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Author Topic: Bump Maps: Possible?  (Read 20899 times)
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Velen
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    « on: March 28, 2014, 05:59:17 PM »


    I was looking around on the net and saw that Samus' Power Suit in Other M had normal mapping on it, confirming the Wii can indeed do normal maps. The question is how do we get Brawl to do the same?

    We have speculars, but why not bump mapping.
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    « Reply #1 on: March 28, 2014, 06:55:44 PM »


    The wii itself is a platform, and can support whatever files that the game engine tells the wii to support. The engine itself is what dictates whether or not particular files are compatible with the game thats being played. Brawls game engine (to my knowledge) doesn't support them.

    Would be fantastic though~
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    « Reply #2 on: March 28, 2014, 06:58:12 PM »


    I thought I recalled someone saying that Spear Pillar's Palkia had Bump Maps.
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    « Reply #3 on: March 28, 2014, 07:17:12 PM »


    Well, if that's the case then i'm mistaken. Tongue it's worth looking into
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    « Reply #4 on: March 28, 2014, 07:22:46 PM »


    normal maps i've only seen was in kirby's return to dream land, but it was for a mic gfx model...

    but if u convert the normal map into an emboss map (aka bump map), it still acts like a normal map (for example, my nova and ghost rider import had its normal maps converted to an emboss, or mariokarts import of some1 over ZSS which had the same thing applied)
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    « Reply #5 on: March 29, 2014, 07:08:07 PM »


    normal maps i've only seen was in kirby's return to dream land, but it was for a mic gfx model...

    but if u convert the normal map into an emboss map (aka bump map), it still acts like a normal map (for example, my nova and ghost rider import had its normal maps converted to an emboss, or mariokarts import of some1 over ZSS which had the same thing applied)

    Mind showing these?
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    « Reply #6 on: April 05, 2014, 08:05:04 PM »


    Giga Bowser's skin in Melee is NBT (Bump Mapped).
    not sure if it applies to Brawl, though I assume it would...

    EDIT: correction, NBT means Normal Mapped

    anyways, my assumptions were wrong... Giga Bowser's skin in Brawl is NOT normal mapped...

    anyone wanna start a project with me in porting his data from Melee to see if we can get it working in Brawl??

    EDIT: proof:

    ^ the white layer is a bump-map with NBT vectors.
    « Last Edit: December 01, 2019, 04:53:39 PM by DarkPikachu » Logged


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    « Reply #7 on: April 26, 2014, 07:22:57 PM »


    normal maps i've only seen was in kirby's return to dream land, but it was for a mic gfx model...

    but if u convert the normal map into an emboss map (aka bump map), it still acts like a normal map (for example, my nova and ghost rider import had its normal maps converted to an emboss, or mariokarts import of some1 over ZSS which had the same thing applied)
    dx8
    dont u have the other m models in mdlo format?
    we can extract em from there
    about mariokart's stuff:
    ive heard its a little glitchy in the lighting
    and to make emboss maps out of normal maps is a [censored]
    also, didnt u say somewhere that u had some lights in the subway stage using 4 different maps?
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    « Reply #8 on: April 28, 2014, 02:08:10 PM »


    I actually did some research trying to port bump maps from Other M to Brawl.

    Even if the format supports them, Brawl had no idea what to do with them. It didn't work.

    I can give you my research if you want.

    Also note that it also might have to do with the MDL0 versions.

    Other M uses version 11, but Brawl uses version 9.
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    « Reply #9 on: April 28, 2014, 02:19:57 PM »


    only way I can think of to get them in is to hex them directly...

    my MDL0 template for HexEdit already has support for NBT normals... (any version)
    just make sure the compCnt is set to either 1 or 2 (0 is just basic normals)
    (1 for NBT where the stride would be 24, 2 for N or B or T with strides being 9)

    as for a bump-mapped texture like that of G-Bowser's skin, you'll need a custom TEV specifically set for it (at least)

    I'm no pro at materials yet and havn't played around with bump maps in GL,
    so I'm not exactly sure how they work directly...

    I can give you my research if you want.
    I wouldn't mind seeing what you got Smiley
    « Last Edit: April 28, 2014, 02:21:26 PM by Tcll » Logged


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    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.
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    « Reply #10 on: April 28, 2014, 02:56:19 PM »


    I say "resesarch," but pretty much all I really did was brute force a couple of different methods to try and get the model or its materials ingame. None of them really gave the results I wanted.

    https://app.box.com/s/h75p4z5w1hqhes6hvn5j

    I left a few notes about what's what.

    Another idea to do is to apply Other M Samus's materials to the already imported model. That might help.
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    « Reply #11 on: April 28, 2014, 04:25:09 PM »


    i took a look at ur test of samus.pac file
    the textures dont look right
    they look like this

    and they should look like this
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    « Reply #12 on: April 28, 2014, 04:59:10 PM »


    Giga Bowser's skin in Melee is NBT (Bump Mapped).
    not sure if it applies to Brawl, though I assume it would...

    EDIT: correction, NBT means Normal Mapped

    anyways, my assumptions were wrong... Giga Bowser's skin in Brawl is NOT normal mapped...

    anyone wanna start a project with me in porting his data from Melee to see if we can get it working in Brawl??

    EDIT: proof:
    ^ the white layer is a bump-map with NBT vectors.


    Hi, excuse me if I'm a bit sceptical but, where or how did you get this info?
    Is NBT a term you came up with? where can I find more info on NBTs or can you link me somewhere?
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    « Reply #13 on: April 28, 2014, 05:06:07 PM »


    Hi, excuse me if I'm a bit sceptical but, where or how did you get this info?
    Is NBT a term you came up with? where can I find more info on NBTs or can you link me somewhere?

    most of my info came from the RVL SDK 2.1, anyone need a copy??
    (PM me cause I'm not sure I can freely distribute it here)

    NBT stands for Normal Bi-normal Tangent.

    but that aside the other half of my knowledge comes from working with OpenGL

    i took a look at ur test of samus.pac file
    the textures dont look right
    they look like this

    and they should look like this


    bump maps can be single intensity like that... most of the time they are...

    as least... from most of what I've seen anyways...
    « Last Edit: April 28, 2014, 05:07:20 PM 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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    « Reply #14 on: April 28, 2014, 05:06:42 PM »


    where can I find more info on NBTs or can you link me somewhere?

    http://gamedev.stackexchange.com/questions/51399/what-are-normal-tangent-and-binormal-vectors-and-how-are-they-used
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