Difference between revisions of "User:Rytky"
(Autism.) |
(The 'tisms are back in town.) |
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*Email: 4ccrytky@gmail.com | *Email: 4ccrytky@gmail.com | ||
If you do make a request, please provide a model link.<br>Anything after '''1-2 week(s) before cup kickoff''' will <s>likely</s> be {{tt|ignored|For that particular cup.}}. | If you do make a request, please provide a model link.<br>Anything after '''1-2 week(s) before cup kickoff''' will <s>likely</s> be {{tt|ignored|For that particular cup.}}. | ||
=Shit that should get it's own wikipage some day= | |||
*[https://drive.google.com/file/d/1fUJU3xv1wxTCs2-fCTl6HFaYn1b7gmA4/view?usp=sharing Separate meshes reading different textures video tutorial. (gdrive)] | |||
*[https://puu.sh/G4mvU.png _srm Reflectiveness example (puush)] | |||
*[https://puu.sh/G4myu.7z _srm Reflectiveness example model download (puush)] | |||
==Fox Engine Shaders== | |||
===Good Default Shader=== | |||
<div class="mw-collapsible mw-collapsed"> | |||
'''mat_name:''' fox3ddf_blin<br> | |||
'''mat_type:''' fox3DDF_Blin<br> | |||
'''FMDL Material Parameters:''' | |||
*MatParamIndex_0: 0 0 0 0 | |||
'''FMDL Mesh Settings:''' | |||
*Shadow: 0 | |||
*Alpha: 160 | |||
'''Textures:'''<br> | |||
*Base_Tex_SRGB - Image Name: *.dds - Source: /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/ for boots | |||
*NormalMap_Tex_NRM - Image Name: *_nrm.dds - Source: see above | |||
*SpecularMap_Tex_LIN - Image Name: *_srm.dds - Source: see above | |||
</div> | |||
===Constant_NDR (Anime Shader)=== | |||
<div class="mw-collapsible mw-collapsed"> | |||
<span style="color:#FF0000; font-size:75%;">Textures will look desaturated in-game, saturate textures to ~175% to fix. Results may vary.</span><br> | |||
'''mat_name:''' fox3dfw_constant_ndr<br> | |||
'''mat_type:''' fox3DFW_Constant_NDR<br> | |||
'''FMDL Material Parameters:''' | |||
*Fucking nothing | |||
'''FMDL Mesh Settings:''' | |||
*Shadow: 5 | |||
*Alpha: 16 (One Sided), 48 (Two Sided) | |||
'''Textures:''' | |||
*Base_Tex_LIN - Image Name: *_bsm.dds - Source: whatever folder you use, /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/ | |||
</div> | |||
===Constant_SRGB (Anime Shader)=== | |||
<div class="mw-collapsible mw-collapsed"> | |||
<span style="color:#FF0000; font-size:75%;">''SelfColorIntensity'' Parameter needs to be set to account for stadium lighting, otherwise textures will look off.</span><br> | |||
'''mat_name:''' fox3dfw_constant_srgb<br> | |||
'''mat_type:''' fox3DFW_ConstantSRGB<br> | |||
'''FMDL Material Parameters:''' | |||
*SelfColor: 1 1 1 1 | |||
*SelfColorIntensity: 400 0 0 0 (when played at stadium with night lighting) | |||
*SelfColorIntensity: 25000 0 0 0 (when played at stadium with day lighting) | |||
*SelfColorIntensity: 2500000 0 0 0 (for a glow effect) - [https://cdn.discordapp.com/attachments/288816233015410698/729291424121749564/BEFRIENDING.png Example image] | |||
'''FMDL Mesh Settings:''' | |||
*Shadow: 5 | |||
*Alpha: 16 (One Sided), 48 (Two Sided) | |||
'''Textures:''' | |||
*Base_Tex_SRGB - Image Name: *_bsm.dds - Source: whatever folder you use, /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/ | |||
</div> | |||
===Metal Shader=== | |||
<div class="mw-collapsible mw-collapsed"> | |||
'''mat_name:''' fox_3ddf_ggx<br> | |||
'''mat_type:''' fox3DDF_GGX<br> | |||
'''FMDL Material Parameters:''' | |||
*MatParamIndex_0: 0 0 0 0 | |||
'''Textures:''' | |||
*Base_Tex_SRGB - Image Name: *_bsm.dds - Source: whatever folder you use, /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/ | |||
*NormalMap_Tex_NRM - Image Name: *_nrm.dds - Source: see above | |||
*SpecularMap_Tex_LIN - Image Name: *_srm.dds - Should be a 4x4 #FF0000 .dds - Source: see above | |||
*MetalnessMap_Tex_LIN - Image Name: *_mtl.dds - Should be a 4x4 #FFFFFF .dds - Source: see above | |||
</div> | |||
===Glass2 (WIP)=== | |||
<div class="mw-collapsible mw-collapsed"> | |||
<span style="color:#FF0000; font-size:75%;">Currently only works properly on balls, will work properly on other models once ''PCBoxCenter'' & ''PCBoxSize'' Parameters are figured out.</span><br> | |||
'''mat_name:''' pes_3dfw_glass2<br> | |||
'''mat_type:''' pes3DFW_Glass2<br> | |||
'''FMDL Material Parameters:''' | |||
*MatParamIndex_0: 54 0 0 0 | |||
*ReflectionIntensity: 5 0 0 0 | |||
*GlassRoughness: 0.04 0 0 0 | |||
*GlassFlatness: 0 0 0 0 | |||
*PCBoxCenter: 0 21 0 1 | |||
*PCBoxSize: 195 165 155 1 | |||
'''FMDL Mesh Settings:''' | |||
*Shadow: 5 | |||
*Alpha: 16 (One Sided), 48 (Two Sided) | |||
Textures: | |||
*Base_Tex_LIN - Image Name: *_bsm.dds - Source: whatever folder you use, /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/ | |||
*NormalMap_Tex_NRM - *_nrm.dds - Source: see above | |||
*GlassReflection_Tex_SRGB - env_cbm.dds - Source: see above | |||
*GlassReflectionMask_Tex_LIN - *_rfm.dds - Source: see above | |||
</div> | |||
==Shadow & Alpha Enum Values== | |||
Known shadow & alpha enum values and their internal(?) names. Actually useful values are '''bolded'''. | |||
'''Shadow Enum''' | |||
*'''Shadow = 0''' | |||
*'''NoShadow = 1''' | |||
*'''InvisibleMeshVisibleShadow = 2''' | |||
*TintedGlass = 4 | |||
*'''Glass = 5''' | |||
*LightOMBS = 36 | |||
*GlassOMBS = 37 | |||
*Shadow2 = 64 | |||
*NoShadow2 = 65 | |||
*Unkown1 = 66 | |||
'''Alpha Enum''' | |||
*NoAlpha = 0 | |||
*'''Glass = 16''' | |||
*Glass2 = 17 | |||
*'''{{tt|NoBackfaceCulling <nowiki>=</nowiki> 32|No Alpha Two Sided}}''' | |||
*'''Glass3 = 48''' | |||
*Glass4 = 49 | |||
*Decal = 80 | |||
*Eyelash = 112 | |||
*'''{{tt|Parasite <nowiki>=</nowiki> 128|Alpha One sided}}''' | |||
*'''{{tt|Alpha <nowiki>=</nowiki> 160|Alpha Two sided}}''' | |||
*UnknownOMBS = 192 | |||
*Unkown1 = 224 | |||
==Gliding Models== | |||
*find an unused bone | |||
*paint the part(s) that you want to glide 100% to that bone | |||
*export | |||
*open the exported .fmdl in a hex editor | |||
*find the bone you want to glide | |||
*change a letter in the bone's name | |||
**the change can be any amount of letters, as long as the name length doesn't change | |||
*save | |||
*note that gliding models are '''only''' supported by boots | |||
*also since it's bone-based, you can make a model partially glide | |||
=Other= | |||
Teams without balls: | |||
*{{team away|an}} | |||
*{{team away|cgl}}* | |||
*{{team away|e}}* | |||
*{{team away|gif}}* | |||
*{{team away|hm}}* | |||
*{{team away|hr}}* | |||
*{{team away|ic}}* | |||
*{{team away|lgbt}}* | |||
*{{team away|mu}} | |||
*{{team away|po}}* | |||
*{{team away|s}}* | |||
*{{team away|soc}}* | |||
*{{team away|s4s}} | |||
*{{team away|t}}* | |||
*{{team away|wg}} | |||
<nowiki>*</nowiki>marks dead team |
Revision as of 22:09, 8 July 2020
- Aesthetic autist
- Tactical retard
- /aesco/ memember
- Ballpack maker
If you have any requests or wishes regarding balls you can put those inquiries here, here or on one of these:
- Discord: Rytky#5697
- /aesco/ Discord #Requests channel
- /4ccg/
- Email: 4ccrytky@gmail.com
If you do make a request, please provide a model link.
Anything after 1-2 week(s) before cup kickoff will likely be ignored.
Shit that should get it's own wikipage some day
- Separate meshes reading different textures video tutorial. (gdrive)
- _srm Reflectiveness example (puush)
- _srm Reflectiveness example model download (puush)
Fox Engine Shaders
Good Default Shader
mat_name: fox3ddf_blin
mat_type: fox3DDF_Blin
FMDL Material Parameters:
- MatParamIndex_0: 0 0 0 0
FMDL Mesh Settings:
- Shadow: 0
- Alpha: 160
Textures:
- Base_Tex_SRGB - Image Name: *.dds - Source: /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/ for boots
- NormalMap_Tex_NRM - Image Name: *_nrm.dds - Source: see above
- SpecularMap_Tex_LIN - Image Name: *_srm.dds - Source: see above
Constant_NDR (Anime Shader)
Textures will look desaturated in-game, saturate textures to ~175% to fix. Results may vary.
mat_name: fox3dfw_constant_ndr
mat_type: fox3DFW_Constant_NDR
FMDL Material Parameters:
- Fucking nothing
FMDL Mesh Settings:
- Shadow: 5
- Alpha: 16 (One Sided), 48 (Two Sided)
Textures:
- Base_Tex_LIN - Image Name: *_bsm.dds - Source: whatever folder you use, /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/
Constant_SRGB (Anime Shader)
SelfColorIntensity Parameter needs to be set to account for stadium lighting, otherwise textures will look off.
mat_name: fox3dfw_constant_srgb
mat_type: fox3DFW_ConstantSRGB
FMDL Material Parameters:
- SelfColor: 1 1 1 1
- SelfColorIntensity: 400 0 0 0 (when played at stadium with night lighting)
- SelfColorIntensity: 25000 0 0 0 (when played at stadium with day lighting)
- SelfColorIntensity: 2500000 0 0 0 (for a glow effect) - Example image
FMDL Mesh Settings:
- Shadow: 5
- Alpha: 16 (One Sided), 48 (Two Sided)
Textures:
- Base_Tex_SRGB - Image Name: *_bsm.dds - Source: whatever folder you use, /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/
Metal Shader
mat_name: fox_3ddf_ggx
mat_type: fox3DDF_GGX
FMDL Material Parameters:
- MatParamIndex_0: 0 0 0 0
Textures:
- Base_Tex_SRGB - Image Name: *_bsm.dds - Source: whatever folder you use, /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/
- NormalMap_Tex_NRM - Image Name: *_nrm.dds - Source: see above
- SpecularMap_Tex_LIN - Image Name: *_srm.dds - Should be a 4x4 #FF0000 .dds - Source: see above
- MetalnessMap_Tex_LIN - Image Name: *_mtl.dds - Should be a 4x4 #FFFFFF .dds - Source: see above
Glass2 (WIP)
Currently only works properly on balls, will work properly on other models once PCBoxCenter & PCBoxSize Parameters are figured out.
mat_name: pes_3dfw_glass2
mat_type: pes3DFW_Glass2
FMDL Material Parameters:
- MatParamIndex_0: 54 0 0 0
- ReflectionIntensity: 5 0 0 0
- GlassRoughness: 0.04 0 0 0
- GlassFlatness: 0 0 0 0
- PCBoxCenter: 0 21 0 1
- PCBoxSize: 195 165 155 1
FMDL Mesh Settings:
- Shadow: 5
- Alpha: 16 (One Sided), 48 (Two Sided)
Textures:
- Base_Tex_LIN - Image Name: *_bsm.dds - Source: whatever folder you use, /Assets/pes16/model/character/face/real/XXXXX/sourceimages/ or /Assets/pes16/model/character/boots/kXXXX/
- NormalMap_Tex_NRM - *_nrm.dds - Source: see above
- GlassReflection_Tex_SRGB - env_cbm.dds - Source: see above
- GlassReflectionMask_Tex_LIN - *_rfm.dds - Source: see above
Shadow & Alpha Enum Values
Known shadow & alpha enum values and their internal(?) names. Actually useful values are bolded.
Shadow Enum
- Shadow = 0
- NoShadow = 1
- InvisibleMeshVisibleShadow = 2
- TintedGlass = 4
- Glass = 5
- LightOMBS = 36
- GlassOMBS = 37
- Shadow2 = 64
- NoShadow2 = 65
- Unkown1 = 66
Alpha Enum
- NoAlpha = 0
- Glass = 16
- Glass2 = 17
- NoBackfaceCulling = 32
- Glass3 = 48
- Glass4 = 49
- Decal = 80
- Eyelash = 112
- Parasite = 128
- Alpha = 160
- UnknownOMBS = 192
- Unkown1 = 224
Gliding Models
- find an unused bone
- paint the part(s) that you want to glide 100% to that bone
- export
- open the exported .fmdl in a hex editor
- find the bone you want to glide
- change a letter in the bone's name
- the change can be any amount of letters, as long as the name length doesn't change
- save
- note that gliding models are only supported by boots
- also since it's bone-based, you can make a model partially glide
Other
Teams without balls:
*marks dead team