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« Reply #271 on: January 14, 2011, 06:40:57 PM » |
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I thought that was a good one.  I'm sowee Tech. D:
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« Reply #272 on: January 14, 2011, 06:47:43 PM » |
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I thought that was a good one.  I'm sowee Tech. D: well, it's just that it's WAAAAY off topic from what's needed...
don't mean to make ya feel bad 
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« Reply #273 on: January 14, 2011, 06:49:31 PM » |
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well, it's just that it's WAAAAY off topic from what's needed...
don't mean to make ya feel bad 
WHAT ARE YOU TO EXPECT?! It's me for crying out loud!!
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« Reply #275 on: January 15, 2011, 06:56:55 AM » |
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DEEEERRRRP!
I was looking at materials entirely wrong... colors are in decimal format: 0.0 to 1.0
take a color and multiply the value: 255 * 0.003921568627450980392156862745098 == 1.0 == '3F 80 00 00'
I'va got sum wrk to do =D
EDIT: anyone else wanna help??
here's a single material: (FitPikachu_main)
*bunch of hex values*
block size MDL0 offset ID unk
What you've got there are the shader values. Since Pharrox never really explained much about them, I'm gonna do some trial and error over the next few weeks to determine what those values are all for. But, from blanking out a few values at the end which were different between the normal and Subspace Pikachu models, I got this result: Alternate image, with the Smash Ball. Didn't modify the textures or anything. And with the exact same values as the Subspace Pikachu for everything...  It appeared to have a purplish tone to it when up against Meta Knight, and grey for fighting itself, etc.. Kinda weird. Either way, I'm gonna look into what each individual value is for in due time.
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« Last Edit: January 15, 2011, 07:10:28 AM by RandomTBush »
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« Reply #277 on: January 15, 2011, 07:58:28 AM » |
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I'm just going with what BrawlBox v0.64ß has for the shaders. Pikachu actually has three shader sets -- one for its body (Shader0), one for its Final Smash eyes (Shader1), and one for the Metal Box (Shader2). Exporting Shader0 gives me the same hex byte chunk as you had in your post. But yeah, they're definitely the shaders that I've been modifying. Taking Shader3 from Leonardo's MDL0 (imported from TMNT: Smash-Up) and applying it to Pikachu, and vice versa makes Leonardo lighter and Pikachu darker.  So some of the shader values definitely have something to do with the overall brightness of the models, but so far modifying them gives the common problem with imported models, where the brightness "sticks" after using a Smash Attack. Maybe I'll find out what causes it? But as for "at the end", I basically mean the last few bytes that aren't "00".
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« Last Edit: January 15, 2011, 07:59:33 AM by RandomTBush »
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« Reply #279 on: January 15, 2011, 08:14:15 AM » |
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And one more final set of shader swapping, before I start figuring out what those values are for.  Pikachu with Shader1 (EyesYellow) replacing Shader0 (Main)... No shading whatsoever. I've got an idea for one of my WIP vertex hacks from this.  Pikachu with Shader2 (Metal00) replacing Shader0 (Main). Only a solid colour. How odd. The "cloak" shader didn't seem to work right. It made Pikachu a bit darker, but turned pitch black (like in the first screenshots I posted) after using a Smash Attack.
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« Last Edit: January 15, 2011, 08:15:13 AM by RandomTBush »
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« Reply #281 on: January 15, 2011, 08:28:13 AM » |
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would you like for me to send you a copy of what I sent him?? Sure. After all, I'm trying to figure out the MDL0 format, too, so I can see what still needs to be documented.
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« Reply #283 on: January 15, 2011, 08:53:15 AM » |
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Wow, TCLL getting help From RandomTBush. Ees a dream cumb troo!!  Well anyways, From what I've heard BJ has completely finished the coding for his converter, and now he's filling in parts of the code for the conversion process. Question is, as far as Material, shaders and stuff like that goes, are they exactly necessary for a model function in brawl? I mean, Materials and shaders arent exactly necessary for the fuctionality of a model in are they? Perhaps it would be best to test each part of the importer at a time, to see if each part of the conversion process in itself works. You could start by importing the model itself (Of course, boneless) use the Bone adder tool to add enough to replace someone, and as long as the model actually imports, move onto the next part.
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