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Post by Vourllez on May 8, 2013 9:26:11 GMT -5
.:Welcome to the tutorial:. Part one.
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: www.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; www.kitopen.com/t7-playable-character-uv-texture-maps
So now just. Make your preset. Be colorful. And stuff. Rainbows. Idk.
Save all images you made in your texture folder in: Local Disk (C:) >> Eternal Fantasy >> materials >> textures.
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Post by Vourllez on May 9, 2013 11:29:21 GMT -5
Part two.
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:
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:
[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.
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Post by Vourllez on May 9, 2013 12:10:35 GMT -5
F.A.Q.
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. **I had to disable my PM's, so feel free to post them. xD
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.
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Post by Vourllez on May 9, 2013 12:30:46 GMT -5
This preset tutorial does NOT belong to me. Full credit goes to our loved member xRubyx. Thank yew fluff!
If you have any questions please ask below or in the help section of the froum. Thanks~
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