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« Reply #8370 on: January 22, 2012, 11:10:44 AM » |
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« Reply #8371 on: January 22, 2012, 11:41:30 AM » |
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Can you also add a function to replace materials without all of the bones disappearing? I need it to happen for one of my hacks.
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I know for a fact that the vast majority of the public here cares more about free products than actual quality. I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. 
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« Reply #8372 on: January 22, 2012, 11:45:08 AM » |
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Can you also add a function to replace materials without all of the bones disappearing? I need it to happen for one of my hacks.
LOL what?
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« Reply #8373 on: January 22, 2012, 11:54:56 AM » |
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Can you also add a function to replace materials without all of the bones disappearing? I need it to happen for one of my hacks.
How do you even
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« Reply #8374 on: January 22, 2012, 12:01:05 PM » |
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you have to replace objects' materials when you use the import object function. I need to replace mario's materials with the yellow alloy's so mario will be golden, and it works except all of his bones disappear, and it makes him super glitchy. that's why I need it. and it looks like I DO need the replace object function after all. so can you put those in?
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I know for a fact that the vast majority of the public here cares more about free products than actual quality. I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. 
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« Reply #8375 on: January 22, 2012, 12:49:38 PM » |
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Since I know how shaders work now, I did this: Also, the Konstant Color Selection in all the Brawlbox versions was displaying the value for the Konstant Alpha Selection so I fixed it.
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« Reply #8376 on: January 22, 2012, 01:06:13 PM » |
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Kool stuff Bj! Ceep up the great work.
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« Reply #8377 on: January 22, 2012, 01:10:53 PM » |
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I Think.... Kryal would like to join you Bj..... >.> ... <.< Also good job there 
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« Reply #8378 on: January 22, 2012, 01:13:20 PM » |
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I Think.... Kryal would like to join you Bj..... >.> ... <.< Also good job there  Wait, where is that? It'd be cool if he helped me code a few things that I've been stuck on 
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« Reply #8379 on: January 22, 2012, 01:16:02 PM » |
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Smashboards.
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« Reply #8380 on: January 22, 2012, 01:17:59 PM » |
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Smashboards.
Yeah, I know that... >.> Somebody needs to tell him to register over here... <.< Edit: I sent him an email. 
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« Last Edit: January 22, 2012, 02:36:14 PM by BlackJax96 »
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« Reply #8381 on: January 22, 2012, 05:11:33 PM » |
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Here's what little I found from SRT0 unknown edits: The differences are hard to see, but it seems to change how the semi-invisibility effect warps the texture onto the model. Basically, when it takes the image behind the model and warps the image onto the model, the texture displays differently, it looks like higher numbers are fuzzy while smaller numbers are clearer. I'll still need to test more.
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« Reply #8382 on: January 22, 2012, 05:18:31 PM » |
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Here's what little I found from SRT0 unknown edits: The differences are hard to see, but it seems to change how the semi-invisibility effect warps the texture onto the model. Basically, when it takes the image behind the model and warps the image onto the model, the texture displays differently, it looks like higher numbers are fuzzy while smaller numbers are clearer. I'll still need to test more.
so that 1 might stand for "Texture Quality/Size"?
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« Reply #8383 on: January 22, 2012, 05:26:12 PM » |
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Or it could be a blur feature.
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« Reply #8384 on: January 22, 2012, 05:27:16 PM » |
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so that 1 might stand for "Texture Quality/Size"?
It's definitely something to do with how the texture displays on the model, I just can't quite put my finger on it yet. I'll have to save a Brawl replay switching between the edited SRT0 files to see the results best. Though I think researching a similar SRT0 equivalent that's already defined would help better, surely there's another system out there using Texture movement animations.
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