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 Adding Heads into own compiles

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Centelleo
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PostSubject: Adding Heads into own compiles   Sat Oct 06, 2012 10:18 pm

So far I only know how to do this with RedEye's compile.

First open the "Solution" file in Visual Studio.
Click on the 'triangle' next to game, which is on the solution explorer.
Click on GameConfig.h
Scroll down until you find : #define GMAXHEADS 6
Change this to how many heads you plan to add, for mine, I'm adding 1, so: #define GMAXHEADS 7
Go back to the solution explorer and right click on the "Solution 'Solution' (3 projects)" and click Rebuild Solution.
Hopefully after only changing a number, it should now be completed with no errors.


Short way:
Go to build > client > media > materials > scripts > MagixMod.Material.
If you're having 7 heads for example, Underneith HeadModColour1, put
Code:

material HeadModColour7 : HeadModColour1
{
}
If your having 8 heads, 9 heads etc, just do the same thing. copy paste it 2 or 3 extra times and rename them all.

If this does not work, try the longer way;


Go to build > client > media > materials > scripts > MagixMod.Material.
If you now have 7 heads, find HeadModColour1.
Copy all of it underneath related to HeadModColour1 which would be:
Code:

material HeadModColour7
{
   receive_shadows on
   technique 1
   {
      pass
      {
         //scene_blend alpha_blend         
         fragment_program_ref HeadModColour_PS
         {
            param_named_auto colorMod1 custom 1
            param_named_auto colorMod2 custom 2
            param_named_auto colorMod3 custom 3
            param_named_auto colorMod4 custom 4
            param_named_auto colorMod5 custom 5
            param_named_auto colorMod6 custom 6
            param_named_auto colorMod7 custom 7
         }
         texture_unit
         {
            texture white.jpg
            tex_coord_set 0
         }
         texture_unit
         {
            texture headMask1.png
            tex_coord_set 1
         }
         texture_unit
         {
            texture headMask2.png
            tex_coord_set 2
         }
         texture_unit
         {
            texture headMask3.png
            tex_coord_set 3
         }
         texture_unit
         {
            texture headMask4.png
            tex_coord_set 4
         }
         texture_unit
         {
            texture headMask5.png
            tex_coord_set 5
         }
         texture_unit
         {
            texture headMask6.png
            tex_coord_set 6
         }
         texture_unit
         {
            texture headMask7.png
            tex_coord_set 7
         }
         texture_unit
         {
            texture headTex1.jpg
            tex_coord_set 8
         }
      }
      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 headMask1.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 headMask2.png
            alpha_op_ex source1 src_texture src_texture
            colour_op_ex source2 src_texture src_texture
         }
         texture_unit
         {
            texture headTex1.jpg
            colour_op_ex blend_diffuse_alpha src_texture src_current
         }
      }
      pass
      {
         lighting off
         scene_blend alpha_blend
         depth_func equal
         texture_unit
         {
            texture headMask3.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 headMask4.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 headMask5.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 headMask6.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
      {
         lighting off
         scene_blend alpha_blend
         depth_func equal
         texture_unit
         {
            texture headMask7.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
      {
         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
      }
   }
}


And paste it again. Rename HeadModColour1 to HeadModColour7. Then save it. So you should now Everything from HeadModColour1 and HeadModColour7... if that makes sense. Save it.
If your having 8 heads, 9 heads etc, just do the same thing. copy paste it 2 or 3 extra times and rename them all.

They should now work in game.


Last edited by Centelleo on Sat Oct 06, 2012 11:01 pm; edited 1 time in total
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PostSubject: Re: Adding Heads into own compiles   Sat Oct 06, 2012 10:51 pm

odshjfkshj Cent ilu. You just...yes.
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PostSubject: Re: Adding Heads into own compiles   Wed Nov 14, 2012 4:02 pm

Was just talking to Redeye about this and how I was like WTF THIS ISN'T INCLUDED WITH THE HEAD PACKAGE?
>_> I hated doing this crap when adding new markings. Pain in the asssss. But thanks for the short cut!
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RedEye
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PostSubject: Re: Adding Heads into own compiles   Sat Dec 22, 2012 12:52 am

Also note that you'll have to copy over the head masks to do the coloring of the markings:

For example if you add a new head mesh 7
Code:
material HeadMark1_7 : HeadMark1_1
{
}
material HeadMark2_7 : HeadMark2_1
{
}
material HeadMark3_7 : HeadMark3_1
{
}
material HeadMark4_7 : HeadMark4_1
{
}
material HeadMark5_7 : HeadMark5_1
{
}
material HeadMark6_7 : HeadMark6_1
{
}
material HeadMark7_7 : HeadMark7_1
{
}
material HeadMark8_7 : HeadMark8_1
{
}
material HeadMark9_7 : HeadMark9_1
{
}
material HeadMark10_7 : HeadMark10_1
{
}
This however requires that you mesh head 7 to match head 1's uv mapping.
You might want to change to another one if needed.
Or... Redo the entire thing.

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PostSubject: Re: Adding Heads into own compiles   Mon Jan 07, 2013 7:53 am

So awesome *w* Thanks a lot! ^^
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Clove



Posts : 135
Join date : 2012-11-03

PostSubject: Re: Adding Heads into own compiles   Thu Mar 07, 2013 8:51 pm

RedEye wrote:
Also note that you'll have to copy over the head masks to do the coloring of the markings:

For example if you add a new head mesh 7
Code:
material HeadMark1_7 : HeadMark1_1
{
}
material HeadMark2_7 : HeadMark2_1
{
}
material HeadMark3_7 : HeadMark3_1
{
}
material HeadMark4_7 : HeadMark4_1
{
}
material HeadMark5_7 : HeadMark5_1
{
}
material HeadMark6_7 : HeadMark6_1
{
}
material HeadMark7_7 : HeadMark7_1
{
}
material HeadMark8_7 : HeadMark8_1
{
}
material HeadMark9_7 : HeadMark9_1
{
}
material HeadMark10_7 : HeadMark10_1
{
}
This however requires that you mesh head 7 to match head 1's uv mapping.
You might want to change to another one if needed.
Or... Redo the entire thing.

I added the code you had posted, I kept copying and pasting while changing it from 7 to 9 but only markings 1-10 are showing for the new canine heads. Only markings 1-14 show on the original default heads.

The start of my code I put "material HeadModColour7 HeadModColour1" and changed the 7 "HeadModColour7" down to 9 since I have a total of 9 heads.

Why does adding new markings/masks/heads have to be so hard? D:
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PostSubject: Re: Adding Heads into own compiles   Thu Mar 07, 2013 9:02 pm

Paste here what you added

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Myz
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PostSubject: Re: Adding Heads into own compiles   Thu Mar 07, 2013 10:20 pm

You have to edit the MagixMod2.material for marks above 10, or move the code from MagixMod2 over to the MagixMod one.
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Clove



Posts : 135
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PostSubject: Re: Adding Heads into own compiles   Fri Mar 08, 2013 6:11 am

RedEye wrote:
Paste here what you added

This is what I added at the bottom of MagixMod:

Code:

material HeadModColour7 : HeadModColour1
{
}
material HeadMark1_7 : HeadMark1_1
{
}
material HeadMark2_7 : HeadMark2_1
{
}
material HeadMark3_7 : HeadMark3_1
{
}
material HeadMark4_7 : HeadMark4_1
{
}
material HeadMark5_7 : HeadMark5_1
{
}
material HeadMark6_7 : HeadMark6_1
{
}
material HeadMark7_7 : HeadMark7_1
{
}
material HeadMark8_7 : HeadMark8_1
{
}
material HeadMark9_7 : HeadMark9_1
{
}
material HeadMark10_7 : HeadMark10_1
{
}


material HeadModColour8 : HeadModColour1
{
}
material HeadMark1_8 : HeadMark1_1
{
}
material HeadMark2_8 : HeadMark2_1
{
}
material HeadMark3_8 : HeadMark3_1
{
}
material HeadMark4_8 : HeadMark4_1
{
}
material HeadMark5_8 : HeadMark5_1
{
}
material HeadMark6_8 : HeadMark6_1
{
}
material HeadMark7_8 : HeadMark7_1
{
}
material HeadMark8_8 : HeadMark8_1
{
}
material HeadMark9_8 : HeadMark9_1
{
}
material HeadMark10_8 : HeadMark10_1
{
}


material HeadModColour9 : HeadModColour1
{
}
material HeadMark1_9 : HeadMark1_1
{
}
material HeadMark2_9 : HeadMark2_1
{
}
material HeadMark3_9 : HeadMark3_1
{
}
material HeadMark4_9 : HeadMark4_1
{
}
material HeadMark5_9 : HeadMark5_1
{
}
material HeadMark6_10 : HeadMark6_1
{
}
material HeadMark7_10 : HeadMark7_1
{
}
material HeadMark8_10 : HeadMark8_1
{
}
material HeadMark9_10 : HeadMark9_1
{
}
material HeadMark10_10 : HeadMark10_1
{
}


material HeadModColour11 : HeadModColour1
{
}
material HeadMark1_11 : HeadMark1_1
{
}
material HeadMark2_11 : HeadMark2_1
{
}
material HeadMark3_11 : HeadMark3_1
{
}
material HeadMark4_11 : HeadMark4_1
{
}
material HeadMark5_11 : HeadMark5_1
{
}
material HeadMark6_11 : HeadMark6_1
{
}
material HeadMark7_11 : HeadMark7_1
{
}
material HeadMark8_11 : HeadMark8_1
{
}
material HeadMark9_11 : HeadMark9_1
{
}
material HeadMark10_11 : HeadMark10_1
{
}


material HeadModColour12 : HeadModColour1
{
}
material HeadMark1_12 : HeadMark1_1
{
}
material HeadMark2_12 : HeadMark2_1
{
}
material HeadMark3_12 : HeadMark3_1
{
}
material HeadMark4_12 : HeadMark4_1
{
}
material HeadMark5_12 : HeadMark5_1
{
}
material HeadMark6_12 : HeadMark6_1
{
}
material HeadMark7_12 : HeadMark7_1
{
}
material HeadMark8_12 : HeadMark8_1
{
}
material HeadMark9_12 : HeadMark9_1
{
}
material HeadMark10_12 : HeadMark10_1
{
}


material HeadModColour13 : HeadModColour1
{
}
material HeadMark1_13 : HeadMark1_1
{
}
material HeadMark2_13 : HeadMark2_1
{
}
material HeadMark3_13 : HeadMark3_1
{
}
material HeadMark4_13 : HeadMark4_1
{
}
material HeadMark5_13 : HeadMark5_1
{
}
material HeadMark6_13 : HeadMark6_1
{
}
material HeadMark7_13 : HeadMark7_1
{
}
material HeadMark8_13 : HeadMark8_1
{
}
material HeadMark9_13 : HeadMark9_1
{
}
material HeadMark10_13 : HeadMark10_1
{
}


material HeadModColour14 : HeadModColour1
{
}
material HeadMark1_14 : HeadMark1_1
{
}
material HeadMark2_14 : HeadMark2_1
{
}
material HeadMark3_14 : HeadMark3_1
{
}
material HeadMark4_14 : HeadMark4_1
{
}
material HeadMark5_14 : HeadMark5_1
{
}
material HeadMark6_14 : HeadMark6_1
{
}
material HeadMark7_14 : HeadMark7_1
{
}
material HeadMark8_14 : HeadMark8_1
{
}
material HeadMark9_14 : HeadMark9_1
{
}
material HeadMark10_14 : HeadMark10_1
{
}



material HeadModColour15 : HeadModColour1
{
}
material HeadMark1_15 : HeadMark1_1
{
}
material HeadMark2_15 : HeadMark2_1
{
}
material HeadMark3_15 : HeadMark3_1
{
}
material HeadMark4_15 : HeadMark4_1
{
}
material HeadMark5_15 : HeadMark5_1
{
}
material HeadMark6_15 : HeadMark6_1
{
}
material HeadMark7_15 : HeadMark7_1
{
}
material HeadMark8_15 : HeadMark8_1
{
}
material HeadMark9_15 : HeadMark9_1
{
}
material HeadMark10_15 : HeadMark10_1
{
}

material HeadModColour16 : HeadModColour1
{
}
material HeadMark1_16 : HeadMark1_1
{
}
material HeadMark2_16 : HeadMark2_1
{
}
material HeadMark3_16 : HeadMark3_1
{
}
material HeadMark4_16 : HeadMark4_1
{
}
material HeadMark5_16 : HeadMark5_1
{
}
material HeadMark6_16 : HeadMark6_1
{
}
material HeadMark7_16 : HeadMark7_1
{
}
material HeadMark8_16 : HeadMark8_1
{
}
material HeadMark9_16 : HeadMark9_1
{
}
material HeadMark10_16 : HeadMark10_1
{
}

material HeadModColour17 : HeadModColour1
{
}
material HeadMark1_17 : HeadMark1_1
{
}
material HeadMark2_17 : HeadMark2_1
{
}
material HeadMark3_17 : HeadMark3_1
{
}
material HeadMark4_17 : HeadMark4_1
{
}
material HeadMark5_17 : HeadMark5_1
{
}
material HeadMark6_17 : HeadMark6_1
{
}
material HeadMark7_17 : HeadMark7_1
{
}
material HeadMark8_17 : HeadMark8_1
{
}
material HeadMark9_17 : HeadMark9_1
{
}
material HeadMark10_17 : HeadMark10_1
{
}


Myz wrote:
You have to edit the MagixMod2.material for marks above 10, or move the code from MagixMod2 over to the MagixMod one.

This is my MagixMod2 file which I have not edited at all. I would've posted it here but then the message would be too long.

[You must be registered and logged in to see this link.]

What parts do I edit/add?
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Myz
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PostSubject: Re: Adding Heads into own compiles   Fri Mar 08, 2013 10:16 am

Code:

material HeadMark11_7 : HeadMark11_1
{
}
material HeadMark12_7 : HeadMark12_1
{
}
material HeadMark13_7 : HeadMark13_1
{
}
material HeadMark14_7 : HeadMark14_1
{
}
material HeadMark15_7 : HeadMark15_1
{
}
material HeadMark16_7 : HeadMark16_1
{
}
material HeadMark17_7 : HeadMark17_1
{
}

Into magixmod2 would make mark 11-17 work for head7
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Clove



Posts : 135
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PostSubject: Re: Adding Heads into own compiles   Fri Mar 08, 2013 7:38 pm

Code:

material HeadModColour11 : HeadModColour1
{
}
material HeadMark1_11 : HeadMark1_1
{
}
material HeadMark2_11 : HeadMark2_1
{
}
material HeadMark3_11 : HeadMark3_1
{
}
material HeadMark4_11 : HeadMark4_1
{
}
material HeadMark5_11 : HeadMark5_1
{
}
material HeadMark6_11 : HeadMark6_1
{
}
material HeadMark7_11 : HeadMark7_1
{
}
material HeadMark8_11 : HeadMark8_1
{
}
material HeadMark9_11 : HeadMark9_1
{
}
material HeadMark10_11 : HeadMark10_1
{
}


material HeadModColour12 : HeadModColour1
{
}
material HeadMark1_12 : HeadMark1_1
{
}
material HeadMark2_12 : HeadMark2_1
{
}
material HeadMark3_12 : HeadMark3_1
{
}
material HeadMark4_12 : HeadMark4_1
{
}
material HeadMark5_12 : HeadMark5_1
{
}
material HeadMark6_12 : HeadMark6_1
{
}
material HeadMark7_12 : HeadMark7_1
{
}
material HeadMark8_12 : HeadMark8_1
{
}
material HeadMark9_12 : HeadMark9_1
{
}
material HeadMark10_12 : HeadMark10_1
{
}


material HeadModColour13 : HeadModColour1
{
}
material HeadMark1_13 : HeadMark1_1
{
}
material HeadMark2_13 : HeadMark2_1
{
}
material HeadMark3_13 : HeadMark3_1
{
}
material HeadMark4_13 : HeadMark4_1
{
}
material HeadMark5_13 : HeadMark5_1
{
}
material HeadMark6_13 : HeadMark6_1
{
}
material HeadMark7_13 : HeadMark7_1
{
}
material HeadMark8_13 : HeadMark8_1
{
}
material HeadMark9_13 : HeadMark9_1
{
}
material HeadMark10_13 : HeadMark10_1
{
}


material HeadModColour14 : HeadModColour1
{
}
material HeadMark1_14 : HeadMark1_1
{
}
material HeadMark2_14 : HeadMark2_1
{
}
material HeadMark3_14 : HeadMark3_1
{
}
material HeadMark4_14 : HeadMark4_1
{
}
material HeadMark5_14 : HeadMark5_1
{
}
material HeadMark6_14 : HeadMark6_1
{
}
material HeadMark7_14 : HeadMark7_1
{
}
material HeadMark8_14 : HeadMark8_1
{
}
material HeadMark9_14 : HeadMark9_1
{
}
material HeadMark10_14 : HeadMark10_1
{
}



material HeadModColour15 : HeadModColour1
{
}
material HeadMark1_15 : HeadMark1_1
{
}
material HeadMark2_15 : HeadMark2_1
{
}
material HeadMark3_15 : HeadMark3_1
{
}
material HeadMark4_15 : HeadMark4_1
{
}
material HeadMark5_15 : HeadMark5_1
{
}
material HeadMark6_15 : HeadMark6_1
{
}
material HeadMark7_15 : HeadMark7_1
{
}
material HeadMark8_15 : HeadMark8_1
{
}
material HeadMark9_15 : HeadMark9_1
{
}
material HeadMark10_15 : HeadMark10_1
{
}

material HeadModColour16 : HeadModColour1
{
}
material HeadMark1_16 : HeadMark1_1
{
}
material HeadMark2_16 : HeadMark2_1
{
}
material HeadMark3_16 : HeadMark3_1
{
}
material HeadMark4_16 : HeadMark4_1
{
}
material HeadMark5_16 : HeadMark5_1
{
}
material HeadMark6_16 : HeadMark6_1
{
}
material HeadMark7_16 : HeadMark7_1
{
}
material HeadMark8_16 : HeadMark8_1
{
}
material HeadMark9_16 : HeadMark9_1
{
}
material HeadMark10_16 : HeadMark10_1
{
}

material HeadModColour17 : HeadModColour1
{
}
material HeadMark1_17 : HeadMark1_1
{
}
material HeadMark2_17 : HeadMark2_1
{
}
material HeadMark3_17 : HeadMark3_1
{
}
material HeadMark4_17 : HeadMark4_1
{
}
material HeadMark5_17 : HeadMark5_1
{
}
material HeadMark6_17 : HeadMark6_1
{
}
material HeadMark7_17 : HeadMark7_1
{
}
material HeadMark8_17 : HeadMark8_1
{
}
material HeadMark9_17 : HeadMark9_1
{
}
material HeadMark10_17 : HeadMark10_1
{
}

I added this to the bottom of MagixMod2, is it correct?

Now Head9 only shows to marking 5. Head8 and head7 go to marking 10 and the normal heads still go to 14.
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Myz
Coder
Coder


Server : Last Moon(http://lastmoon.org), Dawn of Eternity(http://dawn-of-eternity.com)
Posts : 151
Join date : 2012-11-18

PostSubject: Re: Adding Heads into own compiles   Fri Mar 08, 2013 8:31 pm

No, it's not correct.

MagixMod: [You must be registered and logged in to see this link.]

MagixMod2: [You must be registered and logged in to see this link.]

Scroll to the bottom to see what I added.
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Clove



Posts : 135
Join date : 2012-11-03

PostSubject: Re: Adding Heads into own compiles   Fri Mar 08, 2013 9:05 pm

Myz wrote:
No, it's not correct.

MagixMod: [You must be registered and logged in to see this link.]

MagixMod2: [You must be registered and logged in to see this link.]

Scroll to the bottom to see what I added.

I copied, pasted and replaced the incorrect code I wrote and added yours. All the heads work with markings 1-14, thank you for that c: Markigns 15-17 still don't seem to be showing on any heads.
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silverfan118

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Game username : Silverfan118
Female Posts : 14
Join date : 2012-12-20
Age : 21
Location : wandering somewhere

PostSubject: Re: Adding Heads into own compiles   Mon Sep 23, 2013 4:53 pm

This is very helpful :3 thank you very much for making this, helped me out a bunch!
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Khaao

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Male Posts : 261
Join date : 2014-09-07
Age : 21

PostSubject: Re: Adding Heads into own compiles   Sat Jan 17, 2015 9:22 pm

should I create magixmod.material? because I dont have
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-INACTIVE-
Texture Artist
Texture Artist


Male Posts : 447
Join date : 2014-05-03

PostSubject: Re: Adding Heads into own compiles   Sat Jan 17, 2015 9:52 pm

SpeedBlade wrote:
should I create magixmod.material? because I dont have

No,MagixModMat is in scripts folder. You can find this folder in media folder...
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