0 0 1
         }
         texture_unit
         {
            texture fmaneShade.jpg
            colour_op modulate
         }
      }
      pass
      {
         shading phong

         ambient 0.6 0.6 0.6 1
         specular 0 0 0 0 128
         cull_hardware none
         cull_software none
         scene_blend add
         depth_func equal

         texture_unit
         {
            texture fmaneLight.jpg
         }
      }
   }
}
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Nefadozone

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PostSubject: Re: Fur? How to, and an ambient lighting issue?   Sat Jan 31, 2015 10:33 pm

Thank you! I've sort of fixed the mane lighting now, but I'm still struggling with adding fur onto the other body parts.
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Nefadozone

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Game username : Nefadozone
Server : Fucko McShitpo
Male Posts : 176
Join date : 2011-11-11
Age : 23
Location : Satan's Asshole

PostSubject: Re: Fur? How to, and an ambient lighting issue?   Sun Feb 01, 2015 8:51 pm

By the way to others, how I did it:

I threw in FH's lighter fur shading for manes. (fmaneShade.jpg) - (renamed to maneShade.jpg)

I set up the ManeMod material in MagixMod.material.
ManeModColour:
 

Then I checked MagixPS.cg
Mane script in MagixPS:
 

And last of all, I edited MagixMod.program just to be safe.
MagixMod Mane Stuffs:
 

Result:


When I figure out the rest of the body parts I'll post that here too.

The best way to do it would be to add a maneID to the player materials in the code so that every mane has different shading, for more accuracy! This section of the code (MagixUnit.h ~ ln 393, don't know exactly what line it starts on a fresh copy) is where all that magic happens. I edited mine so that every head has its own eye material, etc.

ex. 'mHeadEnt->getSubEntity(2)->setMaterialName("EyeModColour");'
to
'mHeadEnt->getSubEntity(2)->setMaterialName("EyeModColour"+headMeshID);'

Material names would be EyeModColour1, EyeModColour2.. and so forth. You can do the same with manes if you're good at copy/pasting.

Just thought this might help someone.
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