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1  Help & Tutorials / Model Tutorials / Adding Transparency to Textures - wh00t on: December 10, 2011, 06:09:12 PM
alright     instead of postin this over 'n over again for others, i thought i should make it it's own proper guide so its "OUT THERE". adding transparency doesnt take that much work. if yer familiar with brawlbox, it should be simple

CLICK ..for the recycled guide
i layed on my back and thought.. "what the hell is going on??" so then i posted a help thread that didnt get me much closer to a solution. i didnt want to wait for the solution so i went in brawlbox and studied very closely on how character's materials are for the transparent textures and non-transparent textures. and found out what was going on. this isnt exactly the best guide but i hope it helps.

Download this - http://www.mediafire.com/?2hkpz7v46l7s5sn
it should have the proper shaders and materials you need for this.

Quick Help : what your doing in this guide is making a new or replacing a MLD0's existing shader and material with the corresponding Shader"number" and Material"number" including in da download. after that, you link and assign the shader to the material. then assign the material's textures to the material references. read on to go more in-depth..

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"Sharp Transparency"

1. right-click the MLD0 and "Add New Shader"
2. right-click and replace that new shader added with "Shader1 - Sharp"
3. expand the MLD0's Materials Folder and go to the Materials you want transparency (or "Add New Material")
4. right-click the material and replace it with "Material1 - Sharp"
5. change ("link") that material's "Shader" drop box to that new shader made in step 2.
6. after that, expand that new/replaced Material and click the blank material reference
7. then, assign proper textures and palettes in the "Texture" and "Palette" box at the top. found under the "Misc" section
8. lastly, make sure your new edited material is assigned to the proper Object in the MLD0's Objects Folder
7. it should work from there, Brawlbox 0.66 now does most of the manual work.

[use the rest of the steps to make sure it works 100% how you want]

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8. in those Materials, "AllowTransparency" is at True ("EnableAlphaTest" in Brawlbox 0.65c and up) and scroll to the very top to the "ALPHA FUNCTION"
9. use these settings..

[ALPHA FUNCTION]
Ref0 - 128
Comp0 - COMPARE_GEQUAL
Logic - ALPHAOP_AND
Ref1 - 255
Comp1 - COMPARE_LEQUAL


[in Brawlbox 0.65c and up]
[Alpha Function]
Ref0 - 128
Comp0 - GreaterOrEqual
Logic - ALPHAOP_AND
Ref1 - 255
Comp1 - LessOrEqual


10. make sure that texture yer messin with has a ALPHA layer with everythin you dont want erased, like ike's bandana
11. make sure all non-transparent textures set to "Allow Transparency - False "
12. that should make it transparent, the rest is experimenting with the "Cull Option".

the cull option is settings from where the polygon's textures are invisible from. example, if ya choose "cull_inside", it makes the poly's textures invisible from the back. also, you can set the Ref0 in the ALPHA function to a lower senstivity (lower number) to control how strong the transparency is.

You dont have to use that shader and material from the "Download This" above. Just make sure it originates from a brawl character's shader and material that does use Transparency.


Note : When typing in and assigning the Material's textures, remember, all Material Texture References are case-sensitive. So make sure they are EXACTLY the same as the texture's name

-------------------------------
[Continued.. ?]

If you want a transparency to be blended more smoothly around edges and want semi-transparency (half-see-through areas) too.. follow this instead

"Blended Transparency"

1. follow steps 1-7 in the "Sharp Transparency" guide up there except instead of using "Shader1 - Sharp" and "Material1 - Sharp", use "Shader2 - Blend" and "Material2 - Blend"

[follow the steps below to make sure it works 114% how you want]

---

2. in their material settings, scroll the right window up to "Blend Mode"
3. make sure "EnableBlend" is set to "True"
4. scroll down the right window to "Z Mode"
5. make sure "EnableDepthUpdate" is set to "False"
6. that should be it.. test it in-game
7. you need experiment with the Z Mode stuff after that to get it exactly how you want.

use the same cull options, like the other type of transparency from above, for reference. also, the transparency might bleed or eat polys. if that happens you have to change the materials you dont want it to eat at with transparency set to False and mess with the Z mode on the Blended Transparency material

I also included a Null shader (from Mewtwo2000) that works with blended transparency and it also can keep materials assigned to it always BRIGHT. its the "Shader3 - Blend_Null" and "Material3 - Blend_Null". follow the above except replace it with this. also, in Brawlbox 0.65c, change the material's "C0Enums1" and "C0Enums3" settings from 3 to 1. that should make it unaffected by stage's lighting.

Note : setting "C0Enums1" and "C0Enums3" settings from 3 to 1 to make a material unaffected by lighting should work on any Material.

If you want to add a ALPHA layer to yer texture so it can have transparency..
using GIMP, go to File>New.. and while makin a new canvas the exact size of yer texture, click the + on advanced settings and then change "Fill with: " to "Transparency".

  • you should see a blank checkered background.
  • after that you go to File>Open Layer As..>then choose yer texture

to know if and wheres the transparency, you should see a checkered background where its transparent. if you dont and you see it white or something where you want it transparent, use the eraser tool or wand (fuzzy select tool) to erase it.

  • continue to use the eraser and tools to erase what you want to become transparent
  • after yer done editing, make sure to save in a transparency compatible format (like .png)
  • that should do it
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if theres a step ya need help with, lemme know.
2  Super Smash Bros. Brawl Hacking / Model Imports / Fonon Project - Model Imports [Current - ?] on: October 07, 2011, 07:43:51 PM
[ Cleaning Post.. ]

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3  Help & Tutorials / Help / Vertex Questions on: October 04, 2011, 01:59:07 PM
heya i been around the forum alot lately and decided it was best to make a account here instead of lurking around and hoping others asked similiar questions and got answers, i sill havent found some answers.

anyway after seeing SDo0m InCaRnAti0n's cloud PSA and other PSAs i wanted to make somethin on that awesome scale. the thing that has been confusing me though, despite watchin billions of tutorials and "how i made this" videos [i still dont know for sure], was that cloud PSA and other PSAs like the Melee mewtwo PSA posted here [ http://forums.kc-mm.com/index.php?topic=16583.0 ] RIPPED 3D models from dissidia and melee game? or was that all vertex hacking and changing of a brawl PAC default model of Ike?
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