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« Reply #1575 on: June 23, 2011, 02:06:15 PM » |
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indeed I did
but setting the normals to 0 won't do that...
we need to disable shadows in the material's shaders
Do you really think anybody even knows how to do that?
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« Reply #1576 on: June 23, 2011, 03:39:40 PM » |
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Do you really think anybody even knows how to do that? exactly my point...
why we need to figure them out.
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« Reply #1577 on: June 23, 2011, 03:41:35 PM » |
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exactly my point...
why we need to figure them out.
Then how do you think Gengar was fixed?
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« Reply #1578 on: June 23, 2011, 03:51:00 PM » |
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Then how do you think Gengar was fixed? by messing around with the shaders...
or perhapse the nodes
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« Reply #1579 on: June 23, 2011, 03:55:33 PM » |
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by messing around with the shaders...
or perhapse the nodes
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« Reply #1580 on: June 23, 2011, 05:19:38 PM » |
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by messing around with the shaders...
or perhapse the nodes
i smell failure in that ^^"
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« Reply #1581 on: June 24, 2011, 05:47:06 AM » |
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i think it was done by replacing the material stuff for another material that didnt have any shading... idk for sure anyway...
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« Reply #1582 on: June 24, 2011, 06:18:36 AM » |
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I don't think you realize that they asked how to null normals, I told them. Also, I'm pretty sure that is how Gengar was fixed.
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #1583 on: June 24, 2011, 06:31:53 AM » |
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Yeah I did ask for that. So if the normals in BB are misleabeled, where are the real ones? after the materials1?
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« Reply #1584 on: June 24, 2011, 12:32:25 PM » |
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I don't think you realize that they asked how to null normals, I told them. Also, I'm pretty sure that is how Gengar was fixed. for what you're suggesting, all you're doing is reposisioning the normals... not nulling them
vn 0.0 0.0 0.0 #obj normal value
to null them, you'd have to edit the CP register and the facepoints. set the Normals value from 3 to 0 (you can't see the value in hex as it's only a 2bit value) you'd also have to edit the XF register, which validates the CP register (supposedly) in MDL0's
that way, even if the nornals are present, there's no index for them.
but still, the normals are used for telling the face the correct direction to display the texture. (inward or outward) that's all the normals do
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« Reply #1585 on: June 24, 2011, 01:17:19 PM » |
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Just so you guys all know, when I release the demo, saving for MDL0s won't be finished. If you try to save anything with an MDL0 in it, it might have some problems, especially if you edited it. I'd only use the demo for animating (previewing mdl0s isn't a problem) and working with anything except mdl0s right now. Also the demo uses .NET Framework 3.5 but I'm going update it to 4.0 in the full version so I can start to add Kinect. A demo is a demo, not the full first release
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« Reply #1587 on: June 24, 2011, 02:14:45 PM » |
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Just so you guys all know, when I release the demo, saving for MDL0s won't be finished. If you try to save anything with an MDL0 in it, it might have some problems, especially if you edited it. I'd only use the demo for animating (previewing mdl0s isn't a problem) and working with anything except mdl0s right now. Also the demo uses .NET Framework 3.5 but I'm going update it to 4.0 in the full version so I can start to add Kinect. A demo is a demo, not the full first release Do you have a set date? In july?
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« Reply #1588 on: June 24, 2011, 02:25:05 PM » |
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Do you have a set date? In july?
Demo: as soon as Undo and Redo work how I want them to Full Release: as soon as MDL0 rebuilding works (so Brawlbox is stable)
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« Reply #1589 on: June 24, 2011, 02:30:56 PM » |
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Do you have a set date? In july? screw set dates >:O
you can never meet them. lol
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