Materials Collab Thread

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

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what does that mean exactly?
u mean it controlls team colour? id think u meant that though...
or like sonic's pink layer?

February 25, 2011, 04:40:13 PM #76 Last Edit: February 25, 2011, 04:48:58 PM by LordNOaH
Quote from: ogichi on February 25, 2011, 04:34:55 PM
what does that mean exactly?
u mean it controlls team colour? id think u meant that though...
or like sonic's pink layer?
all I know is super scope has a value of 255, 255, 0 (yellow).  I'm seeing what happens when I change them now

EDIT: nothing happened, those values appear to be a coincidence :/ sorry

June 30, 2011, 05:31:37 PM #77 Last Edit: June 30, 2011, 05:32:50 PM by LordNOaH
Found this:
Quote from: LordNOaH on September 23, 2010, 12:32:11 AM
Flag3
If flag 3 is set to 2, the material will not be affected by fog.  If set to 1, it will.
Should be useful to stage makers.

Nice bump.

Quote from: Eternal Yoshi on June 30, 2011, 05:40:22 AM
OK. I changed the Flag of Ness' first shader to 6 and.......
Basically, it made Ness all black like Dark Link and any instance where he would have an overlaying color made him flash white.

See for yourself.
http://www.mediafire.com/?9oe9vew298lfm7k
http://www.mediafire.com/?2b4uvgrz7oncrtr

June 30, 2011, 05:50:35 PM #79 Last Edit: June 30, 2011, 06:06:32 PM by LordNOaH
0.o

Sorry but you are not allowed to view spoiler contents.

So its usually all black, but it appears to grab the latest overlay sometimes.  and I had one instance where he had black pixels all over but his actual texture was visible.


Quote from: LordNOaH on June 30, 2011, 05:50:35 PM

Sorry but you are not allowed to view spoiler contents.

So its usually all black, but it appears to grab the latest overlay sometimes.

That's like what happened when I tried to give emerald Falco normal Falco eyes.

Sorry but you are not allowed to view spoiler contents.

http://filesmelt.com/dl/[censored]y.png
[PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]


Quote from: LordNOaH on February 25, 2011, 04:03:29 PM
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
very nice find :D

that would be the diffuse RGB values.

meaning I could implement that into my dark green thunder and finally release my DPv3 :D

glad I didn't release my beta here yet ^_^

[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.

Well, I'm not positive thats what they do..
Quote from: LordNOaH on February 25, 2011, 04:40:13 PM
all I know is super scope has a value of 255, 255, 0 (yellow).  I'm seeing what happens when I change them now

EDIT: nothing happened, those values appear to be a coincidence :/ sorry
ut it definately has something to do with color, as changing one lightens, as PAVGN noted, and the highest values I see on each of them are 255, which really couldn't be anything else.  And hopefully I'll have some examples of what flag3 can do by tomorrow.

July 02, 2011, 12:13:31 PM #84 Last Edit: July 02, 2011, 12:14:25 PM by Tcll
so this is what's for current info on materials:

materials:
flag3: Shader
flag4: ??
Type: Settings
flag5: ??
flag6: R
flag7: G
flag8: B

Flag3 - shader parameters
-0 ???
-1 light/glow
-2 cell shade
-3 lambert
-4 metal
-5 reflective
-6 environ.
-7 phong
-8+ ???

Type - normal settings
-0 normals 2
-1 normals -1
-2 normals +1
-3 normals 0

*sigh*
the node structures and material-shader structures are a pain -.-*
they usually start with '61 FE ######(0 or F)' though (BP registers)

[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.

I'll start experimenting with flag4 tomorrow, if I were to guess what it does now, I'd say visibility settings behind/in front of other models.

Quote from: LordNOaH on July 03, 2011, 02:53:46 AM
I'll start experimenting with flag4 tomorrow, if I were to guess what it does now, I'd say visibility settings behind/in front of other models.

Good idea, I have yet to see layer/depth in the material nodes yet.
Zephiel:
You know what I really like on my stack smash?
Texture updates.

Androu1:
@Zephiel: “your” Stack Smash?

that unk value in the modset looks suspicious >_>

but it's prbly been taken care of in 064 already

[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.

bump
@mods

may I suggest another move to the programming board

[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.

I've been playing with materials2, or whatever you fancy people call it now, and I see that some of the nodes are identical to each other.

first node
00 00 02 00 FF FF 2E 80 00 00 00 00 01 00 00 00

second node
00 00 02 00 FF FF 2E 80 00 00 00 00 01 00 00 00

third node
00 00 02 00 FF FF 2C 80 00 00 00 01 02 00 00 00

The first and second are identical all the way through, but the third node's differences don't stop with the first line, it has a lot of different values.