i recently ran into a problem that i have not been able to solve. Ive been experimenting with changing lighting via Scenedata in brawlbox, but i cant seem to change the lighting on delfino without it freezing. if i replace the whole scenedata file in brawlbox, it works for a while but it soon freezes, i assume because the delfino stage is composed of multiple stages which each have their own set of lighting. but if i try to edit the stages individually brawlbox gets the UNHANDLED EXCEPTION error. im using v.64 btw.
The "Add New Object" option gives me an error. Does the object I'm importing need to have a bone from the original model in it? (or the entire bone structure?) With the entire bone structure in the dae, I get "Object reference not set to an instance of an object"
Complaining about how you don't like it won't make me change it back. I explicity stated why it was changed so get used to it. I'm working on releasing v0.66b tonight so be patient.
Brawlbox can't edit UVs and there's no possible way for it to actually mess up the UVs since the raw UV data is copied over.
Well I mean that the object's UV's change because that's weird because when I used the object importer in BrawlBox v0.65b beta & I exported the model, that's how it happened. Maybe they're too much polygons. Here are some images I took when I used the object importer in .65c from Before
Hi Black Jax, I wanted to tell you that I'm having trouble editing the mdl0 object's UV's in the background of Delfino Plaza because when I edit the model & I export it as mdl0, some of the mdl0 objects's uvs from polygon280-polygon313 get messed up.
Nico, when ever I edit Delfino Plaza's polygon's single bind & visibility bone & I export it as mdl0, Some of the polygons's UV's get messed up in Brawlbox V0.66. How do I edit UV's?
They seem to be modified by an outside source in-game. There are 3 Color and 4 Konstant Color Registers. I suspect that CLR0 modifies the Konstant or Color registers, but I'm not sure. I think the Color registers are used as some kind of a default color for the shader's output registers.
What I DO know though, is that the shader (in my terms) stages definitely uses those registers. They can be used as input values. I've said this before and I'll say it again, there are usually 3 stages at the end of any Brawl shader. They control model flashing when respawning, doing a special, or w/e else, and use the Konstant Color registers and the Color2 register as input.
As for specular, ambient and diffuse, I think they're located in the Lighting section in the material. That's literally the ONLY unknown section of the entire MDL0 left...
>.> It's not really that hard to get the outline working. It's just hard to keep the lighting not too bright and not too dark. And there are no float values for the outline. It's in a sphere map texture that overlays the regular texture.
BlackJax96 How do you fix the texture glitches because when I rigged BGE Hillys over Halberd ship & I tried it in the game, there were soe texture gltches.
BlackJax96, I remember sending you a message when I used the MDL0 object importer on the background of Delfino Plaza & when I exported it as mdl0, I checked & it was some of the object's UV's that got messed up, how do I fix the object's UV's?
I have idea's for Character hacks, Code Lyoko Aelita over Peach, Code Lyoko Odd Della Robia over Shiek & Lucario, Beyond Good & Evil Jade over Zero Suit Samus, Coraline Jones over Zero Suit Samus, Ulirch over Ike & Marth, Yumi over Zero Suit Samus, & K-ON Ritsu over Zelda.