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« Reply #45 on: May 09, 2014, 05:07:50 PM » |
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You could look at how that is implemented...are you actually able to edit Brawl's shaders? I'm pretty sure the only way to edit the raw shaders is to write raw opcodes.
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« Reply #46 on: May 09, 2014, 05:10:54 PM » |
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You could look at how that is implemented...are you actually able to edit Brawl's shaders? I'm pretty sure the only way to edit the raw shaders is to write raw opcodes.
I don't believe BJ ever got in depth about how the TEVs work :/ I'm still playing around with GL's FFP to figure them out... >_>
EDIT: I know how specular maps work though, but don't know how to describe it... bump maps are like specular maps, but really that's putting it lightly...
I'm not exactly sure just how complex bump maps are... >_>
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« Last Edit: May 09, 2014, 05:13:18 PM by Tcll »
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« Reply #47 on: May 09, 2014, 05:15:00 PM » |
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Well, Brawlbox CAN edit shaders. It's just that most of us don't exactly know what does what.
I'm absolutely positive that the effect can at least be replicated on a V9 MDL0.
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« Reply #48 on: May 09, 2014, 05:23:24 PM » |
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Well, Brawlbox CAN edit shaders. It's just that most of us don't exactly know what does what.
I'm absolutely positive that the effect can at least be replicated on a V9 MDL0.
I know alot about the opcodes... heck I've documented them in my template.
the algorithm is what puzzles me, as I've tried to get it working using blender nodes and failed... would be nice if there was a bit more documentation and a better interface... heh
well there is a better interface, and UMC can easily be extended with it (almost, UMC's current internal model format is a knot), but the interface is a bit complex for me to deal with right now... >_>
I'm restructuring UMC v3.0 to have extendable material classes for modern interfacing so it'll be easier to support these. but alas, it's yet another game of wait on my end. -.-* (truthfully I'm kinda bored of playing it, but I'm gaining knowledge, so I'll go another round)
EDIT: btw, v9 is more than capable of NBT *glares at Brawl Giga Bowser*
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« Last Edit: May 09, 2014, 05:24:49 PM by Tcll »
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« Reply #49 on: May 09, 2014, 05:31:58 PM » |
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By opcodes i believe he was talking about the game's Assembly opcodes, unless i'm mistaken at least.
Editing the shaders in BBox isn't editing the way the game computes lighting, it's changing what feedback the game receives from the model. In order to force the game to recognize and implement a map that it doesn't natively support you need to tell the game engine how to read and interpret the data.
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« Reply #50 on: May 09, 2014, 05:34:04 PM » |
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« Last Edit: December 01, 2019, 05:53:42 PM by DarkPikachu »
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« Reply #51 on: May 09, 2014, 05:43:18 PM » |
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ah i see, i don't know jack about that sorta thing xD hahaha.
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« Reply #52 on: May 09, 2014, 08:03:27 PM » |
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ah i see, i don't know jack about that sorta thing xD hahaha.
XD wanna learn?? :3
only problem though is where to start if so... >.>
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« Reply #53 on: May 09, 2014, 08:52:47 PM » |
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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?
hah yeah.. Other M uses emboss maps as normal maps since thats what they normally are.. and yeah, the subway stage from Mortal Kombat 9 uses diffuse, spec and normal maps (along with some that uses luminance maps too)
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« Reply #55 on: May 11, 2014, 12:26:14 PM » |
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I looked up the Gamecube Tech Demo on Youtube and found it. The spiral staircase uses bump and shadow, not necessarily Normal Maps (at least it's not named as such). So it might be. Found it a bit interesting though.
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3DS Friend Code: 2895-6640-9302
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« Reply #57 on: May 11, 2014, 02:45:00 PM » |
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just extracted the ISO, the NDM files are the models, and have quite a few similar structures, as well as the data is actually named (strings exist in the data).
I should have a HexEdit template out for these in a few days (unless I continue working on UMC which is likely)
EDIT: also just about cracked the very simple DTX texture files. the header is only 16 bytes, and the rest of the file is just the data
EDIT2: OT: just now decided to look in the audio folder and found an H file containing:
// // C/C++ MusyX Defines Include // Generated by DolphinExport 11:45:08 6/5/2001 //
#define GRPGM_Set 0 #define GRPSFXgroup 1
#define SNGgcdemo 0 #define SNGentrance 1 #define SNGdome 2 #define SNGspiral 3 #define SNGhangar 4 #define SNGcave 5 #define SNGcinema 6 #define SNGmetal 7 #define SNGcoins 8
#define SFXjump_oneshot 0 #define SFXknock_oneshot 1 #define SFXdoor_oneshot 2 #define SFXcoin_oneshot 3
I wonder if it's actually used, or if it's there for educational purposes
NDM sounds like a proprietary file format for the Gamecube's hardware to me.
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3DS Friend Code: 2895-6640-9302
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« Reply #58 on: May 11, 2014, 02:50:08 PM » |
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NDM sounds like a proprietary file format for the Gamecube's hardware to me.
I'm thinking ND Model the game's name is "ND Demo"
there's also associate BGH and MCD formats for the NDM
not sure which is the priority format is though
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