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« Reply #30 on: October 12, 2010, 07:13:46 PM » |
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Ok, well i guess if you say so. Thanks.
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« Reply #31 on: October 14, 2010, 04:11:26 PM » |
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Noah do you ever plan on updating the OP of the thread?
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« Reply #32 on: October 14, 2010, 08:32:23 PM » |
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i gotcha covered. op updated with VILE's info. things are still subject to change with more testing and playing around with the flags
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« Reply #33 on: October 16, 2010, 01:31:58 PM » |
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Oh wow. People actually posted here. Sorry! This is great though Oh yeh if anyone cares i made it so dark chars have regular eyes instead of those black and white ones.
Is there any way an emerald character can have regular eyes instead of white or black eyes? You could try going into materials and edge and edge2 transparent by changing value on Type to 3. I apoligize for not contributing to this, I am helping people source STDT data for all stages, and that takes forever (if you'd like to help, PM me).
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« Last Edit: October 16, 2010, 01:36:19 PM by LordNOaH »
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« Reply #34 on: October 16, 2010, 02:27:47 PM » |
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You could try going into materials and edge and edge2 transparent by changing value on Type to 3. You can't change the type of texture, Only the whole material. op updated with VILE's info. You forgot to add that flag 6 controls the brightness of the textures.
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« Reply #35 on: October 16, 2010, 02:52:31 PM » |
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You could try going into materials and edge and edge2 transparent by changing value on Type to 3. You can't change the type of texture, Only the whole material. Oh right, but you could just as easily delete/ rename edge or edge2 within the eyeL and R material so they would not be there, right? op updated with VILE's info. You forgot to add that flag 6 controls the brightness of the textures. added And could you go into a deeper explanation of flag6? For instance which values make it really bright?
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« Last Edit: October 16, 2010, 07:29:20 PM by LordNOaH »
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« Reply #36 on: October 26, 2010, 04:28:50 AM » |
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Flag 6 is for brightness I tried putting it at 0 and the texture was darker than in brawlbox then I put the texture in Photoshop and lowered the brightness and had the same result
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« Reply #37 on: October 26, 2010, 03:41:57 PM » |
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Flag 6 is for brightness I tried putting it at 0 and the texture was darker than in brawlbox then I put the texture in Photoshop and lowered the brightness and had the same result
We already know that. Flag6 Affects brightness of textures (PAVGN)
Flag6 determines the overall brightness of the textures.
Flag6 - self ilumination
You forgot to add that flag 6 controls the brightness of the textures.
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« Reply #38 on: October 26, 2010, 03:56:27 PM » |
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I believe he was addressing my question
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« Reply #39 on: October 26, 2010, 04:00:58 PM » |
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I believe he was addressing my question
Oh, Well I didn't see your question. I could have answered It for you If I did.
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« Reply #40 on: October 29, 2010, 06:48:06 PM » |
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There's a Type 5. It's on Fox's HeadgearA but I don't know what it does.
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« Reply #41 on: October 30, 2010, 08:33:02 AM » |
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There's a Type 5. It's on Fox's HeadgearA but I don't know what it does.
perhaps it allows transparency? I have no idea, I'll try to look at it
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« Reply #42 on: November 07, 2010, 10:25:03 AM » |
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Nice to meet you. Can luster be put also on the arm and the belly by remodeling Materials1 of mdl0 of the shadow?
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« Reply #43 on: November 07, 2010, 02:13:07 PM » |
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Nice to meet you. Can luster be put also on the arm and the belly by remodeling Materials1 of mdl0 of the shadow?
If it could, i would( Or at least mastaklo ) have done it ages ago.
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« Reply #44 on: November 13, 2010, 05:24:33 PM » |
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Vile, Please tell us how you made Metal Mario. It would be useful for the rest of to make other characters like that, And when I tried to make a re-texture of Metal Mario It came out looking like this:
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