Post by spyropurple on Jul 24, 2016 21:59:58 GMT
There are some people who would like to make presets but aren't sure where or how to start.
I'm basing this off of memory and I hope those
who've wanted to make a preset,are able to make what they want!
Before we start,CoTF uses a new type of character model,no more old dumpy IT stuff!
(Meaning it's 10 times easier making a preset with a symmetrical side!)
This also implies with presets in general.
Now we may begin!
1. First of all,grab a pic of your character you're going to base the preset off,or whatever your favorite thing is. Pick all the colors you're going to use with a dropper tool on that character.
2. Open your drawing/coloring program that can handle transparency (If you want transparency on yours). GIMP uses transparency but really isn't all that good for drawing markings,I personally use Medibang Paint Pro. You can also use FireAlpaca,since that also has transparency. All of those programs are free.
3. Open the UV files into the program,you can get them here: calloftheferals.freeforums.net/board/33/preset-uv
4. Color over them on a different layer and use the UV as a guide on what goes where,finally when you're done coloring them,name them according to the type,for example: spyropurple_PanaHead,spyropurple_PanaTail,etc.
Now for the coding part,this is the MATERIAL file,this uses the Head,Tail,Wing,Eyes,Teeth,Mane and Body files. It is VERY important to make sure your file names are correct or else the model will come out white or black with yellow stripes. Make sure to keep a copy of the MAT file so you can use this for future presets. The Material file goes into the scripts folder,keep that in mind. The file also must be renamed to whatever your character's name is like: PanaMat
CharacterMat Coding V
And here is the CAMPAIGN file code,this is used to test out your character,if you're not sure what types of parts are available to the character,head in-game to check. If the game is down at the time,don't fret,the router is acting strange for glacia as of late.
Examples for the campaign file: Pana,spyropurple_Pana,etc. You only have to add the name of whatever the character is. This file goes into the CoTF folder where Items,plugins,etc are in. You also have to add your character to the campaigns file,like:
[Nameless]
Name.campaign
#
If it is not correctly spelled,it will crash the game.
Campaign Coding V
This should just about cover most of the basics,I hope this helps those in need!
Questions are welcome too.
I'm basing this off of memory and I hope those
who've wanted to make a preset,are able to make what they want!
Before we start,CoTF uses a new type of character model,no more old dumpy IT stuff!
(Meaning it's 10 times easier making a preset with a symmetrical side!)
This also implies with presets in general.
Now we may begin!
1. First of all,grab a pic of your character you're going to base the preset off,or whatever your favorite thing is. Pick all the colors you're going to use with a dropper tool on that character.
2. Open your drawing/coloring program that can handle transparency (If you want transparency on yours). GIMP uses transparency but really isn't all that good for drawing markings,I personally use Medibang Paint Pro. You can also use FireAlpaca,since that also has transparency. All of those programs are free.
3. Open the UV files into the program,you can get them here: calloftheferals.freeforums.net/board/33/preset-uv
4. Color over them on a different layer and use the UV as a guide on what goes where,finally when you're done coloring them,name them according to the type,for example: spyropurple_PanaHead,spyropurple_PanaTail,etc.
Now for the coding part,this is the MATERIAL file,this uses the Head,Tail,Wing,Eyes,Teeth,Mane and Body files. It is VERY important to make sure your file names are correct or else the model will come out white or black with yellow stripes. Make sure to keep a copy of the MAT file so you can use this for future presets. The Material file goes into the scripts folder,keep that in mind. The file also must be renamed to whatever your character's name is like: PanaMat
CharacterMat Coding V
material NameMat/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 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture NameMane.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NameMat/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
scene_blend alpha_blend
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
texture_unit
{
texture NameTeeth.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NameMat/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 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture NameHead.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NameMat/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 NameEyes.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NameMat/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 NameBody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NameMat/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 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture NameTail.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NameMat/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 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
scene_blend alpha_blend
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
texture_unit
{
texture NameWings.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
{
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 NameMane.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NameMat/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
scene_blend alpha_blend
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
texture_unit
{
texture NameTeeth.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NameMat/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 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture NameHead.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NameMat/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 NameEyes.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NameMat/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 NameBody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NameMat/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 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture NameTail.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material NameMat/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 0.050000 0.050000 0.050000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
scene_blend alpha_blend
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
texture_unit
{
texture NameWings.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
And here is the CAMPAIGN file code,this is used to test out your character,if you're not sure what types of parts are available to the character,head in-game to check. If the game is down at the time,don't fret,the router is acting strange for glacia as of late.
Examples for the campaign file: Pana,spyropurple_Pana,etc. You only have to add the name of whatever the character is. This file goes into the CoTF folder where Items,plugins,etc are in. You also have to add your character to the campaigns file,like:
[Nameless]
Name.campaign
#
If it is not correctly spelled,it will crash the game.
Campaign Coding V
[Initialize]
World_Load=Default
Sky_DayTime=1900
Sky_FreezeTime=False
Unit_Create=PLAYER,Name,Body1,Head1,Maneless,Tail1,Wingless,NameMat,Tuftless
Unit_SetScale=PLAYER, 1 1 1
Unit_EquipItem=PLAYER,,0
Unit_EquipItem=PLAYER,,1
Unit_EquipItem=PLAYER,,2
Unit_EquipItem=PLAYER,,3
Unit_EquipItem=PLAYER,,4
Unit_EquipItem=PLAYER,,5
Unit_EquipItem=PLAYER,,6
Unit_EquipItem=PLAYER,,7
[]
EventCondition=PROGRESS,0
Unit_Reset=PLAYER
Unit_ClearAttackList=PLAYER
Unit_PushAttackList=PLAYER,Dash
Unit_PushAttackList=PLAYER,Slash
Unit_PushAttackList=PLAYER,Roundhouse
Unit_PushAttackList=PLAYER,Somersault
Unit_PushAttackList=PLAYER,Roar
Player_AddSkill=Zoom,200
Unit_ToggleStance=PLAYER
FadeIn=1
World_Load=Default
Sky_DayTime=1900
Sky_FreezeTime=False
Unit_Create=PLAYER,Name,Body1,Head1,Maneless,Tail1,Wingless,NameMat,Tuftless
Unit_SetScale=PLAYER, 1 1 1
Unit_EquipItem=PLAYER,,0
Unit_EquipItem=PLAYER,,1
Unit_EquipItem=PLAYER,,2
Unit_EquipItem=PLAYER,,3
Unit_EquipItem=PLAYER,,4
Unit_EquipItem=PLAYER,,5
Unit_EquipItem=PLAYER,,6
Unit_EquipItem=PLAYER,,7
[]
EventCondition=PROGRESS,0
Unit_Reset=PLAYER
Unit_ClearAttackList=PLAYER
Unit_PushAttackList=PLAYER,Dash
Unit_PushAttackList=PLAYER,Slash
Unit_PushAttackList=PLAYER,Roundhouse
Unit_PushAttackList=PLAYER,Somersault
Unit_PushAttackList=PLAYER,Roar
Player_AddSkill=Zoom,200
Unit_ToggleStance=PLAYER
FadeIn=1
This should just about cover most of the basics,I hope this helps those in need!
Questions are welcome too.