Materials Collab Thread

Started by ??_?, September 23, 2010, 12:32:11 AM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

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)

[spoiler]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.

Quote from: Tcll on December 12, 2010, 04:03:02 AM
Quote from: LordNOaH on December 12, 2010, 03:53:28 AM
1. No idea how to do that lol

2.  ?? Type three has already been figured out ...
Quote from: Mewtwo_2000Type 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

December 13, 2010, 02:12:45 AM #62 Last Edit: December 13, 2010, 02:25:38 AM by Tcll
Quote from: LordNOaH on December 12, 2010, 11:58:10 PMSo 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 :P
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)

[spoiler]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.

December 13, 2010, 10:29:24 PM #63 Last Edit: October 06, 2022, 02:58:47 AM by DarkPikachu
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)
Sorry but you are not allowed to view spoiler contents.


and would the P4 offset be Particles?? :/
^if so then I could give Pikachu fur :D (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...
:srs: 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)

[spoiler]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.

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

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

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

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)

[spoiler]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.

Quote from: Tcll on December 16, 2010, 02:19:45 AM
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.

yea... that's better :P

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 :D
XDD

[spoiler]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.

sry if I'm asking again...

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

[spoiler]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.


... dang :(

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

[spoiler]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.

sorry for necroposting, but ive been searching for this thread as its VERY usefull, specially the OP, and i think this should be stickied ^^

Anybody know how to make pikachu's tail a solid object? I know it has to do with materials, correct?
By the way, I think every active hacker in this forum could use less distractions.

Sorry but you are not allowed to view spoiler contents.


Join my website, Brawl Imports, a gathering place for importers!
http://brawlimports.proboards.com/index.cgi

Support Project Darkrai? Put the official Project Darkrai banner in your siggy!
[PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]


Quote from: xxmasal22xx on February 24, 2011, 07:12:13 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...
Zephiel:
You know what I really like on my stack smash?
Texture updates.

Androu1:
@Zephiel: “your” Stack Smash?

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