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Author Topic: Brawlbox Resources & History  (Read 3813820 times)
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DarkPikachu
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    « Reply #270 on: January 14, 2011, 06:29:30 PM »


    not impressed
    really roo...
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Roo
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    « Reply #271 on: January 14, 2011, 06:40:57 PM »


    I thought that was a good one. Oh shi~

    I'm sowee Tech. D:
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    DarkPikachu
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    complexity == fun

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    « Reply #272 on: January 14, 2011, 06:47:43 PM »


    I thought that was a good one. Oh shi~

    I'm sowee Tech. D:

    well, it's just that it's WAAAAY off topic from what's needed...

    don't mean to make ya feel bad Smiley
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Roo
    Lol Kitten
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    « Reply #273 on: January 14, 2011, 06:49:31 PM »


    Quote

    well, it's just that it's WAAAAY off topic from what's needed...

    don't mean to make ya feel bad Smiley

    WHAT ARE YOU TO EXPECT?! It's me for crying out loud!!
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    DarkPikachu
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    complexity == fun

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    « Reply #274 on: January 14, 2011, 06:52:53 PM »


    Quote

    well, it's just that it's WAAAAY off topic from what's needed...

    don't mean to make ya feel bad Smiley

    WHAT ARE YOU TO EXPECT?! It's me for crying out loud!!

    lol Tongue

    yea...
    lol...

    I don't need to say anything further =P
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    RandomTBush
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    « Reply #275 on: January 15, 2011, 06:56:55 AM »



    DEEEERRRRP!

    I was looking at materials entirely wrong...
    colors are in decimal format:
    0.0 to 1.0

    take a color and multiply the value:
    255 * 0.003921568627450980392156862745098 == 1.0 == '3F 80 00 00'

    I'va got sum wrk to do =D

    EDIT:
    anyone else wanna help??

    here's a single material: (FitPikachu_main)

    *bunch of hex values*

    block size
    MDL0 offset
    ID
    unk


    What you've got there are the shader values. Since Pharrox never really explained much about them, I'm gonna do some trial and error over the next few weeks to determine what those values are all for. But, from blanking out a few values at the end which were different between the normal and Subspace Pikachu models, I got this result:


    Alternate image, with the Smash Ball.

    Didn't modify the textures or anything. And with the exact same values as the Subspace Pikachu for everything...



    It appeared to have a purplish tone to it when up against Meta Knight, and grey for fighting itself, etc.. Kinda weird. Either way, I'm gonna look into what each individual value is for in due time.
    « Last Edit: January 15, 2011, 07:10:28 AM by RandomTBush » Logged


    DarkPikachu
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    « Reply #276 on: January 15, 2011, 07:41:20 AM »


    actually RTB...
    I can tell you from my own personnal experiance from being a game-dev...
    those are materials...

    the shaders access from the materials and add the seperate textures (found in Materials1)
    to the list of 10 avaliable textures...
    Pikachu only has 3 materials:
    -main
    -eyesYellow
    -metal
    he has 5 shaders (a seperate shader for each material/object referance)

    must I explain any further Smiley

    anyways...

    so you've modified the diffuse of the material :/
    (what I've been trying to do to get DP's green thunder perfected)
    hmm...
    when you say "at the end",
    where exactly is "the end"
    (use my material below as an example) Smiley

    congrats btw Wink

    EDIT:
    there's only 1 prob with blender's compatibility between shaders... (maybe)

    Diffuse:
    -Fresnel
    -Minnaert
    -Toon
    -Oren-Nayar
    -Lambert

    Specular:
    -Wardlso
    -Toon
    -Blinn
    -Phong
    -Cook Torr
    « Last Edit: January 15, 2011, 07:56:16 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    RandomTBush
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    « Reply #277 on: January 15, 2011, 07:58:28 AM »


    I'm just going with what BrawlBox v0.64ß has for the shaders. Pikachu actually has three shader sets -- one for its body (Shader0), one for its Final Smash eyes (Shader1), and one for the Metal Box (Shader2). Exporting Shader0 gives me the same hex byte chunk as you had in your post.

    But yeah, they're definitely the shaders that I've been modifying. Taking Shader3 from Leonardo's MDL0 (imported from TMNT: Smash-Up) and applying it to Pikachu, and vice versa makes Leonardo lighter and Pikachu darker.



    So some of the shader values definitely have something to do with the overall brightness of the models, but so far modifying them gives the common problem with imported models, where the brightness "sticks" after using a Smash Attack. Maybe I'll find out what causes it?

    But as for "at the end", I basically mean the last few bytes that aren't "00".
    « Last Edit: January 15, 2011, 07:59:33 AM by RandomTBush » Logged


    DarkPikachu
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    « Reply #278 on: January 15, 2011, 08:07:11 AM »



    Mario Facepalm
    Kryal...
    you are so backwards -_-*

    well, I'm going to call them by their correct name (materials)
    so:
    Shader0 = main
    Shader1 = eyeYellow
    Shader2 = metal

    and KK
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    RandomTBush
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    « Reply #279 on: January 15, 2011, 08:14:15 AM »


    And one more final set of shader swapping, before I start figuring out what those values are for.


    Pikachu with Shader1 (EyesYellow) replacing Shader0 (Main)... No shading whatsoever. I've got an idea for one of my WIP vertex hacks from this.


    Pikachu with Shader2 (Metal00) replacing Shader0 (Main). Only a solid colour. How odd.

    The "cloak" shader didn't seem to work right. It made Pikachu a bit darker, but turned pitch black (like in the first screenshots I posted) after using a Smash Attack.
    « Last Edit: January 15, 2011, 08:15:13 AM by RandomTBush » Logged


    DarkPikachu
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    « Reply #280 on: January 15, 2011, 08:24:50 AM »



    yep...
    that's exactly how materials work Smiley

    there's nothing odd about that
    ^(I've done all that crap before (just not in brawl)) =P

    so I've PM'd Kryal telling him to change the typos and what not... >_>
    I gave him my MDL0 template for HexEdit as well

    would you like for me to send you a copy of what I sent him??

    EDIT:
    and JackH still hasn't fixed the link error for HexEdit in the resources -_-*
    « Last Edit: January 15, 2011, 08:26:01 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    RandomTBush
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    « Reply #281 on: January 15, 2011, 08:28:13 AM »


    would you like for me to send you a copy of what I sent him??
    Sure. After all, I'm trying to figure out the MDL0 format, too, so I can see what still needs to be documented.
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    DarkPikachu
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    « Reply #282 on: January 15, 2011, 08:33:19 AM »



    KK...
    give me a quick moment...
    I'm adding a reply to my thread of the finished GUI for my converter...

    I'll send it after that Smiley

    EDIT:
    go figure...
    it's not even in my outbox yet D:

    whatever -_-
    I'm sending you a new one...
    « Last Edit: January 15, 2011, 08:43:07 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Roo
    Lol Kitten
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    Or WAS I?

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    « Reply #283 on: January 15, 2011, 08:53:15 AM »


    Wow, TCLL getting help From RandomTBush. Ees a dream cumb troo!! Cheesy

    Well anyways, From what I've heard BJ has completely finished the coding for his converter, and now he's filling in parts of the code for the conversion process. Question is, as far as Material, shaders and stuff like that goes, are they exactly necessary for a model function in brawl?

    I mean, Materials and shaders arent exactly necessary for the fuctionality of a model in are they? Perhaps it would be best to test each part of the importer at a time, to see if each part of the conversion process in itself works. You could start by importing the model itself (Of course, boneless) use the Bone adder tool to add enough to replace someone, and as long as the model actually imports, move onto the next part.
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    DarkPikachu
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    « Reply #284 on: January 15, 2011, 09:09:02 AM »


    @RTB:
    sent Smiley
    (to Kryal as well)

    @Roo:
    well, if you're talking about just the model alone, then no...

    materials are responsible for coloring and adding decals...
    (I'm using a material for the sand in my movie (generating the sand texture))

    the shaders are basically the extensions of the materials...
    these deal with a ton of stuff from rendering glass or adding deformaties,
    to rendering fur or creating a more realistic look (using bumpmaps)
    shaders also deal with seperate textures... 10 to be exact...
    these textures are layered over one another and can be used for trasitions such as grass to dirt
    « Last Edit: January 15, 2011, 09:11:17 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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