Difference between revisions of "User:Rytky"

From Rigged Wiki
Jump to navigation Jump to search
m
Line 1: Line 1:
[[File:Spurdospärde.png|thumbnail|haha benis :DDDD]]
[[File:Spurdospärde.png|thumbnail|haha benis :DDDD]]
PM me cute Kokkoros
*Manager of
*Manager of
**{{team away|vp}}
**{{team away|vp}}
Line 173: Line 174:
*{{team away|hm}}*
*{{team away|hm}}*
*{{team away|hr}}*
*{{team away|hr}}*
*{{team away|i}}
*{{team away|ic}}*
*{{team away|ic}}*
*{{team away|lgbt}}*
*{{team away|lgbt}}*

Revision as of 00:03, 25 August 2020

haha benis :DDDD

PM me cute Kokkoros

  • 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