BJ something you may want to fix before 0.66 the export all on animations works like a charm but if you put replace all he replaces all the animations until now thats all right but if you try to save or export the animation brees bb 0.65c crashes dont know why should be a simple fix maybe bb cant handle all that data at the same time?
I would say that happens because it actually replaces all the animation formats with their CHR0 counterpart.
So in order to fix that, I would suggest to add some check to make sure that replace all only replaces the format you want to replace (like replace all CHR0 or replace all VIS0).
Can do
hey BJ...
mind answering this for me :/
in the shader, there are 10 32bit (RGBA) colors.
what are those colors used for??
TBH, I'm trying to find the ambient/diffuse/specular/alpha colors. >_>
They seem to be modified by an outside source in-game. There are 3 Color and 4 Konstant Color Registers. I suspect that CLR0 modifies the Konstant or Color registers, but I'm not sure. I think the Color registers are used as some kind of a default color for the shader's output registers.
What I DO know though, is that the shader (in my terms) stages definitely uses those registers. They can be used as input values. I've said this before and I'll say it again, there are usually 3 stages at the end of any Brawl shader. They control model flashing when respawning, doing a special, or w/e else, and use the Konstant Color registers and the Color2 register as input.
As for specular, ambient and diffuse, I think they're located in the Lighting section in the material. That's literally the ONLY unknown section of the entire MDL0 left...
you took the words right out of my mouth XDD
it isn't easy to get a black outline with toon-shading,
you have to edit the shader (I forget what to do),
and implement a large series of material-nodes to make the colored outline black.
(the model should have flat coloring with little lighting effects)
the shader is what you would set to toon-shading, and then edit a bunch of floats to set the thickness of the outline.
(again, I forget what to do)
the nodes would be the shader block in BJ's terms (which isn't possible)
(shaders can't handle colors, nor are they seperate from the material)
>.>
It's not really that hard to get the outline working. It's just hard to keep the lighting not too bright and not too dark. And there are no float values for the outline. It's in a sphere map texture that overlays the regular texture.