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6869.
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Effetti speciali dei preset
Per informazioni sui preset vedi il topic "Tutorial preset (normali o con effetti speciali)"
Per usare i codici aprite il file .material del vostro preset e sostituite lo script con l'effetto desiderato.
MetallicitàSPOILER (click to view)CODICEmaterial preset_9_bodyMatL
{
technique
{
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
material preset_9_bodyMatR
{
technique
{
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
material preset_9_headMatL
{
technique
{
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
material preset_9_headMatR
{
technique
{
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
material preset_9_eyeMatL
{
technique
{
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
cull_hardware none
cull_software none
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
material preset_9_eyeMatR
{
technique
{
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
cull_hardware none
cull_software none
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
material preset_9_tailMat
{
technique
{
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
material preset_9_maneMat
{
technique
{
pass
{
ambient 0.8 0.9 0.9
specular 1.0 1.0 1.0 128
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture Metal.jpg
env_map spherical
}
}
}
}
TrasparenzaSPOILER (click to view)CODICEmaterial preset_5_bodyMatL
{
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 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture Transparentbody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
texture_unit
{
texture Transparentbody.png
}
}
}
}
material preset_5_bodyMatR
{
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 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture TransparentBody.png
tex_address_mode wrap
filtering trilinear
}
texture TransparentBody.png
}
}
}
}
material preset_5_headMatL
{
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 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture Transparenthead.png
tex_address_mode wrap
filtering trilinear
}
texture Transparenthead.png
}
}
}
}
material preset_5_headMatR
{
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 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture Transparenthead.png
tex_address_mode wrap
filtering trilinear
}
texture Transparenthead.png
}
}
}
}
material preset_5_eyeMatL
{ 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 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture eyes.png
tex_address_mode wrap
filtering trilinear
}
texture Transparenteye.png
}
}
}
}
material preset_5_eyeMatR
{
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 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture eyes.png
tex_address_mode wrap
filtering trilinear
}
texture Transparenteye.png
}
}
}
}
material preset_5_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 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture Transparenttail.png
tex_address_mode wrap
filtering trilinear
}
texture Transparenttail.png
}
}
}
}
material preset_5_maneMat
{
technique
{
pass
{
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture GuideMane.png
}
}
}
}
Per la trasparenza create un'immagine .png e con opacità inferiore a 100% (intorno a 50-90%)
Semi trasparenzaSPOILER (click to view)CODICEmaterial preset_4_bodyMatL
{
receive_shadows on
technique
{
pass
{
scene_blend alpha_blend
fog_override true
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
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
texture_unit
{
texture Texture.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
Per la semi trasparenza usate un'immagine .png con opacità inferiore a 100% (intorno a 80-90%,al resto ci pensano i numeri)
Luminosi al buioSPOILER (click to view)CODICEmaterial preset_10_bodyMatL
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture YOURBASELAYERBODYTEXTURE.png
}
}
pass
{
emissive 1.0 0.0 0.0
scene_blend alpha_blend
texture_unit
{
texture YOURGLOWINGMARKINGSTEXTURE.png
}
}
}
}
material preset_10_bodyMatR
{
technique
{
pass
{
ambient 0.5 0.5 0.5
texture_unit
{
texture YOURBASELAYERBODYTEXTURE.png
}
}
pass
{
emissive 1.0 0.0 0.0
scene_blend alpha_blend
texture_unit
{
texture YOURGLOWINGMARKINGSTEXTURE.png
}
}
}
}
Per aggiungere una texture da sopra (quella che si illuminerà) come vedete è nella seconda parte del codice.Dovete creare una nuova textura solo con dei markings luminosi,il resto è sfondo trasparente e .png
Texture rotantiSPOILER (click to view)CODICESingle Moving Texture:
material preset_1_bodyL
{
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 Texturesotto.jpg
scroll_anim -0.02 -0.08
tex_address_mode wrap
filtering trilinear
}
}
}
}
texture_unit
{
texture Texturesopra.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
scroll_anim 0.0 0.1
}
}
}
}
Modificando il numero a scroll_anim è possibile aumentare o diminuire la velocità della rotazione.Se volete che una sola delle 2 texture ruoti rimuovete uno degli scroll_anim,o se volete che ci sia un unica texture e la sola a ruotare,togliete la parte del codice dal secondo texture_unit in poi
In aggiornamento!!. -
Anna•Kiara.
User deleted
grandeeee!Ci devo riuscire! .