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« Reply #8115 on: January 13, 2012, 04:06:03 PM » |
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is ur birthday? congrats, and thanks a lot for all th effort ur putting into all the brawl hacking scene!!!
LOL awesome joke jokekid
>.< lol nice joke out there
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« Reply #8116 on: January 13, 2012, 04:47:25 PM » |
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BJ is 15? ( ._.) I feel like ive accomplished nothing with my life so far, seeing as how im 15. Oh well. Anyway, glad your messing with Toon Shading, awhile back i was thinking of giving everyone Brawl character Toon Shading of their own.
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Sig by Segtendo. Epic
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« Reply #8117 on: January 13, 2012, 04:53:40 PM » |
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Guys, he's 16 [/off-topic]
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« Reply #8118 on: January 13, 2012, 05:02:36 PM » |
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Guys, he's 16 [/off-topic] 15. And I know how to cellshade a model based on lighting or the camera angle and whether the coordinates are projected regularly or in a sphere map. I'm just tinkering with the unknown stuffz.
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« Reply #8119 on: January 13, 2012, 05:35:44 PM » |
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Wow, 15. I still can't get over it. Makes me feel like nothing, I'm 22 and all I can do is USE models in Brawl. XD [/offtopic]
On-topic: So, what's next for BB?
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« Reply #8120 on: January 13, 2012, 05:37:24 PM » |
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Wow, 15. I still can't get over it. Makes me feel like nothing, I'm 22 and all I can do is USE models in Brawl. XD [/offtopic]
On-topic: So, what's next for BB?
whats next is a normal shader fix for BB 65b... lol he said that in his model import thread
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« Reply #8121 on: January 13, 2012, 05:43:49 PM » |
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Oh, okay. So does this mean we'll be able to fix shaders more easily now?
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« Reply #8122 on: January 13, 2012, 06:36:27 PM » |
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Before the fix, shown on my import: After the fix, shown on my import: Before the fix, shown on a brawl model: After the fix, shown on a brawl model: It might still need some tweaking, but you can see the difference. The reason the "after" version of my import looks worse is because the raw normals aren't multiplied by the bone rotation matrix at first when imported. That's the next step, is to fix that when the models import.
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« Reply #8123 on: January 13, 2012, 06:46:06 PM » |
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Awesome.... wanna do now
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« Reply #8125 on: January 13, 2012, 06:52:40 PM » |
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« Reply #8126 on: January 13, 2012, 07:03:47 PM » |
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Can you surprise us more?
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« Reply #8128 on: January 13, 2012, 08:38:28 PM » |
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Edit: Nevermind =-=
Also, I have a problem! Whenever I try to add a bone to a new model I imported (It's fox's boneset with a few unneded bones deleated) I get a JIT debugging error!
I've saved the bress and it works with AIS, but for some reason brawlbox won't let me add bones anymore =-=
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« Last Edit: January 13, 2012, 09:19:35 PM by NaruZeldaMaster »
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« Reply #8129 on: January 14, 2012, 02:22:06 PM » |
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Well fixing the normals of model imports isn't as easy as I thought it would be. While I only have to multiply the normals by the vertex's influence's rotation matrix to fix models for viewing in Brawlbox, it's not exactly the opposite for actually getting the raw normals. I have to multiply it by the skin rotation matrix and then by the bone inverse bind rotation matrix, which is stored in a different location than where the normals are written...
I'll have to overhaul the primitive manager again, but I knew I'd have to do it sometime anyway. It's kinda sloppy right now. :X
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