Post by Raszagal (Teo) on Dec 30, 2015 11:53:02 GMT
Hello! I am Raszagal, and today I will guide you as easily and simply as possible through the process of making presets.
What are 'Presets'?
Presets are custom-made skins, coded to wrap around your character model. They can have various effects, from looking metallic looking, to scrolling, to ghostly. There are no limits in expressing your Gimp/Sai/Photoshop skills, and creativity. :3
Are they hard to make?
Gosh, no! xD The coding is child's play. And I will explain everything there is to explain! Unless you're a bad digital painter, you should do fine. :3
How long do they take to make?
Depends on how much work you're willing to put in! If you want it sexy and flashy, you might spend more time on that than on a regular, simple preset. Coding takes no time at all. Time-wise, it's the textures and stuffs I'd worry about. :3
Will you make me a Preset?
Depends on how difficult it would be. Also depends on my willingness to make it. If anything, I could fix codes at most. For making the actual textures, as I'd put heart and my own health into those, I suppose you can consider if you want to endanger my well-being. :3
Can we get started already?
Ya. -Hairflip-
STEP ONE!
Turn on some calm, relaxing, inspirational music! Links here:
For Electronical effect lovers hardcores: www.youtube.com/watch?v=B7zPiF149q8
For sad, calm relaxing music lovers: www.youtube.com/watch?v=tOKS5oSqjII
For those who like mix between emotional and inspirational: www.youtube.com/watch?v=Ym8JjY4fy-M
Believe it or not, music makes all of the steps below easier to understand.
OKAY, so we start off with downloading our UVs, here> \/
neverending-forest.freeforums.net/thread/144/body-uvs
Come back when you've got those downloaded.
Got em? Good!
Now, before you get a panic attack, I'd suggest taking a look at these below examples\/ c:
HEADS!
NO! YOU MAY NOT USE THESE FOR YOUR OWN PRESETS!
Okay! Got a hang of what's where now, don't ya? Let's start with a UV map! I'll take...this one!
All that's left to do now is color it in! I will use the above examples as my guide. (My skills are a disgrace and I did this in a rush, so don't mind it. xD )
BIG FAT WARNING:
KEEP ALL OF YOUR FILES .PNG FORMAT! OTHERWISE YOU'LL EXPERIENCE ERRORS IN CODING, OR YOUR PRESET WILL NOT BE SHOWING UP!
Here is what I came up with!
You will later see what means what in this. x3 The black striped thing is a tongue, and all else is basically the rest of the head. (Lips added as a joke don't mind my humor LOL)
DO KEEP IN MIND, THAT THE GREY ISN'T A PART OF THE MARK. THE PURPLE/YELLOW IS WHAT YOU MUST FOCUS ON COVERING UP!
Next on, The BODY.
Example:
Need I explain what is going on here? We will figure everything out once I do a map of my own!
Doesn't that just look SLICK? ~
Next up, THE TAIL!
Tail is quite simple! The left side is ALWAYS the top, the right is always the bottom of the tail. The tailtip is situated on the right. Easy, right?
I will be taking THIS UV.
Tails are the easiest because it doesn't quite matter where you put what as long as all the fur/the tailtip goes on the right.
Here is what I've done!
The eyes:
For the teeth, just paint everything white.
TIME TO RENAME!
Make a folder on your Desktop titled Charactername_Preset. Stuff all the pretty drawings you did in there.
Now, the sequence we will use for renaming will be Character(Bodypart)Tex.png alrighties?
My character will be called Rubin. So for the body UV file/body texture we did, we will call it RubinBodyTex.png.
Take a look at this\/
We are finished!
I want to make a preset, what program should I use?
Heh, dear friend. For presets, it is reccomended you use Gimp, Photoshop or PaintToolSAI. Gimp&PS are free to download, but SAI has to be paid for. Contact me if you need a full, free version crack. A PM on the forums will do fine.
I am unsatisfied with what I've drawn. What do I do?
Do it again, or edit the parts you are unhappy with. Those people put heart, time and sweat into those example files. xD You can by all means do the same. It does take time, but sometimes the outcomes are amazing.
I can't draw but I want a Preset. What do I do?
Many people on the KITO forums do presets for a price. DIY(Do it yourself) or pay. One way or the other.
You could also ask a member on here to make you one, why not? There are many kind hearts lurking in the forums. :3
BIG FAT NOTICE: Right click your every one of your files, and click 'Properties'. MAKE SURE THEY ARE SAVED AS .PNG!
What now?
Now you go in game and make a character.
Write down the Body#, Head#, Mane#, Tail#, Wing#, Tuft# you like most on a sheet of paper.
Return to the main game folder, and to the Preset_Creator.CAMPAIGN file.
Open it.
Rename the Body#,Head#,Mane#,Tail#,Wing#,Tuft# to your liking.
Save it.
Open it again.
Where it says character_usernameMat, replace the Character bit with your character name, username bit with your username.
In my case it would look like this.
Rubin_RaszagalexMat
Save the file again.
Go into the game, and test your preset. If everything shows up and doesn't crash, your preset is fully formatted to work in Neverending Forest!
Feel free to ask questions, PM for help. x3
What are 'Presets'?
Presets are custom-made skins, coded to wrap around your character model. They can have various effects, from looking metallic looking, to scrolling, to ghostly. There are no limits in expressing your Gimp/Sai/Photoshop skills, and creativity. :3
Are they hard to make?
Gosh, no! xD The coding is child's play. And I will explain everything there is to explain! Unless you're a bad digital painter, you should do fine. :3
How long do they take to make?
Depends on how much work you're willing to put in! If you want it sexy and flashy, you might spend more time on that than on a regular, simple preset. Coding takes no time at all. Time-wise, it's the textures and stuffs I'd worry about. :3
Will you make me a Preset?
Depends on how difficult it would be. Also depends on my willingness to make it. If anything, I could fix codes at most. For making the actual textures, as I'd put heart and my own health into those, I suppose you can consider if you want to endanger my well-being. :3
Can we get started already?
Ya. -Hairflip-
Okay, we'll begin with the easy things first!
Making Textures, Reading UVs
So first things first.What are 'UVs'??
Do not fear the strange name, dear child! UVs are a guide to where what is. Where you do above eyes, where are pupils e.t.c. They aren't clear at first, but after an example or two they're good. :3
You may find UV downloads here: neverending-forest.freeforums.net/thread/144/body-uvs
Do not fear the strange name, dear child! UVs are a guide to where what is. Where you do above eyes, where are pupils e.t.c. They aren't clear at first, but after an example or two they're good. :3
You may find UV downloads here: neverending-forest.freeforums.net/thread/144/body-uvs
STEP ONE!
Turn on some calm, relaxing, inspirational music! Links here:
For Electronical effect lovers hardcores: www.youtube.com/watch?v=B7zPiF149q8
For sad, calm relaxing music lovers: www.youtube.com/watch?v=tOKS5oSqjII
For those who like mix between emotional and inspirational: www.youtube.com/watch?v=Ym8JjY4fy-M
Believe it or not, music makes all of the steps below easier to understand.
OKAY, so we start off with downloading our UVs, here> \/
neverending-forest.freeforums.net/thread/144/body-uvs
Come back when you've got those downloaded.
Got em? Good!
Now, before you get a panic attack, I'd suggest taking a look at these below examples\/ c:
HEADS!
NO! YOU MAY NOT USE THESE FOR YOUR OWN PRESETS!
Okay! Got a hang of what's where now, don't ya? Let's start with a UV map! I'll take...this one!
All that's left to do now is color it in! I will use the above examples as my guide. (My skills are a disgrace and I did this in a rush, so don't mind it. xD )
BIG FAT WARNING:
KEEP ALL OF YOUR FILES .PNG FORMAT! OTHERWISE YOU'LL EXPERIENCE ERRORS IN CODING, OR YOUR PRESET WILL NOT BE SHOWING UP!
Here is what I came up with!
You will later see what means what in this. x3 The black striped thing is a tongue, and all else is basically the rest of the head. (Lips added as a joke don't mind my humor LOL)
DO KEEP IN MIND, THAT THE GREY ISN'T A PART OF THE MARK. THE PURPLE/YELLOW IS WHAT YOU MUST FOCUS ON COVERING UP!
Next on, The BODY.
Example:
Need I explain what is going on here? We will figure everything out once I do a map of my own!
Doesn't that just look SLICK? ~
Next up, THE TAIL!
Tail is quite simple! The left side is ALWAYS the top, the right is always the bottom of the tail. The tailtip is situated on the right. Easy, right?
I will be taking THIS UV.
Tails are the easiest because it doesn't quite matter where you put what as long as all the fur/the tailtip goes on the right.
Here is what I've done!
The eyes:
For the teeth, just paint everything white.
TIME TO RENAME!
Make a folder on your Desktop titled Charactername_Preset. Stuff all the pretty drawings you did in there.
Now, the sequence we will use for renaming will be Character(Bodypart)Tex.png alrighties?
My character will be called Rubin. So for the body UV file/body texture we did, we will call it RubinBodyTex.png.
Take a look at this\/
We are finished!
I want to make a preset, what program should I use?
Heh, dear friend. For presets, it is reccomended you use Gimp, Photoshop or PaintToolSAI. Gimp&PS are free to download, but SAI has to be paid for. Contact me if you need a full, free version crack. A PM on the forums will do fine.
I am unsatisfied with what I've drawn. What do I do?
Do it again, or edit the parts you are unhappy with. Those people put heart, time and sweat into those example files. xD You can by all means do the same. It does take time, but sometimes the outcomes are amazing.
I can't draw but I want a Preset. What do I do?
Many people on the KITO forums do presets for a price. DIY(Do it yourself) or pay. One way or the other.
You could also ask a member on here to make you one, why not? There are many kind hearts lurking in the forums. :3
BIG FAT NOTICE: Right click your every one of your files, and click 'Properties'. MAKE SURE THEY ARE SAVED AS .PNG!
STEP ONE IS COMPLETED! MOVING ONTO STEP TWO!
The coding. -Eyetwitch-
Nah, the coding is a simple little thing once you get the hang of it. :3
The basic code looks like this:
What am I supposed to do with et? e.e
I will tell you now. x3
Firstly navigate to the main game folder.
Go to Neverending Forest>My_Stuff>Presets
Open up the character_username.MATERIAL file.
We must re-code it.
NOW here comes the most crucial part:
The coding. -Eyetwitch-
Nah, the coding is a simple little thing once you get the hang of it. :3
The basic code looks like this:
material Character_usernameMat/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 presets\CharacterEyeTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterBodyTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterManeTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterTeethTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterHeadTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterTailTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterWingTex.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 presets\CharacterEyeTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterBodyTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterManeTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterTeethTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterHeadTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterTailTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterWingTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
What am I supposed to do with et? e.e
I will tell you now. x3
Firstly navigate to the main game folder.
Go to Neverending Forest>My_Stuff>Presets
Open up the character_username.MATERIAL file.
We must re-code it.
NOW here comes the most crucial part:
RASZ'S RULES FOR RECODING
Cuz everyone learns from mistakes, and young dumb me did a lot of those when I got into making presets. x3
DO NOT EVER EVER TOUCH/RENAME THE FRIGGIN (BODYPART)MAT LINES, OK. EVER. LEAVE THEM ALONE. LET THEM LIVE. T-T
Green = Toucheable
Red = Untoucheable
Gold = Optional (Whether you want shadows on your character or not)(If not rename to off)
NAME the FILE WITH THE CODING after the CHARACTER as WELL.
For me, MY Coding File would be Rubin_Raszagalex.MATERIAL
The sequence goes Character_Username. So please do rename the downloaded file to your Character's name(CharacterBodyTex), followed by your username e.g. Softie.
If your character is called like your username, the file should look like(in my case):
Raszagalex_Raszagalex.MATERIAL
{
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 presets\CharacterEyeTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterBodyTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterManeTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterTeethTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterHeadTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterTailTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterWingTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
DO NOT EVER EVER TOUCH/RENAME THE FRIGGIN (BODYPART)MAT LINES, OK. EVER. LEAVE THEM ALONE. LET THEM LIVE. T-T
PS_CharacterMat/WingMat
Red = Untoucheable
Gold = Optional (Whether you want shadows on your character or not)(If not rename to off)
NAME the FILE WITH THE CODING after the CHARACTER as WELL.
For me, MY Coding File would be Rubin_Raszagalex.MATERIAL
The sequence goes Character_Username. So please do rename the downloaded file to your Character's name(CharacterBodyTex), followed by your username e.g. Softie.
If your character is called like your username, the file should look like(in my case):
Raszagalex_Raszagalex.MATERIAL
material Character_usernameMat/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 presets\CharacterEyeTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterBodyTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterManeTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterTeethTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterHeadTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterTailTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_usernameMat/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 presets\CharacterWingTex.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
Long story short: Rename any 'Character/Green' bits to the Character name you previously used on the textures (e.g. RubinBodyTex), AND Coding .MATERIAL file (e.g. Rubin_Raszagalex.MATERIAL)
STEP 3
We are required to test the preset to make sure everything works, don't we not? Of course we do.
Navigate to your NeverEnding Forest folder.
The path should look something like this:
C:\Program Files\Neverending Forest\My_Stuff\Presets
Copy and Paste all the files from your Character_Preset folder into the My_Stuff>Presets Folder. Once it's in there, safe and sound, we navigate back to the main game folder. Neverending Forest folder, the main folder where the game is installed.
Search for Presets_Creator.CAMPAIGN file.
Remember Golden our rule?
Green = Touchable
Red = Untouchable
Here are its contents:
[Initialize]
World_Load=Default
Unit_Create=PLAYER,Character,Body1,Head3,Mane3,Tail1,Wings,character_usernameMat,Tuftless
Unit_SetScale=PLAYER,1 1 1
Unit_ClampToTerrain=PLAYER,true
FadeIn=2
STEP 3
We are required to test the preset to make sure everything works, don't we not? Of course we do.
Navigate to your NeverEnding Forest folder.
The path should look something like this:
C:\Program Files\Neverending Forest\My_Stuff\Presets
Copy and Paste all the files from your Character_Preset folder into the My_Stuff>Presets Folder. Once it's in there, safe and sound, we navigate back to the main game folder. Neverending Forest folder, the main folder where the game is installed.
Search for Presets_Creator.CAMPAIGN file.
Remember Golden our rule?
Green = Touchable
Red = Untouchable
Here are its contents:
World_Load=Default
Unit_Create=PLAYER,Character,Body1,Head3,Mane3,Tail1,Wings,character_usernameMat,Tuftless
Unit_SetScale=PLAYER,1 1 1
Unit_ClampToTerrain=PLAYER,true
FadeIn=2
What now?
Now you go in game and make a character.
Write down the Body#, Head#, Mane#, Tail#, Wing#, Tuft# you like most on a sheet of paper.
Return to the main game folder, and to the Preset_Creator.CAMPAIGN file.
Open it.
Rename the Body#,Head#,Mane#,Tail#,Wing#,Tuft# to your liking.
Save it.
Open it again.
Where it says character_usernameMat, replace the Character bit with your character name, username bit with your username.
In my case it would look like this.
Rubin_RaszagalexMat
Save the file again.
Go into the game, and test your preset. If everything shows up and doesn't crash, your preset is fully formatted to work in Neverending Forest!
Feel free to ask questions, PM for help. x3