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Help & Tutorials => Model Tutorials => Topic started by: Eternal Yoshi on November 06, 2011, 08:13:55 PM



Title: Adding PERFECT Metal Textures- Thanks Pikazz and Mewtwo2000 for help!
Post by: Eternal Yoshi on November 06, 2011, 08:13:55 PM
Thanks to M22K, he got a way to make the auto Metal Material button in BB 0.65 Beta 4 working bug free, but you gotta follow this exactly. Or else.

Gonna use the thread again to showcase something important xD

You character importers should know about the metal textures. They're something to be added to the imported character once it's in brawlbox, and ready to go, so when that character gets a metal box, it gets metallic, just like standard characters.

Some of you (like me) have enabled manually some fake metal textures by changing some values in the extra materials you manually added and such. Some of you have never tried to include metal textures to your characters. Blackjax96 implemented some button in brawlbox 0.65b beta in order to automate this. Some people reported this to cause model glitches, explosions or whatever.

I personally didn't test this feature until a few days ago, just cause I didn't know where it was. So, the first step is knowing it. Here's the feature:

([url]http://i.imgur.com/AAgXA.png[/url])

Now, if it makes models explode and such, why telling you this?

Well, just because the 'model exploding' isn't random. It happens under some conditions.

I'll explain. Blackjax is a very clever guy, and when the importer was released, it automatically wrote the UV, normal and vertex values in a format or another, depending of the values themselves, in order to save space. This means that big models can fit the brawl because some values can be written shortly, resulting in a smaller file. Anyway, he programmed that 'please wait' thing in 0.65b beta and 0.65b. I bet many of you just ignore it, and you should know more about it.

These are important:

([url]http://i.imgur.com/bfqcY.png[/url])

What do they mean? Instead of looking for the shorter possible format for the values, the UV, normals and vertices are forced to be in the 'float' format.

Well, Blackjax96 said that the automatic metal materials feature did work well in some brawl models he tested, but people reported those exploding issues that made him remove the feature in 0.65b. So the model has to be from brawl or something?

Well, I suppose that you know what I mean at this point:

IF YOU FORCE THE FLOAT FORMAT FOR UV, NORMALS AND VERTICES, THE AUTOMATIC METAL MATERIAL FEATURE WORKS FLAWLESSLY.

This sentence is exactly as is. If any of them isn't forced, the model will have issues, in vertices, in normals, or in UVs. It may be fixed from now on, now that this fact is known, but in the meanwhile, this is the solution.

Also, if you force floats, the coordinates will be more exact for sure. If some values was, for example, 1.6321 in 3dsmax, not forcing float values may result in having 1.63 in brawlbox, losing the 0.0021. If two vertices that are supposed to be in the same place, but from different objects, lose precission like this, they may get separated and a small hole would appear in the character. So, unless forcing results in a too big file, I highly recommend to use those boxes before importing.

Well, with this said... Get your imports and fix your metal materials nao!! xD




And another quote for reference.

Mmm... when your model is too big with the buttons selected, and you don't matter if metals are perfect or not.

I personally use them since they exist. I even asked for them the day before they were released, only that Blackjax96 had already planned them before I told him. He read my mind, basically xD


Just watch the model size. Make sure it doesn't exceed the original character's size.

Old Method for reference.

First you need to open your model in BB V0.65 and expand all Materials and Shaders.

Second, find and open a model to borrow Material and Shader data from in a separate instance of BBV 0.65.
I chose Marth. Most would choose Mario.

Now, Make a new Material for all existing Materials. Name the new materials the same as the existing ones, but add _ExtMtl at the end of the name.

Now Examine, then export the Brawl character's _ExtMtl Materials and Shaders with the "Metal" type.
Note how the Shader Id corresponds with the order of the Shaders and how the ID is referenced in the Materials.

Now Make a new Shader and replace it with the Metal Shader from the Brawl character. Note the order it's in now. That's the new ID. If it's the 5th shader, 4 is the new ID.

Now take all the new _ExtMtl materials you made and replace them with the _ExtMtl shaders you got from the Brawl characters.

NOW, check the Shader Id and change it to reflect the new location and something that exists or the game will freeze.

Finally, check the texture references of the _ExtMtl materials to see if they reference metal00. If they don't change them to it like this:
(http://i.imgur.com/Q6HUG.png)
1. Import metal00 texture into the .pac.
2. Rename the reference by going into the material section clicking texture and selecting metal00 from the dropdown menu, then press enter.
3. This.


After you have replace each metal material with something mario's metal material or marth's metal material, press on the last "metal00" in each material_ExtMtl and make sure everything looks like this:
([url]http://i39.tinypic.com/23suici.png[/url])
you need to change:
Projection, InputForm and SourceRow so it has the same value as my pic.

if you have done it right on every Material, your model will look like this:
([url]http://i41.tinypic.com/55jga9.png[/url])

note this: only the object that is singlebinded will have their texture follow the camera.
dont know why yet :/

NormalEnable MUST be on "True" instead for "False" for the best result!




4. Repeat for all _ExtMtl Materials.

Now Save and test and comment.


Title: Re: Adding(Not so good) Metal Textures for imports
Post by: Soneek on November 06, 2011, 08:33:08 PM
I'll try this out when I get a chance. Thanks!


Title: Re: Adding(Not so good) Metal Textures for imports
Post by: Eternal Yoshi on November 10, 2011, 10:17:54 PM
Update - I was able to get the Metal Materials to work using the shader the siro texture(specular thing) has on Gray Fox and it looks a little better. Can't bring up a pic now.


Title: Re: Adding(Not so good) Metal Textures for imports
Post by: Spex130 on November 10, 2011, 10:33:14 PM
Spectacular. You're awesome, EYoshi!


Title: Re: Adding(Not so good) Metal Textures for imports
Post by: Eternal Yoshi on November 10, 2011, 11:29:01 PM
(http://i.imgur.com/12rkf.jpg)

Made from borrowing Gray Fox's Reflective Shader.


Title: Re: Adding(Not so good) Metal Textures for imports
Post by: Nuke on November 13, 2011, 11:19:12 PM
Is it the angle of the shot or is he just gray?

no pun intended...

Perhaps Mewtwo2000 knows how to makes it better? Seeing that beyond doesnt say anything about it >_<



Title: Re: Adding(Not so good) Metal Textures for imports
Post by: pikazz on November 25, 2011, 08:17:02 AM
Eternal Yoshi: Do you mind to update your Guide with this step?
Cause this step is making the metal texture looks delicious.

After you have replace each metal material with something mario's metal material or marth's metal material, press on the last "metal00" in each material_ExtMtl and make sure everything looks like this:
(http://i39.tinypic.com/23suici.png)
you need to change:
Projection, InputForm and SourceRow so it has the same value as my pic.

if you have done it right on every Material, your model will look like this:
(http://i41.tinypic.com/55jga9.png)

note this: only the object that is singlebinded will have their texture follow the camera.
dont know why yet :/


Title: Re: Adding(eh) Metal Textures for imports - check Pikazz's post
Post by: Eternal Yoshi on December 06, 2011, 08:56:14 PM
I don't mind updating, but I need to get my [censored] together before I can return to Brawl hacking.

Thanks for the info...

Doing this through the Wii is a pain with dead batteries....

Edit: Managed to edit this with my brother's laptop-- don't snitch on me. :l


Title: Re: Adding(eh) Metal Textures for imports - Look at Pikazz's post below.
Post by: Eternal Yoshi on December 07, 2011, 06:56:07 PM
Pics....

This checks out. Indeed.
(http://i.imgur.com/rhy5K.jpg)
(http://i.imgur.com/Pd9dS.jpg)
(http://i.imgur.com/4gHUx.jpg)
(http://i.imgur.com/EqEDv.jpg)

The Metal Texture only moves on the head and blade, but it's still awesome and a big improvement.


Title: Re: Adding(eh) Metal Textures for imports - Look at Pikazz's post below.
Post by: pikazz on December 08, 2011, 02:38:57 PM
oh! I forgot to change one thing!

NormalEnable MUST be on "True" instead for "False" for the best result!
(http://i43.tinypic.com/33mpr43.png)

sorry ^^;

Eternal Yoshi: that looks good :3
I believe that would look better with NormalEnable on "True" C:


Title: Re: Adding(eh) Metal Textures for imports - Look at Pikazz's post below.
Post by: JOEYSX5 on December 08, 2011, 05:08:59 PM
Nice work on that metal texture Eternal. I guess this is gonna be our Christmas present, huh?


Title: Re: Adding(eh) Metal Textures for imports - Look at Pikazz's post below.
Post by: BlueBrain on December 09, 2011, 10:31:16 AM
how do i "add" a new shader or material????


Title: Re: Adding(eh) Metal Textures for imports - Look at Pikazz's post below.
Post by: Segtendo on December 09, 2011, 11:37:56 AM
how do i "add" a new shader or material????
Right click the MDL0. It'll say "Add New Shader" and "Add new Material"


Title: Re: Adding(eh) Metal Textures for imports - Look at Pikazz's post below.
Post by: BlueBrain on December 09, 2011, 11:44:34 AM
Right click the MDL0. It'll say "Add New Shader" and "Add new Material"

thanks, i was trying to do it from the shader and material folders... >.< silly me


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: Eternal Yoshi on December 09, 2011, 12:34:03 PM
Nice work on that metal texture Eternal. I guess this is gonna be our Christmas present, huh?

Can't promise anything until I can power on my laptop but since I can put away the sword,
I can give side taunt an appropriate animation for the quote. 

I'm gonna have him shadowbox a bit while he finishes the quote...

"Hand to hand, is the basis of all combat."

Animation wise, I got the fancy put away sword pose thing from MGS done, just gotta do the shadowboxing when I get the chance to.


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: JOEYSX5 on December 09, 2011, 04:15:48 PM
Unfortunetly, I won't be able to get that quote in my Brawl, I don't have Riivolution and thus stuck with Gecko OS.


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: Iwvi on December 13, 2011, 01:18:08 PM
Where it says "import metal00 texture into pac" what does it mean? I see imports with metal textures (and original characters) do not have a metal00 in the texture data. So what does it mean? or do I have to put a metal00 texture in there?


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: Eternal Yoshi on December 17, 2011, 12:39:02 PM
You import metal00.pac so BB reads the texture name as a valid file name. After you save and are done editing the mdl0, erase metal00 and save again.


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: Iwvi on December 18, 2011, 02:28:30 AM
Not sure how, but I managed to get a decent looking one. Thanks a lot for the tutorial.


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: BriefCasey795 on January 22, 2012, 05:23:13 PM
Wait a second, do we replace the newly made materials with the SHADERS from a brawl character? that confuses me. also, do we create new materials AND shaders in their respective folders? and i've never found the metal00 texture, how do i find it, and how do i import it into a pac?


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: Iwvi on January 22, 2012, 06:12:22 PM
Wait a second, do we replace the newly made materials with the SHADERS from a brawl character? that confuses me. also, do we create new materials AND shaders in their respective folders? and i've never found the metal00 texture, how do i find it, and how do i import it into a pac?
You create both new materials and one new shader.
You create one material for every already existing material.
You replace the shader with a shader  from a brawl character.
And the metal texture is in the common3.pac, but it is not necesary, you can import whatever you want and call it metal00 and it works fine (you delete it at the end anyway)


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: BriefCasey795 on January 23, 2012, 04:15:18 PM
so you are saying the metal00 is in the common3.pac?


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: Gamma Ridley on January 23, 2012, 04:19:59 PM
so you are saying the metal00 is in the common3.pac?

You don't need to import any texture.

When you replace the materials with the Brawl character's metal material, expand each material, and select one of the references.

Once you do that, look to the right and at the very top you will see the word "Texture" right above "Palette," and it will have a pull down menu. Click it, and change the name to "metal00."

Do this for each texture reference.


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: SouthCraft on January 25, 2012, 01:02:49 PM
Hey i just wondered how do i add metal on waluigi with bones added. Do i need to do it with brawlbox v0.63d?


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: ShadowSnake on January 25, 2012, 08:10:51 PM
i know how to make them look as good as pikazz did on the preview, but people can make them perfect now so they move when you tilt the camera. how do i do that?


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: pikazz on January 26, 2012, 02:11:41 AM
i know how to make them look as good as pikazz did on the preview, but people can make them perfect now so they move when you tilt the camera. how do i do that?
they did? O.o

is it complete? :D


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: BriefCasey795 on January 27, 2012, 07:16:50 PM
How do i find the metal type shaders for mario? i can't tell which ones they are. also, can i export any of Mario's _ExtMtl materials? also, where is the shader id? is it under misc?


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: DSX8 on January 29, 2012, 03:18:24 AM
hey i just thought i should post this... my video tut on how to add metal to character imports

http://www.youtube.com/watch?v=EtPXDwd_kNg


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: BriefCasey795 on January 29, 2012, 04:24:01 PM
I still can't figue it out. where does it show the shader id?


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: DSX8 on January 29, 2012, 05:54:27 PM
I still can't figue it out. where does it show the shader id?
metal shader ID is 4... in the newest BB, its called ShaderStage


Title: Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help!
Post by: Mewtwo2000 on February 01, 2012, 05:59:07 AM
Metals are perfect now, check this:

http://forums.kc-mm.com/index.php?topic=37368.msg822329#msg822329