Thanks to Nemu64 not exporting SM64 Rainbow Bowser's vertex colors, I have finally finished recreating them using screenshots of a solid-white textured version.
A lot of the blues & purples are hidden due to the textures making them look green/orange, but they are there. FS Eyes and eyelids work too.
Ooooh, inconsistent freezes/crashes are the worst. At least with consistent freezes/crashes you have an idea on where to start looking, hope you find a fix for that.
Really? How useful is that because wouldn't that be only effective on high quality models or am I just not thinking of how that would be useful. Still that's awesome.
I agree with using the PM Ridley bones, especially for ease of swapping out the models like DastardlyRidleylash said. Also I can sympathize with how people were overlooking the part where you said you had to edit the animations and might've gotten a little annoyed. I can sympathize almost too much to be honest. Post Merge: March 24, 2016, 06:50:26 PMI have discovered the next step for model imports: VertexColoring!!!!! (Please ignore the mess of the model, was testing to see if it truly worked ingame)
I made his torso use the glove texture as for those who don't know, vertex color mixes with the textures, so if I had kept it with the overall texture it would be mostly black.
So I needed a water-like texture for a custom model I'm making and thought about using the water from Delfino. While looking at the model I realized that the sand that was underwater had vertex coloring to make it blue & green which I have always believed to not be available in Brawl (though as my friend pointed out when I told him about this, it'd make sense since other GCN & Wii games use it) and decided to look for where the vertex color data is stored which is in the color nodes. Since BrawlBox v0.71, models can be imported with separate color nodes or with one "master" color node which is what the older versions did. While this doesn't actually matter since you NEED to change a setting in the materials in order for the vertex coloring to be used, being able to have separate color nodes just makes it cleaner to look at and edit in BB.
To give vertex coloring to a model, all you have to do is add a VertexPaint modifier in 3ds Max. Don't need to change any settings when exporting the model or anything like that.
First thing I'm going to do with this is make an alternate version of my SM64 v2/v3 imports to use this for the sake of showing off that it's possible and import SM64 Rainbow Bowser, from then on I'll use this whenever I need to like say if I need to import a GoldenEye 007 level or something (as most of the models use vertex coloring to save space, like 75% of the textures are black & white), I will make a v2 of the Brawl Rainbow Bowser I made a while back as that was a remapped Bowser to not mirror the colors I gave him.
I foresee this spawning many creative hacks, so you're welcome.
But as I said, I'm not leaving modding entirely. Just Brawl. I've had a great time while I enjoyed it. I will miss this, but I know I'll just get burned out again and again and keep repeating "I'm leaving, I'm not, etc" I will see you all in Wii U Vault lmao. I will not do Smash 3DS mods. Just Wii U.
Who knows? Maybe I'll pick Tabuu back up for Smash Wii U!
Only bright side I see to this is that I don't have to worry about taking forever helping you with K Rool and Fredrik, but dammit man not again! xD I read the FB post so I understand, but still is sad to see you leave the Brawl Hacking community. My question for you is: will you be leaving the forums forever, will you be staying or will it be an occasinal pop in to say high/give feedback? Also what about that K Rool model you made? Will you just be holding onto that for Wii U since the models don't seem to be that much higher res than Brawl model-wise? Or will it just be sitting on a shelf? If sitting on a shelf could I have it to finish for Brawl so there's at least a better model import for Brawl even if the PSA isn't finished (which idk, maybe give those files to me, don't know if I'd finish it though :/) I'll be willing to help you with the Wii U mods when those become avaiable, so contact me when that becomes easier whether it be here or on my YouTube channel.
Sorry for the late reply, but yah that one has too much blue. My guess is the red/brown one was used during the fight to make his bracelets and helmet stand out in the red/lava lighting and this was used in the cutscene or something to fit with the blue/ice lighting?
Okay then, as for the Cell-Shading it's a tricky decision as there's kind of a split opinion on Cell-Shaded DBZ Imports vs Brawl/Detailed DBZ Imports. Personally I prefer the detailed imports, but there are cell-shaded imports that just look pretty good, out of place compared to Brawl but look good by itself. By cell-shaded do you mean solid color textures with outlines, or do you mean having a Wind Waker style of shading where it's solid colors but there is a "shine" effect that has kind of drastic shading?
Alright, well I might as well 86 the expressions XP His mouth opens, so that's good enough for me. Also, I've decided to go with the original textures with minimal editing for him. I've combined a good amount of them, but I can't seem to get any kind of shading to look good. It always comes out pixelated and has color banding. It just didn't look good. And if i do give him cel shading, i think i would be satisfied with it. It looks cool in Xenoverse, and although that game uses much different shaders and materials, I'm hoping it has a similar feel in Brawl
Is the shading smooth in the textures itself. If it's smooth in the textures but pixelated on the models then I think I know what's wrong. Look at the texture reference in the material, does it have MinFilter and MagFilter set to Nearest instead of Linear? If it's set to Nearest then there's your problem as that makes the texture sharply-pixelated regardless of it's size. It's pretty helpful if you want to make a Minecraft import as it will allow you to use the original texture and not have it blurry. lol
Huh, that is weird, I guess they decided to make him blue very late in development and instead of editing the texture they just did some lighting/shader effects? idk
Also, this vertex morphing thing isn't working. at all. It randomly snaps the models off to the side instead of where they're supposed to be placed. So the objects with the morpher modifier are just floating off to the side; not even connected to the rest of the body.
But the face looks normal right? Just off to the side? It might be something to do with the order of your modifies. One important thing I forgot to mention is that you need all of the VertexNodes for it to work, even if you don't want a face to change in an expression (like say don't do anything for Captain Falcon's blink expression since it's not used like a normal blink expression) duplicate the main VertexNode and rename it. If you don't have all of the vertex sets, or if a VertexNode has a different number of vertices, that polygon will explode ingame, believe it causes an error in BB when viewing an animation that uses that VertexNode, and might crash in game. Don't remember but I know for a fact that it'll explode if it doesn't crash the game. That's also why I said it'd be more effort to add expressions for Cell as the other Captain Falcon models would have their faces explode from trying to load a VertexNode they don't have.