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Messages - iyenal

#1
Help / Re: Bump mapping and specular mapping
May 10, 2016, 12:50:17 PM
A custom shader can't do it ?

Post Merge: May 10, 2016, 03:03:50 PM

SSBB and Sonic Colours use BRRES, so the shaders could be compatible.
#2
Apparently this question leaves speechless.
#3
Help / Bump mapping and specular mapping
May 03, 2016, 05:27:39 PM
Can I mix a Normal Map shader(Super Mario Galaxy Environment-Mapped Bump Mapping  :D) and Specular shader (Sonic Colors :D) so I can use in one material a diffuse map, a normal map and a specular map without losing too much FPS ? For information I use BrawlBox to import models.
I want to use normal map to add details (for example in SMG :
) to a mesh and specular for changing light effect on mesh (example : in a wall specular texture : bricks in white and concrete in black) so it can do a light "scrolling" effect on mesh(I already saw this effect in Sonic Colours : https://www.youtube.com/watch?v=R1X_EuY8Auw 0:26 to 0:28) ?

Thanks ! (I think it's difficult, but I'm sure that Wii can do it)
#4
OK now I understand. I can use light shader without problem, but in an OpenGX documentation I saw that more there are stages in shader, more is slow, is it true ? ;if yes how to do a performant shader with the less calculations possible ?
#5
@BlackJax96 But the problem is thawhen you disable the lightchannel, the shader rest so performance aren't ameliored.

In fact, I want an shader that is doesn't affected by light so all the calculs related to lighting isn't done, so I can use more polygons. But if you know an other way to ameliore performance without removing polygons and textures tell me please.

Post Merge: May 03, 2016, 02:34:25 PM

Quote from: windhunter7 on April 30, 2016, 08:05:17 PM
if you want to use more polys, go for it
It means I can use more of 100000 facepoints without affecting performance ?! I'm lost...
#6
@windhunter7 : the lighting use the CPU and GPU, the global polygon count also, so if there are less calculs to do for lighting, poly can use more.
I have do game programming in unity, with the no lighting shader I can use 30% more poly in average. So I think the Wii system is same, using ATI GPU. But tell me if isn't.
#7
OK; So with this shader can I use more poly than realtime lighting ,yes?
#8
"lighting effects" Of what ? It's only texture UV with reference normally ?
Thanks anyway, you have saved me many hours of search.
#9
Ok here :
"6.   now go into the mdl0 file and go to shaders and replace their shader with this one
http://www.mediafire.com/?616odckzgqrp0cg"

Thanks ! But are you sure it don't affect performance ?
#10
In the GBC Import Thread ?
Sorry but I don't found the shader, there 200 pages !
Do you can tell me the post number ?
#11
Thank for your help, the tutorial seems fix my problem but I haven't tested yet.
But there aren't a solution that don't need an hexadecmal editor, just BrawlBox ?
(I am not a good user of HxD)
#12
How to do material (or shader) don't be affected by light in Brawlbox ?
It's for an image rendered in blender I want to integrate in an MDL0, so the light are already calculated, and also for performance issues.

Thanks !