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Help & Tutorials => Model Tutorials => Topic started by: Mewtwo2000 on March 12, 2012, 05:08:36 AM



Title: Mewtwo2000's tutorials: More then perfect metals in your characters
Post by: Mewtwo2000 on March 12, 2012, 05:08:36 AM
This is not really a tutorial, but some info that can be useful. When you make your character import, one thing you should include is the metal materials so that the character looks metallic when it gets the metal box item.

I suppose you all know it, but in later Brawlbox versions, you can enable those metals automatically by just enabling this option:

(http://i.imgur.com/AAgXA.png)

Anyway, always check if, after doing this, the ammount of materials with the _ExtMtl name is the same as non-metal materials. Sometimes, brawlbox ignores some materials, and the _ExtMtl version isn't built. If this happens, change the name for that material (in my case, changing to a longer name always works), and use the AutoMetalMaterials option again. Hit yes if it asks you something.

Once you're sure you have the number of materials you should have, you can test your character to assure the metals are okay ingame. Anyway, in some cases, some characters with alphas in their textures may look wrong. Check these Donkey Kong and Pit.

(http://img832.imageshack.us/img832/4645/54ayx.jpg)

(http://img560.imageshack.us/img560/5369/axvhu.jpg)

To avoid this to happen to your models, just use these:

Shader (http://www.mediafire.com/download.php?6tn64zqnp35p4nu)

Material(Alpha) (http://www.mediafire.com/download.php?d1n850e108py0ut)

Material(Blend) (http://www.mediafire.com/download.php?l6u3vxxme21q73x)

The first one is the shader your metal material should use instead. The other 2, are the materials to replace your wrong metal material with. Once imported, the name of the first texture inside has to be the same as the texture with alpha (transparency) as the original material (not metallic). The second texture has to be named metal00.

The difference between the first and second materials is just the kind of transparency of the original material. Just look if the EnableBlend value in Brawlbox for the original material is true or false. If it's true, use the second one. If it's false, there should be some 128, 255, greaterorequal, lessorequal (or something similar) just above the EnableBlend (false). In that case, use the first material (the one named Material (alpha))

And that's it. Be careful with the cull values for the original material, and just use the same, so the metalized sides are the same as the normally shown ones. And, if you feel like it, try your character in Delphino. My experience says that something's weird with that stage, and the first version of the shader didn't work well for that stage. Just test if everything's ok, and if it isn't report me so I can check the issues.

Oh, almost forgot. Sometimes, characters have some parts that we would prefer not to be metalized, like extra EyeYellows and stuff. Just give a cull_all to them. Or, instead, use the original material, texture and shader for that one, so it doesn't change to metallic at all. Like this triforce:

(http://i.imgur.com/Ij02A.jpg)

Now that's it. Thanks for reading  :kdance:


Title: Re: Mewtwo2000's tutorials: More then perfect metals in your characters
Post by: KnightMario on March 12, 2012, 07:15:01 PM
thanks, I'll use this for my sonic import metal.


Title: Re: Mewtwo2000's tutorials: More then perfect metals in your characters
Post by: StupidMarioFan1 on April 16, 2012, 05:14:03 PM
Hey so say I want a texture to be transparent when I get the metal Block, would I just make another texture that is completely invisible and just have the ExtMtl have that texture, or is it not that simple? I'm trying to get my SM64 Mario and SM64 Luigi imports to have transparent eyes, buttons, ect and for those to just disappear when metal, just like in Super Mario 64.


Title: Re: Mewtwo2000's tutorials: More then perfect metals in your characters
Post by: KnightMario on April 16, 2012, 05:26:31 PM
yep, I'm pretty sure.


Title: Re: Mewtwo2000's tutorials: More then perfect metals in your characters
Post by: Mewtwo2000 on April 17, 2012, 06:05:32 AM
Hey so say I want a texture to be transparent when I get the metal Block, would I just make another texture that is completely invisible and just have the ExtMtl have that texture, or is it not that simple? I'm trying to get my SM64 Mario and SM64 Luigi imports to have transparent eyes, buttons, ect and for those to just disappear when metal, just like in Super Mario 64.

More simple than this. Just make a cull-all for the _extmtl versions of the textures you don't want to be shown, and that's all.


Title: Re: Mewtwo2000's tutorials: More then perfect metals in your characters
Post by: StupidMarioFan1 on April 19, 2012, 06:42:31 PM
Ya I tried it, but then I still had the metal effect on a white texture part when Mario was metal. :P