Glad you think so. I can't wait until the MDL0 compiler's out to the public, I've got some pretty Heavy ideas.
*ba dum dum psssh*
But yeah, he asked me if he could try making Heavy Kong when the BrawlBox is released.
Anyway, just working on updating Kit's model to use better rigging, proper Final Smash eye textures, and I'm gonna try the Tatsunoko vs. Capcom shader with her model, to see how it works. (Anything's better than the default shader, bleh.)
I found one error with textures. If you don't open all the materials to show their references, the textures won't build right. Easy fix though, coding some changes right now.
Also, I'll just make Jigglypuff's shader the default one. Problem solved.
Ah, I didn't encounter that bug, as I always had all of the materials open for double-checking before saving the MDL0 files.
What makes Jigglypuff's shader so.. good? Is it just kind of a general shader?
Yes. It's the difference between having a dull, flat shader (which I'm certain a lot of newbies won't bother changing, which could cause problems such as not being able to have two custom, blank-shader models on the screen at the same time), and having one that behaves by Brawl's standards (proper lighting, proper smash charge flashes (I think?), etc.).
Honestly, I think a shader library would be pretty cool.
A lot of different shaders would open up even more possibilities, right?
I've been thinking about doing something like that, comparing the shaders from a bunch of different models from other games.
And one thing I noticed from my stress test -- the Wii had well over 190,000 polygons on the screen and YES, it did lag. But only a bit. (Looked like it was going 45FPS instead of 60FPS.)
So keep your characters under 30,000 polygons just to be safe, kiddos.
Does it matter who's shader you import onto the model?
Not really. I just chose Jigglypuff's because it's a basic shader that only requires one texture (has proper lighting, no specular mapping, no normal mapping, etc.). As shown with BlackJax96's Nel import, they can easily use another character's shader without too much trouble. Haruhi's would give you character a cartoon shader, one from Leonardo (if I can set it up properly) should give your character phong and normal mapping, etc.. Tatsunoko vs. Capcom's would even have them look the same way they do in that game -- I'll get a preview using that shader style later on.
It would be nice to know the polygon limit so we don't stock our game with imports, just to have game lag to hell.
Well, I think that 158,400 polygons is way too much. Either that, or BrawlBox itself can't handle it, as I set it up a few minutes ago and it's not done parsing it yet. :V
Anyway, here's the test I did, with two Klink models that my brother made for Garry's Mod: Transparencies aren't quite working yet (as you can tell by looking at the eyes and mouth), because the shaders need to be set up specifically for them, but they're at least shaded properly!
...but yeah, I basically have Final Destination set up as my model testing grounds for the moment, hence why there's no background.
thats really some great new xD like someone said few pages back is there a maximum number of polygons? i mean those trully perfect characters have alot of polygons will brawl handle all those polygons or will it crash?
I dunno, but just for a per-model test I'm gonna have a sphere with 158,400 polygons, which will most likely give the Wii a heart attack. If that doesn't work, I'll try a few Marvel vs. Capcom 3 models.
Well, I found out one thing about the models, and that is that the default shaders don't cooperate with Brawl very well. As a test, I tried the same thing I did before, with two of the same custom model. Didn't work together until I added Jigglypuff's shader to them both. So in other words, the importer is pretty much flawless now, except for the shaders which need to be added in manually.
I wonder if using that Shader scheme would give the Kit model the illusion of her original Shaders...
That's what I'm hoping. Even if I have to tweak the toon-shader texture a bit, I'll get it looking as close as I possibly can to the original cel-shaded look.
I put some more work into the PMD importer today. The following image is not a dae.
Still no weights yet though.
Since it would be able to import PMD models, would the imported models use blank texture references for any vertex-coloured polygon sections (that you'll have to fill in with filler textures), or would it actually use vertex colouring for those?
I have another idea... Maybe the extra 0x10 bytes in the first material aligns the WHOLE MODEL to 0x20, meaning everything after the materials and before the vertices/etc would be even. That could solve the random "not-working-sometimes" problem. (RTB, you know what I'm talking about)
ahh, okay. speaking of rigging, is there an "easier" tutorial, on how to rig than in the op? also, keep up all the good work on this project.
It's something that has to be learned by using 3DS Max / Blender / whatever over the period of a few weeks/months. It's not something that can be picked up within a couple of hours. Heck, I didn't even know how to do so until much, much later.
i have a question. if, for example, i took a .obj of amy, and a diff model .obj of her hammer, put htem into one, then saved them as .dae, would it work in bb?
(incase you cant desipher my quesiton, could i combine 2 diff models as .objs, then combine them into 1 .dae?)
Yes. But remember that OBJs cannot have rigging, so if you wanted to merge the models together it's best to export both as DAEs, then import 'em together and export as one.
...Okay, you've got to be kidding me. ONE custom stage model works fine. As soon as I add a second custom stage model, it glitches up again... What's going on NOW?!?