Wait. What do you mean by "shine properly"? Did you change the XF flags and add a bunch of metal texture refs like Brawl models?
Basically, what I mean by that, is that I made the shaders an exact byte-for-byte copy of Jigglypuff's metal shader, and used ZSS's metal shader for her eyes. The metal for her eyes always face the screen, giving it the appearance of being shiny, while her body always stays static, as if she was just textured with the metal texture. Even with the textures swapped (so that the eyes use the body texture/shader and vice versa), the same thing happens.
Anyway, don't worry about sending it to me right away, gonna do a quick test first.
Hrm, I think I might've come across a "hidden" problem. I think it might be because the UV Mapping values are set to UInt16 instead of Float or Int16, but I just can't get Kit's metal textures to shine properly (they're static), except for her eyes (which do, and have Int16). This is seriously weird, especially since swapping the main body to use the eye texture makes it still not shine (but the eyes STILL DO)...
Mind sending me a test BrawlBox revision that forces the values to be set to Float, BlackJax96, so I can test my theory?
And how do you add Metal Box effects? I'm trying to make Metal Tabuu work properly.
Add new material entries, name 'em the same as the default material entries except with _ExtMtl at the end (KitBallard_Body, then KitBallard_Body_ExtMtl, for example), then copy the shaders and material settings from a Brawl character's metal shader/material settings. Might take a bit to get working, so don't get discouraged if it doesn't work right away.
I can post a video again for you if you want. XD Yay videos And then I could put it in to the Brawlbox submission as a demo video
Sounds like a plan. I have to fix up a couple of problems I noticed, though. (Such as accidentally leaving a dummy bone in, making her foot inflate when shielding... )
But yeah, basically got to fix up the Final Smash eyes, the metal shader (eyes shine, but the body doesn't), and her foot then I'll release her to the public.
When Rtb's done I'll get started right away on her animations
Oh, and on that note, I wasn't able to add a flexible tail onto the ZSS model. Anything after her ThrowN bone didn't move with her body, and stretched in stupid manners.
amy, kit ballard, a dbz character, or a mario character, most likely
Kit Ballard.
Seriously, I've just got to set up the materials/shaders for her new, better-proportioned ZSS model (now with multiple face models, like ZSS has!), then she's good to go. I'll release her shortly after BrawlBox is public, and the Samus and toon-shaded versions will be ported later.
Also, -thisquestionisdirectedmoretowardsRTB-, how does one go about extracting the skeleton of a Brawl character and resizing it for rigging of a new model? I noticed the Brawl models are very small when imported from an exported .dae.
Keep the model size that's used when importing a DAE file from BrawlBox. It may be about 1/3 of the size, but then you can just go change the root bone's scale from 0.3937 to 1 after it's in BrawlBox to fix it. Oh, and if there's a single-bind object, collapse the skin into the model itself and re-apply the skin or else it won't work right. Not sure why, I blame 3DS Max.
Speaking of charge flashes, Nel flashes black when she's hit with the new shader/settings. I think it has to do with the XF flags, because their the same as another material on another import that also flashes. I tried changing the material shadertype, and now Nel is freezing as soon as I pick her.
So then the shaders must have a certain combination to work properly. While not completely necessary, I'll be figuring it out later so that other shaders can be adapted.
But yeah, the materials and shaders cannot conflict and will need to use the same type, or else the Wii will freeze. That, I've encountered several times.