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« Reply #5400 on: October 22, 2011, 05:34:19 PM » |
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RTB, how's the model I sent you? Did you managed to rig it like you did with the ZSS model? Is it going OK over Pit? Can't say that I have yet, but I'm certain that once it's rigged properly, it would work in-game without any issues. Honestly, I think a shader library would be pretty cool.
A lot of different shaders would open up even more possibilities, right? I've been thinking about doing something like that, comparing the shaders from a bunch of different models from other games. And one thing I noticed from my stress test -- the Wii had well over 190,000 polygons on the screen and YES, it did lag. But only a bit. (Looked like it was going 45FPS instead of 60FPS.) So keep your characters under 30,000 polygons just to be safe, kiddos.
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« Last Edit: October 22, 2011, 05:37:33 PM by RandomTBush »
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« Reply #5401 on: October 22, 2011, 05:41:20 PM » |
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RTB, how's the model I sent you? Did you managed to rig it like you did with the ZSS model? Is it going OK over Pit?
Could you use PMs and not this thread, for personal questions like that ? >_>
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Round and round the signature goes ~ ~ where it stops, nobody knows.
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« Reply #5402 on: October 22, 2011, 05:45:06 PM » |
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Could you use PMs and not this thread, for personal questions like that ? >_>
^ this... i told u like how many times to use PM? lol i dont even kno anymore
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« Reply #5403 on: October 22, 2011, 05:56:17 PM » |
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Man that was a good read... Anyways, I look forward to seeing some more epic progress on your model importer.
Now I just need some Ultimate MvC3 models when the game comes out.
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« Reply #5404 on: October 22, 2011, 06:12:38 PM » |
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Man that was a good read... Anyways, I look forward to seeing some more epic progress on your model importer.
Now I just need some Ultimate MvC3 models when the game comes out.
that game uses a new game engine... so i think it'll be harder to export the .mod files from it
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« Reply #5405 on: October 22, 2011, 06:30:04 PM » |
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Just woke up from a nap, love the bs "On Topic:" statements people are adding to their posts during arguments, silly. RTB, your brother's a pretty good modeler c:.
Glad you think so. I can't wait until the MDL0 compiler's out to the public, I've got some pretty Heavy ideas.
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« Reply #5406 on: October 22, 2011, 06:33:26 PM » |
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Glad you think so. I can't wait until the MDL0 compiler's out to the public, I've got some pretty Heavy ideas.
*groans* that game uses a new game engine... so i think it'll be harder to export the .mod files from it
New models? Formats? It's ours, my friend, as long as we can rip them.
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« Last Edit: October 22, 2011, 06:34:45 PM by Tempo_ »
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Asbel: "To protect those close to us!" Malik: "To be a completely badass!" Hubert: "To be a Tsundere nerd!" Richard: "To be completely FABULOUS!" All: "WE ARE THE TOGF MANLY MEN BRIGADE!" -kazemaru95421  [PICTURES REMOVED. Reason: All signature pics must fit a 695x200 frame, even when inside a spoiler.]
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« Reply #5407 on: October 22, 2011, 06:36:28 PM » |
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*groans*
New models? Formats? It's ours, my friend, as long as we can rip them.
im not saying its gonna use a new model format... but the game engine is different compared to MvC3... so it might use the same ripping technique, or not.
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« Reply #5408 on: October 22, 2011, 06:46:36 PM » |
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Honestly I hope it gets a new ripping technique, right now you can't even get the props from it. Which kinda ruins any chance of getting Taskmaster successfully out.
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« Reply #5409 on: October 22, 2011, 06:47:54 PM » |
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indeed true....
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« Reply #5410 on: October 22, 2011, 07:01:10 PM » |
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New models? Formats? It's ours, my friend, as long as we can rip them. 
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At some point, you just have to bend down and tie your shoelaces.
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« Reply #5411 on: October 22, 2011, 07:32:05 PM » |
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Well, I found out one thing about the models, and that is that the default shaders don't cooperate with Brawl very well. As a test, I tried the same thing I did before, with two of the same custom model. Didn't work together until I added Jigglypuff's shader to them both. So in other words, the importer is pretty much flawless now, except for the shaders which need to be added in manually.  Gonna try a polygon stress test just for fun now.  I found one error with textures. If you don't open all the materials to show their references, the textures won't build right. Easy fix though, coding some changes right now.  Also, I'll just make Jigglypuff's shader the default one. Problem solved. 
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« Reply #5412 on: October 22, 2011, 07:33:23 PM » |
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I found one error with textures. If you don't open all the materials to show their references, the textures won't build right. Easy fix though, coding some changes right now.  Also, I'll just make Jigglypuff's shader the default one. Problem solved.  What makes Jigglypuff's shader so.. good? Is it just kind of a general shader?
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« Reply #5413 on: October 22, 2011, 07:35:58 PM » |
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Then everyone's happy! 
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« Reply #5414 on: October 22, 2011, 07:36:28 PM » |
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Glad you think so. I can't wait until the MDL0 compiler's out to the public, I've got some pretty Heavy ideas. *ba dum dum psssh* But yeah, he asked me if he could try making Heavy Kong when the BrawlBox is released. Anyway, just working on updating Kit's model to use better rigging, proper Final Smash eye textures, and I'm gonna try the Tatsunoko vs. Capcom shader with her model, to see how it works. (Anything's better than the default shader, bleh.) I found one error with textures. If you don't open all the materials to show their references, the textures won't build right. Easy fix though, coding some changes right now.  Also, I'll just make Jigglypuff's shader the default one. Problem solved.  Ah, I didn't encounter that bug, as I always had all of the materials open for double-checking before saving the MDL0 files. What makes Jigglypuff's shader so.. good? Is it just kind of a general shader?
Yes. It's the difference between having a dull, flat shader (which I'm certain a lot of newbies won't bother changing, which could cause problems such as not being able to have two custom, blank-shader models on the screen at the same time), and having one that behaves by Brawl's standards (proper lighting, proper smash charge flashes (I think?), etc.).
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« Last Edit: October 22, 2011, 07:43:05 PM by RandomTBush »
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