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« Reply #75 on: January 26, 2012, 03:45:20 PM » |
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All right. Just let me know if you need anything else, I'll be researching shaders in the meantime.
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« Reply #78 on: January 26, 2012, 04:18:55 PM » |
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« Reply #79 on: January 26, 2012, 04:30:03 PM » |
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There isn't much of a need to recreate something that's already made... I could import Samus's model much faster than you could recreate it
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« Reply #81 on: January 26, 2012, 05:38:48 PM » |
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well why the F not XD [/meme]
wouldn't you want to test your own skills
I do, but I often lose myself in doing something by hand that already gets done quickly by a computer. That's why I'd rather hex the module files, something that hasn't been done yet, rather than do something that already has been done. As a matter of fact, I would LOVE to hex the module files. First thing to do after I learn how to read file structures.
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« Reply #82 on: January 26, 2012, 06:10:33 PM » |
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All right. Just let me know if you need anything else, I'll be researching shaders in the meantime.
Don't focus on researching shaders, I already know exactly how they work. I'll be making the enums for shaders and shader stages much easier to understand, and then I'll be finishing the shader explanation on my thread. It's actually quite easy to understand, once all the data is parsed and in one location (which it is), along with the SDK's explanation. Plus, I think I've figured out a way to render them thanks to the Dolphin Emu svn. I would really recommend looking into SHP0. It's really not a big file to parse, but somebody just needs to go do it like I did with SRT0.
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« Reply #83 on: January 26, 2012, 07:14:17 PM » |
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« Last Edit: January 26, 2012, 07:23:38 PM by Tcll »
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« Reply #84 on: January 26, 2012, 07:23:00 PM » |
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I hope you know we're talking about actual shaders... (the ones that render the hair in the pic I posted earlier) so I don't think you know how shaders work
sry bout getting off on a rant like that... but dude... those aren't shaders... plain and simple
and that's comeing from the only one in the community who's actually into game development (that's the reason I'm a little uppy atm)
why don't you look into rendering fur and what not BJ (what I've described below)
Brawl can't render fur with only a shader. All it does is manipulate the final color fragment for each vertex based on your input. Nintendo's shaders != Blender's "material nodes". You'd have to create a an object with multiple layers to it and apply a texture of fur to it, which would basically simulate fur (like Fox, for example), then use Alpha Function to allow transparency. (Alpha Function is used for full transparent pixels, while Blend is used for opaque pixels. They can't be used at the same time) Really, I know exactly how shaders work. Sure you can deny what I'm saying right now, but you can't deny me once I render them in Brawlbox's previewer exactly how they display in-game. The first "TEV Block" in the material sets the Color Inputs for the shader. The second "TEV Block" in the material sets the Konstant Colors for the shader. The first "TEV Block" in the shader itself is actually the Konstant Selection Swap Table.
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« Last Edit: January 26, 2012, 07:24:11 PM by BlackJax96 »
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« Reply #85 on: January 26, 2012, 07:39:37 PM » |
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BJ... I'm not denying what you say... ok...
why I call them nodes: Pika's EyeYellow node basically just adjusts the brightness of a texture, and then applys the result based on an alpha to the original (I'm not exactly sure what the color values do in it though) <_< the main node simply defines the model's color (I think) ^havn't looked into any other one but EyeYellow
anyways... what I'm trying to say is anything in those structures is entirely compatible with Blenders Material nodes (they can be replicated entirely)
the texture layers are defined in the material's shader (both in brawl and blender) although the XF data continues to confuse me >_>
and I'm talking about actual fur... not that fake crap of using layered models with the same texture XDD
the wii is capable (I do believe) of those kind of graphics it just needs to be figured out <_<
and I know I'm sounding low to you right now... I'm just tired of running into dead ends everywhere I go... -.- (I'm not as in-depth into it as you are) ^but I know what the data does (in basic terms)
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« Last Edit: January 26, 2012, 07:41:55 PM by Tcll »
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« Reply #86 on: January 26, 2012, 07:43:24 PM » |
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the wii is capable (I do believe) of those kind of graphics it just needs to be figured out <_<
and I know I'm sounding low to you right now... I'm just tired of running into dead ends everywhere I go... -.-
It's possible to do, just not with only a shader. And maybe you wouldn't run into dead ends if you listened to people when they tell you legitimate information... >.>
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« Reply #87 on: January 26, 2012, 07:49:18 PM » |
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I've been messing around with the shaders in 3DS Max, not the actual files, and although some of it makes it over to Brawlbox, it's easy to say not all of it stays. Even if the Wii is capable of those graphics, Brawl wasn't programmed to have those renders.
I say we focus more on .rel files than shaders! BlackJax has had a lot of progress with the shaders since 0.65 beta, what we really need is more work on the modules and SHP0 like BJ said. Actually BJ, what isn't defined in the SHP0? I thought it had been finished.
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« Reply #88 on: January 26, 2012, 07:52:46 PM » |
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It's possible to do, just not with only a shader. And maybe you wouldn't run into dead ends if you listened to people when they tell you legitimate information... >.>
yeh... you do need color values and advanced rendering tecniques in order to pull off what's in the image posted...
believe me when I say, I've actually tried giving Pika fur... it's anything but simple in terms of simply setting it up D:
you need a vertex group to start off with which will determine the length based on the weighted area...
that's about as far as I've gotten with it before my HDD went RAW... (I havn't tried it since) <_<
and I'll take that advice, thank you very much XDD
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« Reply #89 on: January 26, 2012, 07:55:47 PM » |
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I've been messing around with the shaders in 3DS Max, not the actual files, and although some of it makes it over to Brawlbox, it's easy to say not all of it stays. Even if the Wii is capable of those graphics, Brawl wasn't programmed to have those renders.
I say we focus more on .rel files than shaders! BlackJax has had a lot of progress with the shaders since 0.65 beta, what we really need is more work on the modules and SHP0 like BJ said. Actually BJ, what isn't defined in the SHP0? I thought it had been finished.
I really need to know for UMC (everything must be figured out with no unknowns) D:
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