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« Reply #7650 on: December 26, 2011, 12:52:54 PM » |
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the floor shows up for me in the View tab GUI window... just use that ppl >_>
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« Reply #7651 on: December 26, 2011, 12:53:47 PM » |
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It doesn't work when trying to activate it from the 'view' tab.  O_O So it is another way? how?nevermind
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Memorable Quotes:
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« Reply #7652 on: December 26, 2011, 12:55:00 PM » |
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It doesn't work when trying to activate it from the 'view' tab.  Oh yeah, there are a LOT of things in the menu that aren't done, that's why.  Beta release, remember? I even warned you that things aren't done... Just check the floor in the options panel. Btw, I figured out the secret to the ShaderType thing. It's the shader's stage count. (ColorEnv0, 1, 2, 3, etc, starting from 1)
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« Last Edit: December 26, 2011, 01:20:34 PM by BlackJax96 »
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« Reply #7654 on: December 26, 2011, 03:00:32 PM » |
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Also BJ, I have some notes on the STPM format that you might not know: Header: 0x07 - Number of STPM entries. It is usually 01, but STGEMBLEM.pac got three entries in one (03). 0x10(4) - Is the offset to the entry, it's usually 14 but again Castle Siege is an exception, which has 1C. For every entry, there's an offset to it in the header. For STGEMBLEM, this would add 2 extra offsets to the header. Every entry is 0x104 (260) bytes. The first 4 bytes isn't a float value. 0x00 - Nothing? 0x01(2) - STPM ID (The first one is unique to the entry, the other one is unique to the stage itself) 0x03 - Echo (00 = false, 01 = true) The rest of the entry is just float (64 values).
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #7655 on: December 26, 2011, 03:10:48 PM » |
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Also BJ, I have some notes on the STPM format that you might not know: Header: 0x07 - Number of STPM entries. It is usually 01, but STGEMBLEM.pac got three entries in one (03). 0x10(4) - Is the offset to the entry, it's usually 14 but again Castle Siege is an exception, which has 1C. For every entry, there's an offset to it in the header. For STGEMBLEM, this would add 2 extra offsets to the header. Every entry is 0x104 (260) bytes. The first 4 bytes isn't a float value. 0x00 - Nothing? 0x01(2) - STPM ID (The first one is unique to the entry, the other one is unique to the stage itself) 0x03 - Echo (00 = false, 01 = true) The rest of the entry is just float (64 values). Cool, thanks and stuff.
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« Reply #7656 on: December 26, 2011, 03:51:29 PM » |
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Btw, I figured out the secret to the ShaderType thing. It's the shader's stage count. (ColorEnv0, 1, 2, 3, etc, starting from 1) A-ha! So that would explain why the Tatsunoko vs. Capcom characters had "unknown" values, then, since they have a lot of texture layers/Env# properties.
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« Reply #7657 on: December 26, 2011, 04:28:26 PM » |
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Looks like everyone's had a holly jolly hacking Christmas. I even spy information contribution to help dear old BJ, what troopers you all are!
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« Reply #7659 on: December 26, 2011, 06:54:22 PM » |
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Hey Blackjacks I found a REALLY nice model of Krystal and her Staff on a Fan Site (The site allows free use of models created for/by fans or ripped from the game) and it's all ready to rig. I got a few questions though.
1: The staff has one texture for it's polygons as does Krystal, will this make things harder or easier when doing the "reassigning materials" phase of the importing process. (Last step in 3DS max before importing into Brawlbox)
2: The Krystal mesh is a very high poly model, but it's only one single mesh/object, is this good or bad for importing?
3: The staff is it's own object as well, but it's a single mesh, same as the above question.
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« Reply #7660 on: December 26, 2011, 07:16:57 PM » |
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High poly models will lag the game by some amount, but the number of objects should only matter toward filesize (and even then, only slightly).
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 FC: 2191-7379-6272
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« Reply #7662 on: December 26, 2011, 07:47:26 PM » |
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hey BJ does this fix the transparent textures thing???
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« Reply #7663 on: December 26, 2011, 08:31:02 PM » |
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A-ha! So that would explain why the Tatsunoko vs. Capcom characters had "unknown" values, then, since they have a lot of texture layers/Env# properties.
Yeah, that value was bugging me for so long... XD hey BJ does this fix the transparent textures thing???
It can... but not magically. Hey Blackjacks I found a REALLY nice model of Krystal and her Staff on a Fan Site (The site allows free use of models created for/by fans or ripped from the game) and it's all ready to rig. I got a few questions though.
1: The staff has one texture for it's polygons as does Krystal, will this make things harder or easier when doing the "reassigning materials" phase of the importing process. (Last step in 3DS max before importing into Brawlbox)
2: The Krystal mesh is a very high poly model, but it's only one single mesh/object, is this good or bad for importing?
3: The staff is it's own object as well, but it's a single mesh, same as the above question.
1. One texture for the entire model? 2. Depends 3. Still depends
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« Reply #7664 on: December 26, 2011, 08:47:35 PM » |
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1: Yeah, one single texture map for the whole model, but the model of Krystal is one single polygon/mesh except for the parts of the skirt/loincloth that I split into their own polys. The staff is a single model/mesh as well but it is not a part of the Krystal mesh.
2 & 3: Depends on what? Do note that although this is going over Zelda, I plan to animate and psa her fully, in fact I might even include all the minor things at some point, just not the beta.
Although, if it's not to much to ask, is the undo/redo function going to be available in the next update for the animator?
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