Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 ... 3 4 5 [6] 7 8 9 ... 94
76  Help & Tutorials / Help / Re: Location For SSE Files on: March 19, 2014, 12:29:05 AM
Dark Characters and Emerald characters generally refer to the shiny looking bright-eyed characters that you fight in the Great Maze. There is a Dark/Emerald version of each character.

Conversely, False characters generally refer to the Shadow Bug fakes, which have the original textures tinted purple along with glowy yellow eyes. Since they are story related, not every character has one. From memory, there is a False Peach, False Zelda, False Bowser, and False Diddy.
77  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Vault Templates on: March 16, 2014, 06:35:21 PM
*Downloads*

Nice work, dude.
78  Super Smash Bros. Brawl Hacking / Model Imports / Re: [General] Custom made models on: March 12, 2014, 10:00:07 PM
Whoa, hold on to your seats, I think I might be finishing something for once.

79  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 09, 2014, 01:12:13 PM
That made me laugh really hard. Holy crap. Didn't see it coming.
80  Help & Tutorials / Model Tutorials / Re: [BEGINNERS] Adding Transparency to your Imports! on: February 24, 2014, 09:36:24 AM
There you have it, leave it the pros you guys!
81  Help & Tutorials / Model Tutorials / [BEGINNERS] Adding Transparency to your Imports! on: February 13, 2014, 11:20:01 AM
Alright, so you want to make parts of your texture see-through, do you? Well then, you've come to the right place!

What you'll need:


Brawlbox .71:

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35494

FitSZerosuit00.pac:
https://drive.google.com/folderview?id=0B4vhNdf69qaSQnZHYlZfSWNJM2M&tid=0B4vhNdf69qaSZ0N0MnBjOXFYMU0

Your import, fully rigged. If you find something wrong and have to reimport, you will have to repeat this process.

Prior Warnings:


First off, if you're applying this to a material that already is specially built (like Specular, ENV, etc), this will DESTROY the previous features. There is a way to do that, it won't be covered here.

Two, this can be done with Previous versions of BrawlBox, but don't cross files that were built with different versions. Try to import materials from .67 into .71 and the program will crash. DON'T CROSS THE STREAMS.


Step 1: Extract the Material/Shader

This step will stay the same no matter what you're doing.

First, we want to find a texture in a vanilla Brawl file that uses Transparency.

If we open up BrawlBox, and in turn open up our FitSZerosuit00.pac, we'll be able to find textures under the red TextureData[0] node.



Here, we have Fit_Nsam_Atama. That's pretty transparent. Let's use that.

So, now that we've found a texture that's transparent, let's find the Material that uses that texture!

If we click on the little plus on the MDL0 node in our ModelData[0] node, we can look at the folder representation of the individual parts of our model. We'll want to look inside Materials. Because we're looking for a Material. Remember?

In specific, we're looking for the material that's holding a reference to our Texture!



Like this guy.

Once we've found this guy, we need to find what Shader he's using.

See, texture attributes ingame rely on a combination of Materials and Shaders to achieve how they look, whether they be shiny, glowing, reflective, matte, scratched, etc.

So, in the right window, scroll until you find what Shader your material is using.



When you scroll, make sure you have the Material highlighted, and not its Texture Reference. They contain different information, and you won't find Shader details there.

In the MDL0's folder section, there should be a Shader folder as well. Look for the Shader that your Material was using.



And now that you've found both, export both the Material and the Shader to somewhere you'll remember.



And now that we have this info, we can move on to step two. You can close the Zero Suit file now.


Step 2: Apply the Material/Shader

So, open up your imported model. Nice, rigged, all that jazz. Just needs the final touches.

I'm just going to apply this process to Popo, but you can do it to whomever.


AS A NOTE:

Your texture must be compressed in such a way that it allows Transparency. Use CMPR for Extreme Compression, RBG5A3 for High Detail, and RGB5A8 for no Compression whatsoever.


First, find the material that uses the texture you want transparent:



Copy down its texture reference.

Next, use the replace function on it, and replace it with the Material you exported earlier. (You DO remember where it is, right?)






Next, once you replace it, you should see that the material name stayed the same, but the texture references got destroyed. Put them back.






Next, right-click on your MDL0 node and Create a new Shader




Replace this Shader with the Shader you exported earlier.




And then, last but not least, set your material's Shader to the new Shader you just created!




And poof. Your texture should now be transparent ingame! Probably.


Post any questions you have and I'll try to answer them if I can!
82  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 13, 2014, 12:01:40 AM
That's because Brawlbox is programmed to use the transparency in the first place, but doesn't automatically build the feature into the standard BrawlBox materials.

You'll have to replace your materials with one that uses transparency. I'd suggest ZSS's hair.
83  Super Smash Bros. Brawl Hacking / Model Imports / Re: [General] Custom made models on: February 11, 2014, 09:47:38 PM
Man, I've been wanting to do this for years.

84  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox, To Maya, and BACK! on: February 11, 2014, 07:32:54 PM
Oh holy crap.

That's really nice! Nice work!
85  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox, To Maya, and BACK! on: February 11, 2014, 05:18:07 PM
Cool as it is, what exactly IS this?
86  Help & Tutorials / Model Tutorials / Re: Adding Wind Waker Cell-Shading to your Import. on: January 07, 2014, 12:55:39 PM
I looked. Using BB .71, it says the model has some "errors," which is probably why it won't allow you.

If you export and reimport it via DAE, you will be allowed to add shaders and materials, though. It might work. Give it a shot.

Also, on another note, in the later versions of Brawlbox, the shader and material format were changed, so the package provided in the OP won't work with BB .68 on and such.

I'll see what I can do about updating that.
87  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: December 31, 2013, 10:52:14 PM
Dear crap, PW. My heart exploded in its chasm. My hype quite literally hit max, and all I did was writhe around in my chair for five minutes.

This is VERY exciting! Wonderful work from you, once again.

I can't wait to see the 139-count pokemon fighting version.
88  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 16, 2013, 07:54:44 PM
Nano, are you going to add a moving texture to those flames?
89  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.0 RELEASED!! on: December 16, 2013, 10:22:05 AM
Is it me, or did the AI get smarter in P:M?

Also, Samus is bad-ass Im srs here

The response to both of these statements is yes.
90  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Newest: Bowser's Keep is out! on: December 15, 2013, 09:28:56 PM
so I asked this before... but who's kebako over, samus?

Pit, because wings.
Pages:  1 ... 3 4 5 [6] 7 8 9 ... 94