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Author Topic: [Collab] - Imported characters list (fix info in #73 & #81)  (Read 11243 times)
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BlackJax96
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    « Reply #90 on: February 01, 2012, 04:50:14 PM »


    This is beautiful.

    I need to fix all my stuff more than ever now!


    Also, does this mean that Dark Textures, Envs, and Cell-Shading can be perfected as well?


    EDIT: Also, if the floats are forced, does that mean I can still Manually add those Dark Textures, Envs, and Cell-Shadings, and have them work?

    Yeah, it does! Happy Face
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    « Reply #91 on: February 01, 2012, 04:53:36 PM »


    Yeah, it does! Happy Face

    .............Happy Face

    Ohmygoodness! You know that moment when you open a new door and then ALL THE IDEAS flow in?

    That just happened. I'm hyped now.
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    « Reply #92 on: February 01, 2012, 06:27:54 PM »


    Happy Face

    Thanks for that, Mewtwo2000! Works like a charm! Gonna go fix up Kit shortly (and try making a "Subspace" version, too).
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    « Reply #93 on: February 01, 2012, 06:32:07 PM »


    Happy Face

    Thanks for that, Mewtwo2000! Works like a charm! Gonna go fix up Kit shortly (and try making a "Subspace" version, too).

    Don't forget the cellshaded version! Awesome Face
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    « Reply #94 on: February 01, 2012, 06:37:24 PM »


    Don't forget the cellshaded version! Awesome Face

    Lol, you.


    RTB, I look forward to all versions!

    Where's Kit? She needs to hear this!
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    « Reply #95 on: February 03, 2012, 02:05:16 AM »


    Don't forget the cellshaded version! Awesome Face
    Like this?



    (Basically, the Skyward Sword shader plus the Tatsunoko vs. Capcom rimlight texture. Need to figure out why only the rimlight flickers and sticks during smash attacks, but other than that it's good.)

    (EDIT: Seems that "ColorSelectionC" has something to do with it. Changing that value in the Stage2 for Kirby's default shader from "KonstantColorSelection" to "None" disabled the colour changes for Kirby's smash attacks. That might not be just it, though.
    « Last Edit: February 03, 2012, 03:08:53 AM by RandomTBush » Logged


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    « Reply #96 on: February 03, 2012, 03:30:07 AM »


    Weird colors when the character makes smash attacks or even dodges?

    That was related to... I can't use brawlbox here right now, but it's some value near to the 'C0Enums0' in the materials. The Alpha in the next one to this. I got some trouble when I first made my Young Ganon hack (it got all purple after the first warlock punch for dodges and smashes), and that was the problem. My material tool changed that value to be 1, but it usually needs to be 3. That was the cause of the glitch in my case.
    « Last Edit: February 03, 2012, 03:31:02 AM by Mewtwo2000 » Logged

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    « Reply #97 on: February 03, 2012, 03:40:52 AM »


    Interesting. Though, it seems kinda... off.. But I guess I'm way too used to the current versions of Kit...
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    « Reply #98 on: February 03, 2012, 07:27:01 PM »


    Like this?



    (Basically, the Skyward Sword shader plus the Tatsunoko vs. Capcom rimlight texture. Need to figure out why only the rimlight flickers and sticks during smash attacks, but other than that it's good.)

    (EDIT: Seems that "ColorSelectionC" has something to do with it. Changing that value in the Stage2 for Kirby's default shader from "KonstantColorSelection" to "None" disabled the colour changes for Kirby's smash attacks. That might not be just it, though.


    Nice, yeah! Happy Face
    Also, I think KonstantColorSelection is what Brawl manipulates from an outside source.
    Notice that practically all character shaders in Brawl have 3 stages at the end that are mostly always the same. Those three stages control the light flickering when you charge, respawn or do a certain special.

    Weird colors when the character makes smash attacks or even dodges?

    That was related to... I can't use brawlbox here right now, but it's some value near to the 'C0Enums0' in the materials. The Alpha in the next one to this. I got some trouble when I first made my Young Ganon hack (it got all purple after the first warlock punch for dodges and smashes), and that was the problem. My material tool changed that value to be 1, but it usually needs to be 3. That was the cause of the glitch in my case.


    That could be it too. I haven't looked into those values much, but they do deal with lighting.
    « Last Edit: February 03, 2012, 07:29:24 PM by BlackJax96 » Logged

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    « Reply #99 on: February 10, 2012, 06:24:10 PM »


    Wait, that window about forcing the uvs and stuff didn't come up for me. did i do something wrong?
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    « Reply #100 on: February 11, 2012, 01:52:57 PM »


    I don't know if I'm doing this right, I'll edit if it's not... AWESOME 2.0!

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    « Reply #101 on: February 18, 2012, 02:59:43 AM »


    Yeah, it does! Happy Face

    I still don't know what all the jazz is about forcing float values... I only knew it was a fix for an old problem.
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    « Reply #102 on: February 18, 2012, 12:21:00 PM »


    I still don't know what all the jazz is about forcing float values... I only knew it was a fix for an old problem.

    Brawlbox converts the values to float now if the object has a texture matrix, so it doesn't really matter if you force float values or not when importing now.
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    « Reply #103 on: February 19, 2012, 06:37:44 PM »


    What's the difference between float values and normal values?
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    « Reply #104 on: February 19, 2012, 06:43:10 PM »


    What's the difference between float values and normal values?

    Float values are just the raw 4-byte value written to the model.
    Other values take up only 2 or 1 byte and are multiplied by a common multiplier to get the real value.
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