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« Reply #75 on: February 25, 2011, 09:34:55 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?
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« Reply #76 on: February 25, 2011, 09:40:13 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?
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
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« Last Edit: February 25, 2011, 09:48:58 AM by LordNOaH »
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« Reply #77 on: June 30, 2011, 11:31:37 AM » |
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Found this: 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.
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« Last Edit: June 30, 2011, 11:32:50 AM by LordNOaH »
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« Reply #78 on: June 30, 2011, 11:34:25 AM » |
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« Reply #79 on: June 30, 2011, 11:50:35 AM » |
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0.o 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.
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« Last Edit: June 30, 2011, 12:06:32 PM by LordNOaH »
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« Reply #80 on: June 30, 2011, 02:36:04 PM » |
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MAH MEGAMAN D:
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« Reply #81 on: June 30, 2011, 03:18:07 PM » |
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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.
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« Reply #83 on: July 01, 2011, 07:39:52 PM » |
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Well, I'm not positive thats what they do.. 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.
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« Reply #84 on: July 02, 2011, 06:13:31 AM » |
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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)
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« Last Edit: July 02, 2011, 06:14:25 AM by Tcll »
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« Reply #85 on: July 02, 2011, 08:53:46 PM » |
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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.
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« Reply #86 on: July 02, 2011, 09:15:16 PM » |
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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.
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #87 on: July 02, 2011, 10:41:48 PM » |
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that unk value in the modset looks suspicious >_>
but it's prbly been taken care of in 064 already
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« Reply #88 on: July 12, 2011, 08:35:24 AM » |
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bump @mods
may I suggest another move to the programming board
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« Reply #89 on: July 12, 2011, 09:24:58 AM » |
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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.
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