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Help & Tutorials => Stage Tutorials => Topic started by: Sky Grounder on July 21, 2012, 07:48:46 AM



Title: SCN0 tutorial
Post by: Sky Grounder on July 21, 2012, 07:48:46 AM
SCN0 tutorial

Introduction

SCN0 is what affects the environment of stages, interfaces, etc.
It plays a big role in creating a great atmosphere for stages.
BrawlBox currently only has support for viewing animation as a list and editing the values.

Header
Version - The version of the file; Brawl uses version 4.
Framecount - Tells you how many frames there are in the animation(s) in the SCN0. 1 frame = no animation.
All animations in a SCN0 follow the framecount in the header.
SpecularLightCount - The number of specular lights that are used in the SCN0.
Loop - if set to true, animation plays over when it ends.


LightSets
LightSets are what connects lights, ambience and models.
What models the LightSet affects depends on the RealIndex; if it matches the LightSet ID in Materials in the MDL0s, the lights will affect those models. Technically, you can make the light only affect certain Materials in the MDL0, as each material has its own LightSet ID.

As for characters, they all use LightSet ID 20.

LightSet entries are easy to edit, and can have at least up to 8 light entries, and 1 ambience entry per LightSet.
LightSets can also share multiple lights, and even ambience entries.

Ambience
Ambience is what sets the definite color and light for the models it affects.
What models it affects comes down to which LightSet(s) the entry is tied to.

Flags:
HasColor and HasAlpha

Lights
Lights are what affects models in a different way from ambience.
Instead of lighting up a whole model with one color, you can make it get another light on a certain direction of the model.

--

Header

LightType - There's three types of lights:
   Directional - a light without any real source, it lights up everything from a certain direction. (StartPoint sets the direction.)
   Point - a light where it has a certain distance for the light, it uses the entries in the SourceLight section.
   Spotlight - Similar to Point, but it also uses the entries in the SpotLight section; it limits the direction where it lights up.

UsageFlags:
   Enabled - tells you if the light is On or Off.
   HasSpecular - It uses the entries in the Specular Color section. (I still need to figure out how it works.)
   HasColor -
   HasAlpha -

LightEnabled - It's an animation type where the light can be turned off for specified frames (it works just like VIS0).

LightColor - This is the main color that the light emits.

---

End Points/Start Points

These values sets where the lights starts from, and where it ends.
If the LightType is set to Directional, StartPoints will only set the direction (works like rotation).

---

SourceLight

If the LightType is set to Point or Spotlight, SourceLight is used.

DistanceFunction - I believe this is how the light diminishes when the endpoint has been reached.
It uses three different values: Gentle, Medium and Steep.

RefDistance - This is how far a light emits light.

RefBrightness - The brightness of the light; it usually uses a value between 0-1.

---

Specular Color

More info coming soon.

---

Spotlight

This is only used if the LightType is set to Spotlight.

SpotFunction - Not sure how it works yet.

CutOff - This is the value which limits the directions the light can emit.

Fogs
Fogs reduce the visibility of certain models where the fog is set.
It covers an area between the two Z points, and affects the whole X/Y-axis between those two points.

Just like LightSets, Fogs' RealIndex is connected to the MDL0s' Materials' FogSet ID.
All characters use FogSet ID 4, except for Pokémon Trainer, who uses ID 5.

---

Type - Sets the type of fog, I'm not sure how the different types work.
StartZ - Sets the point from where the fog starts.
EndZ - Sets the point from where the fog ends.
Color - Color of the fog.

Cameras
I will not support cameras much in this tutorial, but I'll give some necessary information for stage/menumakers.

In camera Settings, there're some important values:

AspectRatio - Screenwidth.
NearZ - How close things can be to the screen before seeing through.
FarZ - How far away something can be before disappearing into black.


Title: Re: SCN0 tutorial
Post by: Shinobu Nyan! on July 21, 2012, 12:43:35 PM
Do you mind if I make a vid tut for this? I found that some people understand better with vids.


Title: Re: SCN0 tutorial
Post by: BlackJax96 on July 21, 2012, 12:59:48 PM
Also note that "LightSet" and "FogSet" in MDL0 Materials are the RealIndex of the LightSet and FogSet it uses.

Lighting2ConstantAlpha is what I believe to be the same alpha value for all light entries in the array. I think that because whenever the alpha values are always 0 in the entries, that value is used, and vice-versa.

Do you mind if I make a vid tut for this? I found that some people understand better with vids.

Wait until v0.67b is out, I've got every looking nice and tidy for editing in that version.
I'll probably release it today.


Title: Re: SCN0 tutorial
Post by: Sky Grounder on July 21, 2012, 01:49:32 PM
Also note that "LightSet" and "FogSet" in MDL0 Materials are the RealIndex of the LightSet and FogSet it uses.

Lighting2ConstantAlpha is what I believe to be the same alpha value for all light entries in the array. I think that because whenever the alpha values are always 0 in the entries, that value is used, and vice-versa.

Wait until v0.67b is out, I've got every looking nice and tidy for editing in that version.
I'll probably release it today.
Oh!! That means no module files involved! I'll edit the tutorial later when I've looked into these things. Thanks!


Title: Re: SCN0 tutorial
Post by: Shinobu Nyan! on July 21, 2012, 02:23:13 PM
Also note that "LightSet" and "FogSet" in MDL0 Materials are the RealIndex of the LightSet and FogSet it uses.

Lighting2ConstantAlpha is what I believe to be the same alpha value for all light entries in the array. I think that because whenever the alpha values are always 0 in the entries, that value is used, and vice-versa.

Wait until v0.67b is out, I've got every looking nice and tidy for editing in that version.
I'll probably release it today.
Alrighty, thanks for all you've done.


Title: Re: SCN0 tutorial
Post by: Sky Grounder on July 24, 2012, 09:10:53 AM
The tutorial has been updated. The new BrawlBox allows for much more convenient editing of SCN0. Still, it doesn't have support for adding/removing animations, only editing.

SCN0 editing will also be much more easier when BlackJax96 releases a BrawlBox version with support for rendering SCN0 in the model previewer, though that may take some time.


Title: Re: SCN0 tutorial
Post by: Nasca Corp on December 27, 2012, 06:23:32 PM
So...if i want to give a stage a darker atmpsphere for the character (like a night effect) what i need to edit?


Title: Re: SCN0 tutorial
Post by: Sky Grounder on December 28, 2012, 06:47:18 PM
So...if i want to give a stage a darker atmpsphere for the character (like a night effect) what i need to edit?
Change the color of the ambient light that are connected to the LightSet characters are using.
It's usually named something like"chr", in the AmbLights section.

Also, made the "Lights" section more readable.


Title: Re: SCN0 tutorial
Post by: Legend of Jesse on April 18, 2013, 12:36:27 PM
so... making an entire stage black and white... no color whatsoever... what would you edit? and what would you change it to?


Title: Re: SCN0 tutorial
Post by: Sky Grounder on April 19, 2013, 07:56:16 AM
so... making an entire stage black and white... no color whatsoever... what would you edit? and what would you change it to?
You would have to change the models themselves I believe. Stage lighting can't do everything.


Title: Re: SCN0 tutorial
Post by: Legend of Jesse on April 19, 2013, 01:39:42 PM
Mewtwo2000 sent me this picture...

(http://i.imgur.com/j8EN1Ei.png)

apparantly the first 7 frames are a grey setting... i havn't been able to see it though because i don't have the "..." button on the right... so i can't add nodes... any suggestions? i'm running brawl box v0.67b...


Title: Re: SCN0 tutorial
Post by: Sky Grounder on April 19, 2013, 03:02:47 PM
The next version of BB should work perfectly for editing the values. It's being released soon.
As for that pic, I'm not really sure what you're trying to do.


Title: Re: SCN0 tutorial
Post by: Legend of Jesse on April 19, 2013, 03:15:01 PM
The next version of BB should work perfectly for editing the values. It's being released soon.
As for that pic, I'm not really sure what you're trying to do.
hmm... how soon?


Title: Re: SCN0 tutorial
Post by: Sky Grounder on April 20, 2013, 04:16:02 AM
hmm... how soon?
I can't really speak for BlackJax, but I think he said he got only one issue left to fix.


Title: Re: SCN0 tutorial
Post by: Legend of Jesse on April 20, 2013, 10:16:33 AM
okay awesome


Title: Re: SCN0 tutorial
Post by: Gamma Ridley on April 20, 2013, 01:17:01 PM
i havn't been able to see it though because i don't have the "..." button on the right...

Update your NET Framework with the one in BJ's OP


Title: Re: SCN0 tutorial
Post by: Legend of Jesse on April 21, 2013, 05:11:23 PM
Update your NET Framework with the one in BJ's OP
in bj's op? where is that? could you send me a link? i need to get this thing to show up really badly...


Title: Re: SCN0 tutorial
Post by: Gamma Ridley on April 21, 2013, 05:23:45 PM
http://forums.kc-mm.com/index.php?topic=17547 (http://forums.kc-mm.com/index.php?topic=17547)


Title: Re: SCN0 tutorial
Post by: Legend of Jesse on April 21, 2013, 05:32:49 PM
it works!!! thank you so much!!! you're the best! :D