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106  Super Smash Bros. Brawl Hacking / Programming / Re: Bump Maps: Possible? on: April 28, 2014, 08:24:34 PM
Ohhh... I just booted melee in Dolphin and looked at Giga Bowser's trophy for a minute or two.

not sure if the trophy actually has NBT data...
both HexEdit and my DAT import script report an unknown start structure...

but try looking at his skin when versing him in an event or something in Melee. Wink

also... I'm looking through the MDL0 right now...
looking through the attributes of the object data...
so far, everything reports having basic normals...

EDIT:
just finished searching through every object...
nothing...

the normals report a compCount of 0 (GX_NRM_XYZ)
and the attributes of every object report it's NBT slot being 0

if it's just regular normals with a bump-map applied,
then only the materials/TEVs would show signs of it...

in Brbx, TEVs are mis-pronounced as Shaders


EDIT2:
Yes, I left that file in there, but the actual picture the material is using is from Other M, "ball_n_bm," which is this:



if I'm right, this could be a 2D normal map, where the alpha is the Normal
where the white fades to black is a combination of the Tangent and Bi-Tangent

Intensity - T+B
Alpha - N

if this were a 3D normal map:
Red - T
Green - B
Blue - N

I'm not exactly sure if I have the proper termage for the vectors, but you can get a basic idea of what I mean...
107  Super Smash Bros. Brawl Hacking / Programming / Re: Bump Maps: Possible? on: April 28, 2014, 05:06:07 PM
Hi, excuse me if I'm a bit sceptical but, where or how did you get this info?
Is NBT a term you came up with? where can I find more info on NBTs or can you link me somewhere?

most of my info came from the RVL SDK 2.1, anyone need a copy??
(PM me cause I'm not sure I can freely distribute it here)

NBT stands for Normal Bi-normal Tangent.

but that aside the other half of my knowledge comes from working with OpenGL

i took a look at ur test of samus.pac file
the textures dont look right
they look like this

and they should look like this


bump maps can be single intensity like that... most of the time they are...

as least... from most of what I've seen anyways...
108  Super Smash Bros. Brawl Hacking / Programming / Re: Bump Maps: Possible? on: April 28, 2014, 02:19:57 PM
only way I can think of to get them in is to hex them directly...

my MDL0 template for HexEdit already has support for NBT normals... (any version)
just make sure the compCnt is set to either 1 or 2 (0 is just basic normals)
(1 for NBT where the stride would be 24, 2 for N or B or T with strides being 9)

as for a bump-mapped texture like that of G-Bowser's skin, you'll need a custom TEV specifically set for it (at least)

I'm no pro at materials yet and havn't played around with bump maps in GL,
so I'm not exactly sure how they work directly...

I can give you my research if you want.
I wouldn't mind seeing what you got Smiley
109  Super Smash Bros. Brawl Hacking / Programming / Re: Mewtwo2000's tools - cBliss Tool updated [21/04/2014] on: April 25, 2014, 08:00:58 AM
any chance of a visual editor with image display for the UV editor??

you can do this with just a canvas alone Wink
and by following the facepoints to get the link-up and draw lines. Smiley

heck I've built a 3D viewer using a slow Tkinter canvas, so I can verify it's simple. ;3
the only tricky part is input event registration. Tongue
110  Super Smash Bros. Brawl Hacking / Programming / Re: SDHC Extension 1.1[Reinsertion support] on: April 18, 2014, 07:22:33 PM
It works fine with CFG USB Loader. That's the loader I've been using.
Yeah, it does. +1 then, right? Tongue


alright cool Cheesy

and sure thing Grin
+1
111  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: April 18, 2014, 09:02:31 AM
I'm still interested to figure out how Brawl's AI is capable of learning and adapting...
(it's a proven fact, and I have experience in fighting my CPU and training it)
^ my CPU no longer edge-hogs and now fights with a more TAS-like fighting style.

for the skeptics:
I havn't made any mods to my AI and have no reason to lie to anyone here. Wink


the actual "learning" code may not be located in the local character's AI but maybe in the games's script...

I just find it interiguing how you can actually train your CPU. :3
I just wish it was easier to train them. XD

anyone know anything towards this?? Smiley
112  Super Smash Bros. Brawl Hacking / Programming / Re: SDHC Extension 1.1[Reinsertion support] on: April 18, 2014, 08:20:27 AM
if this works on CFG USB Loader just to run a few texture hacks with cBliss, on normal Brawl then +1 Smiley
(I'm not a fan of PM, and my wii doesn't read any disks)
113  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: brawlls for your command line (page 2)- on: April 16, 2014, 06:29:41 AM
your BRSTM program caught my attention... :3

if you want to add MP3 support, take a look at the high quality library 'ffmpeg.dll'
this library is what manages the compression found in any mpeg-compliant format. Smiley

NOTE: I'm not sure if ffmpeg is outdated, but I think the standards still apply in todays MP3s.

EDIT:
or you could always add support for Winamp audio format extensions...
you could support over 500 formats just by adding 1 small interface. Smiley
(I actually based UMC off Winamp because of this) Wink
114  Help & Tutorials / Help / Re: Adding a polygon to an existing model on: April 11, 2014, 10:55:42 AM
oh I misunderstood... you want to add an "object" to an existing MDL0...
last time I tried that, the game ran at about 3FPS.


I was thinking you meant to add mesh data Tongue

anyways... I've also tried porting a separate MDL0 onto a character...
but then this happened: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24039
(I used the Beam Sword to substitute for DP's Scythe ) Tongue
^ the first image above in brbx was actually my 3rd attempt, which was more successful than the rest

so even I am currently unsuccessful at getting anything to work properly Tongue
115  Super Smash Bros. Brawl Hacking / Programming / Re: Bump Maps: Possible? on: April 05, 2014, 08:05:04 PM
Giga Bowser's skin in Melee is NBT (Bump Mapped).
not sure if it applies to Brawl, though I assume it would...

EDIT: correction, NBT means Normal Mapped

anyways, my assumptions were wrong... Giga Bowser's skin in Brawl is NOT normal mapped...

anyone wanna start a project with me in porting his data from Melee to see if we can get it working in Brawl??

EDIT: proof:

^ the white layer is a bump-map with NBT vectors.
116  Super Smash Bros. Brawl Hacking / Programming / Re: Tcll's resource box on: February 27, 2014, 04:55:27 PM
Have you made any progress? It seems like you stopped, but you can never be sure.
have you been keeping updated on smashboards Smiley
http://smashboards.com/threads/334292

I've kinda stopped posting here... that's all Tongue

I only posted to notify about the broken downloads.
117  Super Smash Bros. Brawl Hacking / Programming / Re: Tcll's resource box on: February 27, 2014, 11:16:32 AM
well here's an update to an old post...

in recent news, I just woke up this morning to an email by DropBox...
DropBox has become even more affiliated with the Gov't in their TOS.

that means I can no longer use them because I will have nothing to do with gov't affiliated garbage other than Google and GMail.

I'm swithing my systems, so all of my DropBox links will be going down.

I'm also quitting MF for 4Shared btw, and would reccomend creating an account with them. (all my DB and MF links will become 4S links)
4S is safe if you don't use their priority downloader, and I will note that on every 4S link I post Wink
118  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Project R: The BV revival project on: February 22, 2014, 01:17:33 PM
interesting project!
I'll have to design something for this when I get back into hacking. :3

do you want hacks following my (tourney legit) standards??:
- wifi-legit
- single-slot model imports (other slots still usable) (patched only over cBliss slots)
- logic edits (if any) MUST follow the moves

or do you want stuff like advanced logic-edits (PSA) and such??

also, yes you should share this on SWF! :3
(let it build up a little before-hand though so as to not make the mistake I made)
119  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - image scripts finally supported on: December 12, 2013, 11:57:43 AM
alright guys Smiley

development has been fully shifted to my forum.
I will most likely not be updating here (nor SWF) about UMC anymore.

it was fun while it lasted Smiley

feel free to question me on here though Wink
I'm not trying to force anyone to subscribe to my forum. XD

for the most recent images:

^ my laptop (gonna replace Win7 with XP-Pro x64 soon so I can do more on it)



EDIT:
materials and textures can only be imported, not exported yet, which is why it's not released.
that aside, minor fixups and improvments to base-functions are also being made.

I still can't import Pachirisu (v11 mdl0) or Pikachu (Melee),
and Pichu still has texturing issues.
120  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Discussion on: December 08, 2013, 05:53:00 PM
[censored] , I came for the Lol. but it's over. /:

Also, tcll as annoying as ever.
bite meh

I'm just pokin fun Roll Eyes
1 user likes this

Of course I'm not using the custom shader pipeline! I JUST SAID
THAINK YOW
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