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« Reply #1905 on: July 08, 2011, 08:34:52 PM » |
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Maybe that's how Tabuu has it! Cuz if you port Tabuu over someone he has that glow!(No PSA using GFX needed!) I know this from the Tabuu project over Ganondorf.
*quickly grabs Tabuu hack to look at its shaders*
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« Reply #1906 on: July 08, 2011, 08:35:33 PM » |
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Maybe that's how Tabuu has it! Cuz if you port Tabuu over someone he has that glow!(No PSA using GFX needed!) I know this from the Tabuu project over Ganondorf. If you are talking rainbow-ish that is part of model himself. If you are talking about animated glowing that is STR0 entry.
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« Reply #1907 on: July 08, 2011, 08:46:02 PM » |
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*quickly grabs Tabuu hack to look at its shaders*
oh look... BJ just got very curious bout tabuu's data!!!
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« Reply #1908 on: July 08, 2011, 09:09:44 PM » |
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the shaders won't tell you anything BJ I edited the nodes
all I did was, well first off, Pika's FS eyes have an extra node structure...
I copied that and put in in the main node...
tha main node controlls the eye's and the body, where as the FS node controlls only the FS eyes
it's an interesting concept... the materials themselves have little to no control =_= meaning the colors are controlled fully by the nodes...
I'm actually kicking myself for not thinking of this sooner... DX this is how you can set a basic material, and just set it with pre-defined nodes
gawd I'm so dumb DX
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« Reply #1909 on: July 08, 2011, 09:14:11 PM » |
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the shaders won't tell you anything BJ I edited the nodes
all I did was, well first off, Pika's FS eyes have an extra node structure...
I copied that and put in in the main node...
tha main node controlls the eye's and the body, where as the FS node controlls only the FS eyes
it's an interesting concept... the materials themselves have little to no control =_= meaning the colors are controlled fully by the nodes...
I'm actually kicking myself for not thinking of this sooner... DX this is how you can set a basic material, and just set it with pre-defined nodes
gawd I'm so dumb DX
Yeah I meant that material nodes. Tabuu has 4 structures in the first shader/matnodezthing I found a bunch of patterns.
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« Reply #1911 on: July 08, 2011, 09:23:05 PM » |
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Hey BJ I got a problem with your new BB... Every other animation works fine on peach when I port it. But for some weird reason, zelda's animations freeze the game when I try to get them in game.
I ported with zelda's model too...
I think it's because Zelda has "Hair" bones that are in the same place as peache's "hair" bones. But the rotation and [censored] is wigged out on the first 'hair' bone. I have to add 180 rotation to all frames on the X axis in all of zelda's animations. Weird thing is the older BB ported Zelda's anims just fine over to peach...
@TCLL: So can you tell me what these nodes are and how to edit/find them?
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« Reply #1912 on: July 08, 2011, 09:24:19 PM » |
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00000000 | 00 00 02 00 FF FE C4 E0 00 00 00 00 07 00 00 00 - ....ÿþÄà........ 00000016 | 00 01 02 03 04 FF FF FF 00 00 00 00 00 00 00 00 - .....ÿÿÿ........ 00000032 | 61 FE 00 00 0F 61 F6 00 00 04 61 FE 00 00 0F 61 - aþ...aö...aþ...a 00000048 | F7 00 00 0E 61 FE 00 00 0F 61 F8 00 00 00 61 FE - ÷...aþ...aø...aþ 00000064 | 00 00 0F 61 F9 00 00 0C 61 FE 00 00 0F 61 FA 00 - ...aù...aþ...aú. 00000080 | 00 05 61 FE 00 00 0F 61 FB 00 00 0D 61 FE 00 00 - ..aþ...aû...aþ.. 00000096 | 0F 61 FC 00 00 0A 61 FE 00 00 0F 61 FD 00 00 0E - .aü...aþ...aý... 00000112 | 61 27 FF FF D2 00 00 00 00 00 00 00 00 00 00 00 - a'ÿÿÒ........... 00000128 | 61 FE FF FF F0 61 F6 DE FF F0 61 28 3C 93 C0 61 - aþÿÿðaöÞÿða(<“Àa 00000144 | C0 18 F8 EF 61 C2 28 F8 E0 61 C1 08 F3 70 61 C3 - À.øïaÂ(øàaÁ.ópaà 00000160 | 08 F3 00 61 10 00 00 00 61 11 00 02 70 00 00 00 - .ó.a....a...p... 00000176 | 61 FE FF FF F0 61 F7 9C EF 70 61 29 3E 43 DB 61 - aþÿÿða÷œïpa)>CÛa 00000192 | C4 28 F8 E0 61 C6 18 F8 E0 61 C5 08 F3 00 61 C7 - Ä(øàaÆ.øàaÅ.ó.aÇ 00000208 | 08 F3 00 61 12 00 00 00 61 13 00 00 00 00 00 00 - .ó.a....a....... 00000224 | 61 FE FF FF F0 61 F8 E3 78 C0 61 2A 03 F0 3F 61 - aþÿÿðaøãxÀa*.ð?a 00000240 | C8 08 F0 AF 61 CA 08 FE B0 61 C9 08 E2 F0 61 CB - È.ð¯aÊ.þ°aÉ.âðaË 00000256 | 08 1F F0 61 14 00 00 00 61 15 00 00 00 00 00 00 - .ða....a....... 00000272 | 61 FE FF FF F0 61 F9 00 38 C0 61 2B 3B F3 BF 61 - aþÿÿðaù.8Àa+;ó¿a 00000288 | CC 08 06 EF 00 00 00 00 00 61 CD 08 1F F0 00 00 - Ì..ï.....aÍ.ð.. 00000304 | 00 00 00 61 16 00 00 00 00 00 00 00 00 00 00 00 - ...a............The rest are zeroes Each structure obviously starts with 61 FE FF FF F0 The 1st structure follows that up with 61 F6 The 2nd structure follows that up with 61 F7 The 3rd structure follows that up with 61 F8 The 4th structure follows that up with 61 F9 Just pointing out a pattern in case you didn't see it. Hey BJ I got a problem with your new BB... Every other animation works fine on peach when I port it. But for some weird reason, zelda's animations freeze the game when I try to get them in game.
I ported with zelda's model too...
I think it's because Zelda has "Hair" bones that are in the same place as peache's "hair" bones. But the rotation and [censored] is wigged out on the first 'hair' bone. I have to add 180 rotation to all frames on the X axis in all of zelda's animations. Weird thing is the older BB ported Zelda's anims just fine over to peach...
@TCLL: So can you tell me what these nodes are and how to edit/find them?
That might be because one of the unknowns isn't 0. I thought I set them all to 0 on rebuild, but I guess I didn't know that I'm looking at it. Idk why Zelda would have those unks set in her animations though. Open it in v0.63d and see if any of the unknowns in the animations that freeze aren't 0. Btw, right click the Rotation X label when you have that bone selected and open the add menu and click +180
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« Last Edit: July 08, 2011, 09:42:19 PM by BlackJax96 »
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« Reply #1913 on: July 08, 2011, 09:41:19 PM » |
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Hey BJ I got a problem with your new BB... Every other animation works fine on peach when I port it. But for some weird reason, zelda's animations freeze the game when I try to get them in game.
I ported with zelda's model too...
I think it's because Zelda has "Hair" bones that are in the same place as peache's "hair" bones. But the rotation and [censored] is wigged out on the first 'hair' bone. I have to add 180 rotation to all frames on the X axis in all of zelda's animations. Weird thing is the older BB ported Zelda's anims just fine over to peach...
@TCLL: So can you tell me what these nodes are and how to edit/find them?
well... I only know the structures I defined on my forum...
to edit them, you can just copy them and paste them at the end of the last structure in the node you want
node structure formatting is very loose, but the structure itself is demanding...
I'm saying the structures can be in any order...
if you have 2 of the same structure, the structure will either double the value, or return a null...
most likely double though >_> (especially for a brightness structure (the structure I copied from Pika's FS node))
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« Reply #1914 on: July 08, 2011, 09:43:59 PM » |
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ok... BJ... I can't quote the message to edit it using the wii...
so... I should've asked, what structure types are there??
'61 FE ######'
EDIT: don't bamf me for multi-posting plz I'm on a wii, and it's more of a pain to edit than it is to reply
EDIT2: tbh, I was expecting a reply before posting this >_>
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« Last Edit: July 08, 2011, 09:47:38 PM by Tcll »
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« Reply #1915 on: July 08, 2011, 09:48:10 PM » |
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ok... BJ... I can't quote the message to edit it using the wii...
so... I should've asked, what structure types are there??
'61 FE ######'
EDIT: don't bamf me for multi-posting plz I'm on a wii, and it's more of a pain to edit than it is to reply
00000032 | 61 FE 00 00 0F 61 F6 00 00 04 61 FE 00 00 0F 61 - aþ...aö...aþ...a 00000048 | F7 00 00 0E 61 FE 00 00 0F 61 F8 00 00 00 61 FE - ÷...aþ...aø...aþ 00000064 | 00 00 0F 61 F9 00 00 0C 61 FE 00 00 0F 61 FA 00 - ...aù...aþ...aú. 00000080 | 00 05 61 FE 00 00 0F 61 FB 00 00 0D 61 FE 00 00 - ..aþ...aû...aþ.. 00000096 | 0F 61 FC 00 00 0A 61 FE 00 00 0F 61 FD 00 00 0E - .aü...aþ...aý...That block stays the same throughout all the shaders/matnodezthingz that I've checked. It must just be default or something. 00000112 | 61 27 FF FF D2 00 00 00 00 00 00 00 00 00 00 00 - a'ÿÿÒ...........^ That part changes though. The D2 changes.
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« Reply #1916 on: July 08, 2011, 09:54:23 PM » |
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ah...
61 FE 00000F is a structure with a single value, BUT, it goes all the way up to KSel[7] w/in that value 61 FD ######
then you get 61 27 ###### which is the IREF
after that you get the structures containing multiple values: 61 FE FFFFF0
you may look on my forum for further definitions of these structures...
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« Last Edit: July 08, 2011, 09:55:18 PM by Tcll »
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« Reply #1917 on: July 08, 2011, 10:43:52 PM » |
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So lemme get dis straight..... Me, Tcll, and BJ are at the hop[censored]al while BJ sings bout everything being round, tcll <3's 69 and me and him are both on our wii's now.....responding to a man named BJ's topic for programming..... Am i seriously the only one that sees sometthing wrong with that??? 
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By the way, I think every active hacker in this forum could use less distractions.MEMORABLE QUOTES: Tcll: I <3 69 xxmasal22xx: Hey, you should probably go to the hop[censored]al BlackJax96: everything is so ROUND [SPOILERED. Reason: Whole signature size must be under 250px.] Join my website, Brawl Imports, a gathering place for importers!http://brawlimports.proboards.com/index.cgiSupport Project Darkrai? Put the official Project Darkrai banner in your siggy![PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.] 
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« Reply #1918 on: July 08, 2011, 10:46:18 PM » |
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So lemme get dis straight..... Me, Tcll, and BJ are at the hop[censored]al while BJ sings bout everything being round, tcll <3's 69 and me and him are both on our wii's now.....responding to a man named BJ's topic for programming..... Am i seriously the only one that sees sometthing wrong with that???  Yes, yes you are. This is perfectly normal for me. 
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« Reply #1919 on: July 08, 2011, 10:49:12 PM » |
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Yes, yes you are. This is perfectly normal for me.  agreed =_=*
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