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Personal Style

Apparel

Skin

Scene

Measurements

Length
4.97 m
Wingspan
2.38 m
Weight
4892.78 kg

Genetics

Primary Gene
Cream
Speckle
Cream
Speckle
Secondary Gene
Midnight
Freckle
Midnight
Freckle
Tertiary Gene
Copper
Basic
Copper
Basic

Hatchday

Hatchday
Aug 27, 2019
(4 years)

Breed

Breed
Adult
Snapper

Eye Type

Eye Type
Nature
Common
Level 7 Snapper
EXP: 241 / 11881
Anticipate
Shred
STR
7
AGI
5
DEF
9
QCK
5
INT
5
VIT
9
MND
5

Lineage

Parents

Offspring

  • none

Biography

REVAMPED FOR 1.3

Link to visual tutorial

Table of Contents-

-Basic Presets
-Transparency- Beginner
-Scrolling- Beginner
-Metallic- Intermediate
-Multi-Frame Animation- Intermediate
-Ghost- Beginner
-Sway- Beginner
-Glow fade- Intermediate
-Masks- Advanced
-Outlines-Advanced V2
-Velvet Xray- Intermediate V2
-Wireframe- Intermediate
-Layering effects- Advanced

BASIC PRESETS-

So you've probably clicked on this thread because you want to learn how to make presets, yeah?

"how the heck do I make these things cord??" Well, I am here to teach you everything I know about making your pretty preset.
__________________________________________________________

Let's look at the basics of setting up your preset tester. You will be able to test your preset using Preset Tester.exe and clicking the Preset button. If you set everything up correctly, there will be a Preset Tester button that allows you to enter a single-player version of Azoptaos and see what your preset looks like.

First, you'll need to locate your Azoptaos folder and find Campaigns.cfg. If you have not made any previous presets, it will look like this:

[Preset Creator]
Character_Username.campaign
#

That # must always remain at the very bottom of the campaign file. You need to change the campaign file under Preset Creator to match your own campaign. Let's take Ten for example. His would look like this:

[Preset Creator]
Hyper_Ten.campaign

Obviously for you, it will contain your character name & username (the order doesn't really matter). Save this file, and now we will create your actual campaign file.

Next step is telling the game how to display the character. Let's look at the default Character_Username.campaign in your Azoptaos folder:

[Initialize]
World_Load=Haven
Unit_Create=PLAYER,Character,canineBody,canineHead1,Maneless,canineTail1,canineWings3,Character_UsernameMat,Tuftless,Tuftless
Unit_SetScale=PLAYER, 1 1 1

[]
EventCondition=PROGRESS,0

FadeIn=1

All in all:

Unit_Create=PLAYER,Character,canineBody,canineHead1,Maneless,canineTail1,canineWings3,Character_UsernameMat,Tuftless,Tuftless is the ONLY line that is relevant to you. "Character" will be changed to your preset's name. Character_Username will be changed to, obviously, your character's name and username. All the other body part numbers will be changed to your liking. With the new bodies, you MUST include the "canine" in front of the parts (EXCEPT WINGLESS/TUFTLESS/MANELESS), or you will get an OGRE error. Characters with no wings will be "Wingless", characters with no mane will be "Maneless" and characters with no tufts will be "Tuftless".

*NOTE* THESE HAVE TO BE SAVED AS A CAMPAIGN FILE. IF SAVED AS A NORMAL NOTEPAD DOC, IT WILL NOT WORK. TO SAVE AS A CAMPAIGN: CLICK SAVE AS AND TYPE .CAMPAIGN AT THE END.

Now moving right along! We are going to be leaving the safety of the game folder and venturing into the media folder. Open the folder named preset - here we will be creating our material file for the game to read textures. This is the default material we provide:

The file it is saved as is called Character_UsernameMat.material. Change it accordingly.
Quote:
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 Character_UsernameTeeth.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_UsernameMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameHeadL.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_UsernameMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameEyeL.png
tex_address_mode wrap
filtering trilinear
}
}
}
}

material Character_UsernameMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameBodyL.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_UsernameMat/TailMatL
{
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
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameTailL.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_UsernameMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameHeadR.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_UsernameMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameEyeR.png
tex_address_mode wrap
filtering trilinear
}
}
}
}

material Character_UsernameMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameBodyR.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_UsernameMat/TailMatR
{
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
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameTailR.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
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameMane.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_UsernameMat/TuftMat
{
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
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameTuft.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
material Character_UsernameMat/Tuft2Mat
{
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
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameTuft2.png
tex_address_mode wrap
filtering trilinear
}
}
}
}

It can be overwhelming, but if you are making a simple preset without any effects, all you need to do is replace Character_Username with your character name and username.

Make sure that when you color your UVs, you name them to match the textures in your material file - that is, Character_UsernameHead.png etc. Navigate here to find our UVs.

The V2 bodies, heads, tails and eyes are asymmetrical! If your character's markings do not match on both sides of, say, the body, color two UVs. One will be the right side of the body, the other will be the left. Name them Character_UsernameBodyL and Character_UsernameBodyR. Then, go into your material file and find the corresponding materials: material Character_UsernameMat/BodyMatL and R. Change the textures attached to them and your character will be asymmetrical!

Once you have everything named properly, campaigns in the game folder, material file and colored textures in the presets folder- congrats. Your preset should be showing up properly when tested.

Basic presets are not that difficult, but what happens when you want to add special effects to it? Scrolling effects? Transparent effects? That really cool metallic effect? Multiple frame animated effects?


»Adding Transparency«

This is a very simple thing to do. You will need a program that supports layers and transparency- a good free recommendation is GIMP.
Quote:
material Character_UsernameMat/TailMatR
{
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
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameTail.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}

alpha_rejection greater_equal 128
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit

The bolded codes are your friends. With your fancy transparency supporting program, all you need to do is just erase the spots that you want to be transparent and save as a png, its really not that hard.
Scrolling Animation

This is a simple and easy starter effect to mess around with. The transparency code applies here. Any part you want to have the scrolling animation to show through, just erase.
Quote:
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 animatedtexture.jpg
tex_address_mode wrap
filtering trilinear
scroll_anim 0.1 1.3
}
}
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
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameMane.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}

If you want the whole thing to be scrolling-
Quote:
material Character_UsernameMat/TailMatL
{
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
alpha_rejection greater_equal 128
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameTail.png
tex_address_mode wrap
filtering trilinear
scroll_anim 0.1 1.3
}
}
}
}
}


scroll_anim 0.1 1.3
is what makes it move. You can change the speed of animation by fiddling with the numbers. The higher they are, the faster they go.

Metallic

The metallic effect is one of my personal favorites, however this code escapes most.

This is easy. All you have to do is apply the transparent code with the spherical code. For example, if you wanted metallic on certain parts of the body, you would erase where you would like it to show through

This is a section of a preset where I used this erasing to show metallic through:

material Iridis_LightdeerMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture Chrome.jpg
env_map spherical
tex_address_mode wrap
filtering trilinear
}
}
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
scene_blend alpha_blend
texture_unit
{
texture Iridis_LightdeerBody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}

Which results in this:




Iridis_LightdeerBody.png is the overlaying texture. The chrome.jpg is the part the sits underneath the main texture. env_map spherical are the magic words that give it that animated illusion.

Now say you just wanted something flat out metallic:
Quote:
material Iridis_LightdeerMat/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
scene_blend alpha_blend
texture_unit
{
texture Chrome.jpg
env_map spherical
tex_address_mode wrap
filtering trilinear
}
}
}
}

See? Its not so hard. But now we will get into something that is a bit more challenging and time consuming on the creators part.


Multi-Frame Animation

Your creativity can go wild with this effect. Presets with this effect really do stand out from the crowd.

Example of just having multiple layers
Quote:
material Character_UsernameMat/BodyMatR

{
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
alpha_rejection greater_equal 128
scene_blend alpha_blend
texture_unit
{
anim_texture glow1.png glow1.png glow2.png glow2.png glow3.png glow3.png .5
}
}
}
}
}

See the 3 glows "glow1.png, 2, 3"? Those are our 3 frames that the preset will display. This would be useful for if you have solid colored frames for a preset. I tend to put it in doubles for the sake of animation speed (which you can change by editing the number at the end of the long line. In this case I put .5). NOTE THAT IF YOU MAKE A SINGLE TYPO IN THAT LINE- IT WILL NOT WORK

Now say you want your textures to sit under something or scroll? ok lets do that. Here we have below a preset that displays this.
Quote:
material Apocalypse_NeoApocalypseMat/BodyMatR
{
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
{
anim_texture blackstart.png blackstart.png b
lackstart.png blackstart.png
blackstart.png blackstart.png greenstart.png
greenstart.pngblackfade.png higreen.png
higreen.png greenglowpre.png
greenglow.png greenglow.png greenglow.png
greenglow.png greenglowpre.png higreen.png
higreen.png blackfade.png
greenstart.png blackstart.png 1.5
scale 0.4 0.4
colour_op_ex blend_diffuse_alpha src_texture src_current
scroll_anim .4 .4
}
}
pass
{
emissive 1.0 1.0 1.0
scene_blend alpha_blend
texture_unit
{
texture Apocalypse_NeoApocalypseBody.png
}
}
}
}

texture Apocalypse_NeoApocalypseBody.png applies transparency so I just erased where I wanted parts of the animation to show through. Once again, the long line of text is all of the frames I used. The scroll_anim .4 .4 will make it move. If you don't want it to move, take that line out.

But what if you just want to have animation sit above everything on its own?? If you've seen my Acro Iris character ingame, you see that-
Quote:
material AcroIris_cordMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture rainbowchromestuff.png
env_map spherical
tex_address_mode wrap
filtering trilinear
}
}
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
scene_blend alpha_blend
texture_unit
{
texture AcroIris_cordBody.png
tex_address_mode wrap
filtering trilinear
}
}
pass
{
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
anim_texture acroirisred.png acroirisall.png acroirisall.png acroirisall.png acroirisall.png acroirisall.png acroirisblank.png acroirisblank.png acroirisblank.png acroirisblank.png acroirisblank.png acroirisblank.png acroirisblank.png acroirisblank.png acroirisall.png acroirisall.png acroirisall.png acroirisall.png acroirisall.png acroirisblank.png acroirisblank.png acroirisblank.png acroirisblank.png acroirisblank.png acroirisblank.png acroirisblank.png acroirisred.png acroirisorange.png acroirisyellow.png acroirisgreen.png acroirisblue.png acroirispurple.png acroirisblue.png acroirisgreen.png acroirisyellow.png acroirisorange.png acroirisred.png acroirisred.png acroirisorange.png acroirisred.png acroirisorange.png acroirisyellow.png acroirisorange.png acroirisyellow.png acroirisgreen.png acroirisyellow.png acroirisgreen.png acroirisblue.png acroirisgreen.png acroirisblue.png acroirispurple.png acroirisblue.png acroirispurple.png 3.0
tex_address_mode wrap
}
}
}
}
}
}
}
}


He has a base, then the metallic under him and an animation that is on its own. How is this done ??

My "rainbowchromestuff.png" is what I want to sit under- the metallic. You guys are welcome to use this rainbow metallic.



The animation itself are just these small dots on a transparent canvas. Every color is in a different spot, which gives it that effect you saw in the above gif.



Just want a solid base with no metallic/transparent under effect and multiframe sitting above it?
Quote:
material Character_UsernameMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameBody.png
tex_address_mode wrap
filtering trilinear
}
}
pass
{
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
anim_texture image1.png image2.png image3.png 3.0
tex_address_mode wrap
}
}
}
}
}
}
}
}

Ghost

The ghost effect we see used on all the ghostly critters in Tainted Plains. They fade in and out at random. Well fun for you, this can be applied to presets too.

material Character_UsernameMat/BodyMatR
{
technique
{
pass
{
lighting off
scene_blend colour_blend
depth_write off
cull_hardware none
cull_software none
texture_unit
{
texture GhostTex2.png
tex_address_mode wrap
filtering trilinear
}
texture_unit
{
texture GhostTex.png
scroll_anim 0.01 0.02
tex_address_mode wrap
rotate_anim -0.01
wave_xform scale_x sine 3 0.1 0 3
wave_xform scale_y sine 3 0.1 0 3
colour_op alpha_blend
}
texture_unit
{
texture Character_UsernameBody.png
colour_op_ex blend_current_alpha src_texture src_current
}
}
}
}


Here is the original textures for you to use-




Your main texture (in this case the Body) does not have to be transparent in any way. It can stay solid. Pretty much all there is to this effect, its really easy.

Sway

This is very similar scripting to the ghost effect, but I will give it a section of its own. This will (as you can guess) give you a sway effect.

material Character_UsernameMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture scrolly.png
wave_xform scale_x sine 0.1 0.1 0 0.3
wave_xform scale_y sine 0.3 0.1 0 0.2
tex_address_mode wrap
filtering trilinear
}
}
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
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameBody.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}


Thats it. Just add the bellow lines to whatever it is that you want to have the effect. Make the numbers smaller to slow it down and vice versa.

wave_xform scale_x sine 0.1 0.1 0 0.3
wave_xform scale_y sine 0.3 0.1 0 0.2



Glow that fades in and out or "eye glow effect"

This is something I've only gotten to play with once but its a really neat effect.

We have all seen how eyeglows/glowsticks work ingame. They fade from a darker to lighter variation of a color. Lets take a look at the textures that make up a red eye glow.




Woah! Thats all. This will leave you with a never ending solid glow. But what if you wanted the glow to not be visible for a few seconds before coming back? Well simple, you'd just have a texture with a transparent chunk in it-



This is an example of how I used it for someones preset-
material Ryo_~~Aurora~~Mat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture Ryo_~~Aurora~~Eyes.png
tex_address_mode wrap
filtering trilinear
}
}
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
scene_blend alpha_blend
texture_unit
{
texture whiteryoaurora.png
tex_address_mode wrap
filtering trilinear
}
scene_blend alpha_blend
texture_unit
{
texture glowTexaurora.png
scale 40 40
scroll_anim 0.1 0.1
colour_op add
}
}
}
}
}


The eye image is solid, normal colored eyes. The "whiteryoaurora" is the colored parts that I wanted to fade in and out. These parts can just be little random pieces with a transparent background. The "glowTextureaurora" is the dark to light glow that makes the fading happen, in and out from visible to invisible.

Masks

This is NOT a beginner effect for preset makers. Masks are a huge part in map making. If you know anything about it, masks are used to make different terrains appear in certain sections. They can be applied to presets, although it can be very messy. This is really only useful if you want to have for example- different scrolling effects on one certain area. I don't see them as being too useful for any other reason. It can also be a file hog so watch out

Yup, hopping over to DD for a minute here since this is a preset I made on there

Notice how the words scroll with its own color, but as do all 4 legs? This is the use of 5 masks working separately. Take a gander at this massive chunk of coding needed to fulfill that duty-

material Techiii_TechiiiMat/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
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 Techiii_TechiiiBody.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex blend_diffuse_alpha src_texture src_current
tex_address_mode wrap
filtering trilinear
}
}
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
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture Techiiiwordsmask.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex source2 src_texture src_texture
}
texture_unit
{
texture Techiiiwords.png
scroll_anim 0.4 0.4
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}
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
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture Techiiileg1mask.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex source2 src_texture src_texture
}
texture_unit
{
texture Techiiileg1.png
scroll_anim .1 .1
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}
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
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture Techiiileg2mask.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex source2 src_texture src_texture
}
texture_unit
{
texture Techiiileg2.png
scroll_anim .1 .1
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}
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
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture Techiiileg3mask.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex source2 src_texture src_texture
}
texture_unit
{
texture Techiiileg3.png
scroll_anim .1 .1
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}
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
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture Techiiileg4mask.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex source2 src_texture src_texture
}
texture_unit
{
texture Techiiileg4.png
scroll_anim .1 .1
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}
}
}


So exactly what does this all mean? I will explain it in parts.

The body is normal. On the front legs and words, there is no transparency on it that would leave a space for that (although the animation may suggest it). See?



Lets now take at one of the front legs. As I stated above- you can see that there's no transparent area for it to show through. SO HOW DOES IT LOOK!?!? !1.



The black coloring is our first mask and the red is the texture is the scrolling one under it. When using masks, the underlying texture most often should be solid. The color will ONLY go where the black coloring is.

Now we turn our attention to the back legs, which DO have transparency. Notice on the body texture that there are slots cut out for them. This the case where your underlying texture doesn't have to be totally solid




The leg mask is just the same as before, but woh. The color has half of it transparent. That'll give you the effect of the backlegs I showed above.


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
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture Techiiiwordsmask.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex source2 src_texture src_texture
}
texture_unit
{
texture Techiiiwords.png
scroll_anim 0.4 0.4
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}


The words are just the same. I have my words on a transparent canvas in black. Then a scrolling texture.

Just want one mask?

material Character_UsernameMat/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
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 Character_UsernameBody.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex blend_diffuse_alpha src_texture src_current
tex_address_mode wrap
filtering trilinear
}
}
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
scene_blend alpha_blend
alpha_rejection greater_equal 128
texture_unit
{
texture Characterpiecemask.png
alpha_op_ex source1 src_texture src_texture
colour_op_ex source2 src_texture src_texture
}
texture_unit
{
texture Characterpiece.png
scroll_anim 0.4 0.4
colour_op_ex blend_diffuse_alpha src_texture src_current
}
}
}
}
}
}


Outlines-

Outlines are a fun effect that make your character stand out.



So how do we do this? Well here is a sample from Apokoe-

import * from "Outline.material"
material Apokoe_cordMat/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 Apokoe_cordWings.png
env_map spherical
tex_address_mode wrap
filtering trilinear
}
}
pass : OutlineExperiment
{
diffuse 0.0 0.0 0.0 0.0
set $sinkScale 1
set $edgeScale 0.2
}
}
}


Lets break this down.

import * from "Outline.material"

It is important that this line goes above whatever section you'd like there to be outlines on.

diffuse 0.0 0.0 0.0 0.0

This determines the color of your outline which in this setup, will be black. But how do you get different colors?

Red - 1.0 0.0 0.0
Blue - 0.0 0.0 1.0
Green - 0.0 1.0 0.0
Pink - 1.0 0.0 1.0
White - 1.0 1.0 1.0
Black - 0.0 0.0 0.0
Purple - 0.6 0.0 1.0
Cyan - 0.0 1.0 1.0
Yellow - 1.0 1.0 0.0

Lets put some green lines in!




set $edgeScale 0.2

This is the size of your outline. A larger number will result in a thicker outline.

You can have whatever you want for effects. Just make sure import * from "Outline.material" is at the top and

filtering trilinear
}
}
pass : OutlineExperiment
{
diffuse 0.0 0.0 0.0 0.0
set $sinkScale 1
set $edgeScale 0.2
}
}
}

is at the end.

Example- Apokoe has a main body texture, metallic and outlines.
import * from "Outline.material"
material Apokoe_cordMat/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
cull_hardware none
cull_software none
texture_unit
{
texture Apokoe_cordWings.png
env_map spherical
tex_address_mode wrap
filtering trilinear
}
}
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
scene_blend alpha_blend
texture_unit
{
texture Apokoe_cordTail.png
tex_address_mode wrap
filtering trilinear
}
}
pass : OutlineExperiment
{
diffuse 0.0 0.0 0.0 0.0
set $sinkScale 1
set $edgeScale 0.2
}
}
}



Velvet Xray-

This gives your texture soft white edges. There is not much to it and it is not as customizable as other effects.




Adding metallics or scrolling will mess with it, so I dont recommend it.

import * from "velvetshader.material"
material Apokoe_cordMat/ManeMat
{
technique
{
pass
{

vertex_program_ref velvetshader_vs
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
}

fragment_program_ref velvetshader_ps
{
param_named_auto eyePosition camera_position_object_space
}

texture_unit
{
texture blue.jpg 2d
}

}
}
}
}

}
}


For basic ^. import * from "velvetshader.material" is the line that would need to go above each section that you want it in. You can combine this with outlines as well.

import * from "velvetshader.material"
import * from "Outline.material"
material Apokoe_cordMat/ManeMat
{
technique
{
pass
{

vertex_program_ref velvetshader_vs
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
}

fragment_program_ref velvetshader_ps
{
param_named_auto eyePosition camera_position_object_space
}

texture_unit
{
texture blue.jpg 2d
}

}
pass : OutlineExperiment
{
diffuse 0.0 0.0 0.0 0.0
set $sinkScale 1
set $edgeScale 0.2
}
}
}

}
}



Wireframe

*LAG WARNING* Be careful with this one, if your preset lags too much with this- you may face a submission rejection. Wireframe is a very interesting effect. It makes the polygons of the UV map visible. You can have a full wired body that retains the color of your texture such as-



Which in text looks like-
material Character_UsernameMat/TailMatL
{
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
polygon_mode wireframe
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameTail.png
tex_address_mode wrap
filtering trilinear
}
}
}
}
}


"polygon_mode wireframe" is the line that makes this happen.

Now what if you dont want to be transparent like that? What if you want to have the wire mesh sitting above your body texture? I want blue polygons! WELL!-

material Character_UsernameMat/TailMatL
{
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
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameTail.png
tex_address_mode wrap
filtering trilinear
}
}
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
polygon_mode wireframe
scene_blend alpha_blend
texture_unit
{
texture blue.jpg
tex_address_mode wrap
filtering trilinear
}
}
}
}
}


Which results in....



Lets combine this with the glow effect!

material Kalzy_cordMat/TuftMat
{
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 Kalzy_cordTuft.png
tex_address_mode wrap
filtering trilinear
}
}
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
polygon_mode wireframe
scene_blend alpha_blend
texture_unit
{
texture black.png
tex_address_mode wrap
filtering trilinear
}
scene_blend alpha_blend
texture_unit
{
texture kalzyfading.png
scale 40 40
scroll_anim 0.1 0.1
colour_op add
}
}
}
}
}


The "black.png" is the color of the lines I wanted. "kalzyfading" is the same thing as glowTex from above. This will give you this neat effect


There is probably more you can do with this one, but I will let you discover on your own.


Layering your effects

I will leave you guys off to discover your own effects mostly with this one. However I will teach you a couple I know.

material Character_UsernameMat/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 0.010000 0.010000 0.010000 1.000000
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 Character_UsernameBody.png
alpha_op_ex source1 src_texture src_texture
}
texture_unit
{
texture whitechromeya.png
env_map spherical
scale 1 1
colour_op_ex src_texture src_current
}
}
}
}


So what does this do exactly? Your body is just a normal body texture, however it has a nice metallic overlay sitting ABOVE it! The lighter you make the metallic- the lighter it appears on the body and vice versa. Want your arms missing or whatever? Just erase part of the main body texture, not the metallic. Now how about scrolling metallic?

material Character_UsernameMat/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 0.010000 0.010000 0.010000 1.000000
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 Character_UsernameBody.png
scroll_anim .4 .4
alpha_op_ex source1 src_texture src_texture
}
texture_unit
{
texture whitechromeya.png
env_map spherical
scale 1 1
colour_op_ex src_texture src_current
}
}
}
}


How about a metallic overlay with a texture that has a transparent scrolling pieces below a main texture?

materialCharacter_UsernameMat/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 0.010000 0.010000 0.010000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
cull_hardware none
cull_software none
texture_unit
{
texture scrollybit.png
scroll_anim .4 .4
tex_address_mode wrap
filtering trilinear
}
}
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
scene_blend alpha_blend
texture_unit
{
texture Character_UsernameBody.png
tex_address_mode wrap
filtering trilinear
}
texture_unit
{
texture chromestuff.png
env_map spherical
scale 1 1
colour_op_ex src_texture src_current
}
}
}
}


Thats it. I hope I was able to at least teach you something about presets. If you have any issues, feel free to post them here.

Notes-
-"colour_op_ex blend_diffuse_alpha src_texture src_current" will remove all shadows on the section this code is present in. Very nice to have to make eyes glow in the dark.
-If you have a texture that is being reused for different parts of the body, don't bother renaming it for each one. Its just a waste of space.
-Be mindful of your file amounts. If you send in a preset that is too laggy or heavy, it may be rejected.
-READ EVERYTHING CAREFULLY BEFORE YOU FREAK OUT AND GIVE UP.



UV MAPS HERE
Last Edit: Dec 13, 2017 at 11:49pm by Sparkoo: Updated UV link
Edit Count: 3
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