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 Masks not working

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TheWolfLover88

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Game username : TheWolfLover88
Server : Dragon Soul
Female Posts : 205
Join date : 2013-10-25
Age : 17
Location : Australia

PostSubject: Masks not working   Sun Jan 22, 2017 4:01 am

Using the bodies from
http://www.kitopen.com/t4559-free-bodies

I have been having trouble with these
One mask is named bodyMask1 which is the same as the oIT mask

So I renamed it, simple right?
Wrong

It ends up like this


Material (bodyMask1_4 is the renamed one for this new body)

Code:
material BodyModColour2
{
 receive_shadows on
 technique 1
 {
 pass
 {
 //scene_blend alpha_blend
 fragment_program_ref BodyModColour_PS
 {
 param_named_auto colorMod1 custom 1
 param_named_auto colorMod2 custom 2
 }
 texture_unit
 {
 texture white.jpg
 tex_coord_set 0
 }
 texture_unit
 {
 texture bodyMask1_4.png
 tex_coord_set 1
 }
 texture_unit
 {
 texture WolfbodyMask2.png
 tex_coord_set 2
 }
 }
 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
 depth_func equal
           scene_blend zero src_colour
 }
 }
 technique 2
 {
 pass
 {
 lighting off
 texture_unit
 {
 colour_op_ex source1 src_manual src_current 1 1 1 1
 }
 }
 pass
 {
 lighting off
 scene_blend alpha_blend
 depth_func equal
 texture_unit
 {
 texture bodyMask1_4.png
 alpha_op_ex source1 src_texture src_texture
 colour_op_ex source2 src_texture src_texture
 }
 texture_unit
 {
 colour_op_ex blend_diffuse_alpha src_manual src_current 1 1 1 1
 }
 }
 pass
 {
 lighting off
 scene_blend alpha_blend
 depth_func equal
 texture_unit
 {
 texture WolfbodyMask2.png
 alpha_op_ex source1 src_texture src_texture
 colour_op_ex source2 src_texture src_texture
 }
 texture_unit
 {
 colour_op_ex blend_diffuse_alpha src_manual src_current 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
 depth_func equal
           scene_blend zero src_colour
 }
 }
}

Any ideas?
Anything I do it does not work.
I replaced the oIT mask with it and it worked but it stuffed up the oIT body.
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GlaciaTheWolf
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Game username : Glacia, GlaciaIceWolf, GlaciaTheWolf
Server : Canis lupus (Owner/creator) DD (member)
Female Posts : 962
Join date : 2013-12-09
Age : 21
Location : Ohio

PostSubject: Re: Masks not working   Sun Jan 22, 2017 4:30 am

what do the mask themselves look like
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ObeyTheFist

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Game username : ObeyTheFist
Server : Dragon's Den
Female Posts : 501
Join date : 2012-09-07
Location : Australia

PostSubject: Re: Masks not working   Sun Jan 22, 2017 1:47 pm

...well of course it did. Have you replaced the oIT body entirely?

If you still have it and it's still listed as the first body the player sees in the character editor then you need to keep the original masks in place with the same names.

You need to create an entirely new section for each part in the MagixMod and make sure the right masks and markings are listed for it.

For example: (Original IT body) BodyModColour1 will have all the original masks and markings while

(Modified FeralHeart body) BodyModColour7 should have the masks that fit just it renamed to match and all the markings will have to be added to it too. If not done right...or at all...then the body parts will have skewy masks or just appear white.

This also applies to new heads, tails and wings.

Every single texture part in the MagixMod MUST be checked carefully to make sure it matches the masks, markings, body part it is intended for.
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