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Author Topic: Materials Collab Thread  (Read 52524 times)
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DarkPikachu
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    « Reply #60 on: December 12, 2010, 08:11:14 AM »


    oh hey, make sure you click 'allow editing' when using the template...
    (it works better) ^R-click on 'MDL0'

    granted it does get a tad more confusing, but everything works as it should
    (it takes a while to load though)
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    ??_?
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    « Reply #61 on: December 12, 2010, 04:58:10 PM »


    1. No idea how to do that lol

    2.  ?? Type three has already been figured out ...
    Quote from: Mewtwo_2000
    Type 0 is 2-sided
    Type 1 is 1 side
    Type 2 is the other side
    Type 3 is no sides (invisible)

    yea... I know...
    I'm building a template and I need to figure them out...
    and nobody's helping me D:<

    btw, there's also types 4 and 5

    type3 has a sub-type of (so far) 2 and 3
    2 has a length of 12
    3 has a length of 18

    btw, what do the definitions do (if you know)?? :/

    EDIT:
    found a sub-type of 4 which has a length of 24
    and also a sub-type 5 len(30)
    So lengths=amount of possible values?
    idk what the definitions do :/
    you should learn C# if you don't know it already and help me implement this stuff into brawlbox xD
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    DarkPikachu
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    « Reply #62 on: December 12, 2010, 07:12:45 PM »


    So lengths=amount of possible values?
    idk what the definitions do :/
    you should learn C# if you don't know it already and help me implement this stuff into brawlbox xD

    I was right on the edit with type3 Tongue
    here's an example:
    03 00 26 02 00 0F 3F 21 47 AE 00 11 3E BD 70 A4

    type
    data

    count
    data1
    data2

    basically the format for the template goes as such:
    if type == 3:
    __ID = read(2)
    __count = read(1)
    __for (count != 0 && (count || count - 1)):
    ____tmp = read(6)

    as for C#
    well, if it's easier to understand than C++, I'll try...
    but I've got enough to do in Py :/
    (building a model conveter for universal formats, and other stuff as well)

    yea, I've tried learning C++ before...
    that didn't go well at all (especially when compiling)

    EDIT:
    for something that might be known...

    can you help me with figuring out shaders, materials, or anything else that's not complete??
    also, are there any other definition types (other than: 2, 3, 4, and 5) you've seen

    if type == 1 then stop reading. (next read is for the next offset block)
    « Last Edit: December 12, 2010, 07:25:38 PM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
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    « Reply #63 on: December 13, 2010, 03:29:24 PM »


    alright...
    I'll ask something dealing a bit more with this thread :/

    first off, Shaders (Materials1) are arranged as first described in brawlbox...
    but there's more to it than that...

    can you tell me (if you know)
    how does the stuff not described in brawlbox work??

    like, what is the data below the texture references?? (before the next shader)

    61 F3 3F 00 00 61 40 00 00 17 61 FE 00 FF E3 61
    41 00 34 A0 61 42 00 00 00 00 00 00 00 00 00 00
    61 E2 00 00 00 61 E3 00 00 00 61 E3 00 00 00 61
    E3 00 00 00 61 E4 00 00 00 61 E5 00 00 00 61 E5
    00 00 00 61 E5 00 00 00 61 E6 00 00 00 61 E7 00
    00 00 61 E7 00 00 00 61 E7 00 00 00 00 00 00 00
    61 E0 80 00 00 61 E1 80 00 00 61 E2 80 00 00 61
    E3 80 00 00 61 E4 80 00 00 61 E5 80 00 00 61 E6
    80 00 00 61 E7 80 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    61 25 00 00 00 61 26 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    10 00 00 10 40 00 00 52 80 10 00 00 10 50 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

    and would the P4 offset be Particles?? :/
    ^if so then I could give Pikachu fur Cheesy (real fur, not textured like DK or Ice Climbers (their hoods))

    EDIT:
    got any idea on what this is??
    I've found a series of patterns, but the data is the exact same in every one :/
    I can't seem to guess at what they may be...
    Im srs here and I'm a game developer

    anyways...
    can you take a guess??

    they belong to the shaders themselves, just above the texture offset data
    (00 02 59 E8 starts the textures)
    « Last Edit: October 05, 2022, 08:58:47 PM by DarkPikachu » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    ??_?
    Attention. I have your Attention.
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    « Reply #64 on: December 15, 2010, 07:05:34 PM »


    Try changing some of the hex values in the shader data and see what happens, I have no idea what they are, and I don't know the stuff not described in brawlbox works, but I think there are other materials1 things that aren't listed in it, I've seen some hex patterns that don't appear to be anything in materials1 in brawlbox
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    DarkPikachu
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    complexity == fun

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    « Reply #65 on: December 15, 2010, 07:19:45 PM »


    heh...
    you guys don't seem to like change much do ya Tongue

    eg: people still prefer to say PSA instead of Logic
    or mat1 instead of shaders and so on Tongue

    ah well... guess I can't force ya or whatever lol XDD

    anyways...
    I guess I can try it...
    I just hate freezing my Wii is all :/

    also...
    there's only 2 hex patterens I know of in the shader data...
    one being right above the textures (P3 offset), which would be the shader data...
    the other being right below the textures, which would be the P5 offset
    (or after the P4 offset if any)
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    ??_?
    Attention. I have your Attention.
    Holy Kitten
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    « Reply #66 on: December 15, 2010, 07:26:00 PM »


    anyways...
    I guess I can try it...
    I just hate freezing my Wii is all :/

    also...
    there's only 2 hex patterens I know of in the shader data...
    one being right above the textures (P3 offset), which would be the shader data...
    the other being right below the textures, which would be the P5 offset
    (or after the P4 offset if any)
    thats probably what I was seeing :/

    and I was calling it materials1 because we were talking about brawlbox xD I'll change the topic title if you think it'd be more appropriate.
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    DarkPikachu
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    complexity == fun

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    « Reply #67 on: December 15, 2010, 07:44:01 PM »


    yea... that's better Tongue

    sry if I'm sounding a bit picky...
    being a game developer, you kinda have to be...
    if it don't look perfect, it won't work perfect

    lol, random quote I'm definatly using Cheesy
    XDD
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
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    « Reply #68 on: December 16, 2010, 08:09:51 AM »


    sry if I'm asking again...

    but do you have, or know a friend ho has any MDL0's that use the P4 offset??
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    ??_?
    Attention. I have your Attention.
    Holy Kitten
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    « Reply #69 on: December 16, 2010, 02:42:07 PM »


    no, sorry :/
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    DarkPikachu
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    « Reply #70 on: December 16, 2010, 05:48:24 PM »


    ... dang Sad

    well here's something I've found:
    http://forums.kc-mm.com/index.php?topic=17547.msg307577#msg307577
    ^mostly guesswork with the coloring
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlueBrain
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    « Reply #71 on: February 23, 2011, 01:38:58 PM »


    sorry for necroposting, but ive been searching for this thread as its VERY usefull, specially the OP, and i think this should be stickied ^^
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    « Reply #72 on: February 24, 2011, 12:12:13 PM »


    Anybody know how to make pikachu's tail a solid object? I know it has to do with materials, correct?
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    VILE
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    « Reply #73 on: February 24, 2011, 05:40:35 PM »


    Anybody know how to make pikachu's tail a solid object? I know it has to do with materials, correct?

    Pikachu's tail is already a solid object and no, it has nothing to do with materials...
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    « Reply #74 on: February 25, 2011, 09:03:29 AM »


    Found something pretty useful
    Flag6- Red
    Flag7- green
    Flag8- Blue

    collectively these values control color.
    not sure what they'd do over a normal texture
    but
    works over black and white as far as I can tell
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