Difference between revisions of "User:Rytky"

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(Autism.)
(The 'tisms are back in town.)
Line 16: Line 16:
*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

haha benis :DDDD
  • 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

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