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1  Help & Tutorials / Model Tutorials / How to work with lighting in the Smash Engine on: February 12, 2018, 06:10:38 PM
Here's a quick guide on how to manage lighting on characters and stages, hope it helps.
2  Help & Tutorials / Texture and Portrait Tutorials / How to achieve pixel graphics without huge textures on: October 31, 2017, 04:18:53 PM
Ever wanted to make a classic style stage but the textures look like this when you import them?

Eww right? Well, this is caused by a filter that all textures use in standard shading. In games, textures can be filtered by either a linear filter or a nearest filter. If you've ever used photo editing software before, you might know these options as nearest neighbor or bilinear.

Linear filtering blurs the pixels when the image is low resolution, which is the cause of blurry textures when making stages or mods like the mario one shown above.

However! Many might not know, but there actually is an option to change the filter for textures in brawlbox, rejoice!
To find it, first open up any model that you're editing and expand the materials folder like so:

Then, in each of the materials that you want to use low-resolution textures for, simply change the mag filter in the texture options from linear to nearest, and you're done!

The other filter is used for mipmapping, a method of resolution changing when models are far away, hardly anything in brawl uses this method, aside from some outsourced models like sonic or snake, but here's a texture refrence for the shading methods used by mipmapping.
3  Help & Tutorials / Model Tutorials / Re: Easy Vertex Coloring for Extra Detail on: October 31, 2017, 03:10:14 PM
Thanks man, if you want to learn how to vertex color manually I have a tutorial for that too  Kirby Dance
4  Help & Tutorials / Model Tutorials / Easy Vertex Coloring for Extra Detail on: October 31, 2017, 02:41:09 PM
Are you like me and want to squeeze every last bit of detail you can when making your models? Texture detail and shading not doing enough for you? Then you're in luck! This tutorial will show you how to add extra detail to any model using vertex coloring, this is an automated process and should be done after you've finished editing your model entirely, as changing anything afterward might affect the accuracy of your model's look. As a final note, this is best used on static models as vertex coloring is used in this example as a way to bake shading without a texture, meaning that moving parts will still have shadows if using this method (such as armpits and groin areas of characters). Anyway, let's begin!

So, to begin I've got this object made in 3ds max, any object works for this method so I messed around with a cylinder till I got this thing.

For contrast, this is how it looks in brawlbox:

Now, I want to add more detail to this baby, so lets calculate the lighting in the scene to start off.
NOTE: This uses the current lighting being used in the viewport, so you can add lights and change around the lighting seen in the viewport to get different effects. For this example I'm going to use the default lighting with ambient occlusion. First I'm going to set the lighting to high quality:

Now that I've done that I'm going to go into the lighting settings and turn on raiosity so I can calculate a current solution.

Hit start and 3DS will calculate the current lighting in the scene, once it's done go to the utilities bar on the right side of the viewport and click more, then scroll up and click assign vertex colors:

Make sure your settings in the utility are as follows and then click the models you want to shade, once clicked hit assign to selected

Now go back to the modifier tab when the object is selected and you'll see that a vertexpaint modifier has been added, you can click it and then the buttons in the vertexpaint window that pops up to view the lighting that's been assigned.

Now that the object is shaded you can import it in brawlbox with the vertex colors by setting "useregistercolor" to false. Make sure that add colors and ignore original color are set to false as well or the colors will be ignored upon importing.

Thats it! Keep in mind that brawlbox only supports vertex coloring per vertex, not per face, so the more divisions your object has the more color information it can store, but dont bloat your object size  Grin Here's how the model looks in brawlboc with the shading, both with and without texture:

5  Help & Tutorials / Texture and Portrait Tutorials / Re: Flowchart I made to help choose your image formats. on: April 02, 2016, 09:17:38 AM
Never got stickied :,(
6  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: February 03, 2016, 01:58:42 PM
I've been watching this entire thread since the announcement but I try not to involve myself in drama when possible, but since I'm active on here and also a moderator who's job it is to judge content for approval or deletion I'd like to give my opinion on the matter too, no matter how unfavorable it may be.

First, I just want to say that this entire thing is a huge minefield for both me and KJP, since we're members of both the KCMM staff and Ex-PMDT, so it's a difficult thing to get out what's on our minds without setting off either side. With that in mind, there's several things that go with my beliefs or against them no matter what the topic or context is.

I'm against theft, obviously, but in regards to the content that's publicly available now, that problem can't really be helped because I don't believe that the people who now have access to the files are the thieves, that role belongs to the ones who leaked the stuff in the first place. Whenever there's a leak for a game the entire scenario turns into a forbidden fruit, there's literally never been a game that had a leaked release and didn't get pirated or put up on a torrenting site, not once.

I'm also against suppressing user content in the same way that I'm about free speech and press. It's just morally wrong to keep someone from expressing themselves, no matter what.

Getting into legal trouble is also pretty big, so as far as the content relating to leaked files goes, I personally believe that anything which 1, doesn't put the original creators and by extension the former PMDT in a questionable or dangerous situation and 2, would have been released to the vault in a standalone fashion, specifically anything that works independently of engine changes and would be compatible with vanilla brawl, should be fair game to be uploaded. However, in order to prevent any further drama or controversy I  it'd probably be best to ask the creators of the permission to do so on a site-wide scale or have them upload the files themselves.
7  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: CSPs on: December 12, 2015, 09:18:46 PM
Check out this fresh guy.

8  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 26, 2015, 12:14:44 PM
Been working on a minecraft reskin for green hill zone, just finished the background model

9  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 01, 2015, 09:03:06 AM
Very cool,

have an idea of what stage to put it on??
Prolly just make it a unique layout or something similar to spear pillar (without all the BS)
Added a ton of masks to shade the road and also mapped out the color profile of an 8 minute song for the stage to go through so it doesnt just cycle between the rainbow anymore.
Just gotta add the background elements and road hazards to liven it up a bit
10  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 28, 2015, 11:50:04 AM
F-Zero, Mario Kart, Top Gear, or Other?
11  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 28, 2015, 09:18:31 AM
Working on an audiosurf stage, still have to model out the background but the main road aesthetics are completed.
12  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.75b on: May 21, 2015, 06:05:32 PM
am i the only 1 that has issue's with editing stage materials and then testing in game to have its normals move with the camera? ._.

that there has been bothering me since BB 75.. anything below 75 doesnt do that.. which I come to the conclusion that i'll just stick with 73b due to materials not being funky in-game
I talked to blackjax about this and he already found the problem, it'll be fixed soon.
13  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.75b on: May 21, 2015, 03:16:30 PM
I personally love the new update, really good for making custom shaders.
<a href="http://youtu.be/l7kPZt7rRJQ" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/l7kPZt7rRJQ</a>
14  Help & Tutorials / Texture and Portrait Tutorials / In-depth guide on texture formats for brawlbox on: May 14, 2015, 02:19:22 PM
Finally got around to making this so I could expand on the flowchart I posted earlier, I hope it helps out when choosing how to encode textures.
<a href="http://youtu.be/feDWZuRZLqU" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/feDWZuRZLqU</a>
15  Help & Tutorials / Texture and Portrait Tutorials / Flowchart I made to help choose your image formats. on: April 23, 2015, 10:45:10 AM
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