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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 / 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:



4  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.
5  Help & Tutorials / Texture and Portrait Tutorials / Flowchart I made to help choose your image formats. on: April 23, 2015, 10:45:10 AM
6  Help & Tutorials / Music/SFX Tutorials / Simplified video guide on making soundpacks with supersawndz on: April 23, 2015, 10:40:03 AM

Video:
7  Help & Tutorials / Music/SFX Tutorials / [Tutorial] How to make/convert, loop, add, and title BRSTMs on: April 03, 2014, 10:43:26 AM
Here's a video tutorial I made, let me know what you think, pretty sure I cover most everything.
Link to video.
8  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Theytah's Workshop! on: March 23, 2014, 08:59:42 AM

Basically this is where I'll post all the stuff I've made, and you guys can suggest stuff too!
NOTE: THIS IS NOT A REQUEST THREAD, IT'S A SUGGESTION THREAD! If I did every request that I've gotten even before I made this thread, I'd probably be dead from exhaustion.
Also, for any suggestions that involve imports or model related stuff, post a link to the model otherwise it's just more work for me  Cry










































































































Kill count icons for the CSS:

Pixelated heart stock icons:
Link to info.pac with heart stocks.

Preview Template for character files on brawlvault!
Linky‚Äč

Melee FD 3.0 Ready.
Finished.

9  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Vault Templates on: March 16, 2014, 05:34:41 PM
I love how the vault got a visual upgrade, so I thought I'd post this in an attempt to raise the quality of other things too, to start off, download previews.

Anyway, I've made a simple template that can be used as a thumbnail on character hacks, all you have to do is open the smart objects in the PSD file and replace them with your own images, you can grab the template here: http://www.mediafire.com/download/swlu3t02mv1tkvo/Old+Character+Template.psd
To use it, just set your preview images in a submission normally and then delete all of the auto generated thumbnails and replace the first one with a link to the template for whatever mod you make it for.

Here's a preview of what it looks like when filled out:


It's a pretty simple preview but having something that stands out a little can go a long way, let me know what you think!
10  Help & Tutorials / Texture and Portrait Tutorials / How to make BP/CSP/Stock images, easier than ever. on: February 28, 2014, 07:17:17 PM
I made a video on making stock images using a script I made for photoshop that uses a green screen FD stage, the method can have CSP images with ingame lighting and effects along with transparent pixels, give it a try!

Video:
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