Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 544 545 546 [547] 548 549 550 ... 1046
Author Topic: Brawlbox Resources & History  (Read 4520417 times)
0 Members and 5 Guests are viewing this topic.
BlackJax96
Brawl Mod God
Moderator
****
Offline Offline

Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #8190 on: January 17, 2012, 08:45:11 PM »


    I think I made a discovery about the shaders.
    Each shader has a TEV. I hadn't made the TEV values editable because I didn't know what they did. I was working on the shaders section of my thread when I came across a setting in the SDK that needed a RGB color for the stage. Then I remembered that the TEV set colors. I just realized that the TEV has 16 BP commmands, which is the maximum amount of TEV stages allowed. Im srs here
    Logged

    DSX8
    Stage/Character Importer
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9288


    meow~

  • Awards Good Citizen >9000 King for a Day Heart Container

  • View Profile Awards
    « Reply #8191 on: January 17, 2012, 08:46:33 PM »


    I think I made a discovery about the shaders.
    Each shader has a TEV. I hadn't made the TEV values editable because I didn't know what they did. I was working on the shaders section of my thread when I came across a setting in the SDK that needed a RGB color for the stage. Then I remembered that the TEV set colors. I just realized that the TEV has 16 BP commmands, which is the maximum amount of TEV stages allowed. Im srs here
    LOL

    smooth move mr. skipper Tongue

    but anyways... good job on figuring that section out Tongue
    Logged

    Follow me on facebook and Twitter!!!
    https://www.facebook.com/DMNSLYRX8              https://twitter.com/Demonslayerx8

    3DS Friend Code: 0705-6436-8834              NNID: Demonslayerx8              PSN: Demonslayerx8



    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #8192 on: January 17, 2012, 09:00:08 PM »


    I think I made a discovery about the shaders.
    Each shader has a TEV. I hadn't made the TEV values editable because I didn't know what they did. I was working on the shaders section of my thread when I came across a setting in the SDK that needed a RGB color for the stage. Then I remembered that the TEV set colors. I just realized that the TEV has 16 BP commmands, which is the maximum amount of TEV stages allowed. Im srs here
    are you talking about the TEV register set Hi and Lo in the shader??
    (the material-shader, not the nodes)

    I thought I told you about that already >_>
    eh w/e...
    at least it's getting accomplished Tongue

    EDIT:
    btw, I's wanting to see yur thread Grin
    « Last Edit: January 17, 2012, 09:03:32 PM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #8193 on: January 17, 2012, 09:02:52 PM »


    are you talking about the TEV register set Hi and Lo in the shader??
    (the material-shader, not the nodes)

    I thought I told you about that already >_>
    eh w/e...
    at least it's getting accomplished Tongue

    lolno not that at all. Tongue
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #8194 on: January 17, 2012, 09:06:04 PM »


    lolno not that at all. Tongue
    ok...
    what might you be talking about then?? :/
    I's confusled XDD
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #8195 on: January 17, 2012, 09:13:53 PM »


    ok...
    what might you be talking about then?? :/
    I's confusled XDD

    I'm talkin' bout how the shaders rasterize stuff and modify the appearance of the texture.

    out_reg = (d ( op ) (( 1.0 - c ) * a + c * b ) + bias ) * scale;

    GX_CA_A0    Alpha from the TEVREG0 register.
    GX_CA_A1    Alpha from the TEVREG1 register.
    GX_CA_A2    Alpha from the TEVREG2 register.
    GX_CA_APREV    Alpha from the TEVPREV register.
    GX_CA_TEXA    Alpha from the texture.
    GX_CA_RASA    Alpha from the rasterized vertex color.
    GX_CA_ZERO    0.0 fixed.
    GX_CA_KONST    Constant alpha input (see the GXSetTevKAlphaSel function).

    GX_TEV_KCSEL_K0    Constant color register 0 (RGB)
    GX_TEV_KCSEL_K1    Constant color register 1 (RGB)
    GX_TEV_KCSEL_K2    Constant color register 2 (RGB)
    GX_TEV_KCSEL_K3    Constant color register 3 (RGB)

    I was wondering where I could find "op", since it isn't included in the stages. Hopefully I can find it somewhere in the TEV... Same with some color references that are referenced in the stages, they aren't actually found in them.
    « Last Edit: January 17, 2012, 09:15:36 PM by BlackJax96 » Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #8196 on: January 17, 2012, 09:53:08 PM »


    oh nice Cheesy

    I'll have to look into that a little more later on >_>
    (got work tomorrow and Thurs.) >_<
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #8197 on: January 18, 2012, 06:19:08 AM »


    hey BJ...
    you know I credit you big time right?? Grin

    I just now tried out your Brbx to retry animation on DPv4.5,
    as well as add a few extra features to him...

    your work on the previewer is amazing Cheesy

    too bad you can't go higher than 60 for the speed =3=
    (it's a bit slow)

    honestly...
    now I'm really bamfing myself because I really wish I could help Grin

    btw...
    you never told me what I should change on my resource thread,
    or where your thread was at >_>

    would you mind telling me please
    *puts on egar face*

    EDIT:
    btw, if I may make a request (if I havn't done so already)

    I have a bunch of modified MDL0 parts lying around...
    (for the glowing parts for DP's eyes and body)

    the request is that I'm able to import those parts and append them to the MDL0
    (parts involve: Objects, Materials, verts, normals, and uv's)
    ^I'm only referencing the aready existing nodes and colors

    for anyone interested:
    to make the glow work as it should,
    I'm just using the brightness enhancement node from the eyesYellow node-struct (shader1 in brbx)
    (no I'm not changing the terms again)
    ^there's nothing better to call them other than 'Nodes' because of how they work >_>

    and just reminding people again that the shader takes up almost all of the material...

    EDIT2:
    btw BJ...
    do you know yet how to render fur with the shader??
    (I wanna do it for Pika) Tongue

    EDIT3:
    well, I've gotten the glow materials added, referenced the proper nodes, and set the proper texture references in the material...

    all that's left is to import the objects, verts, normals, and uv's,
    set the reference in the texture data,
    and set the definitions in 'DrawOpa' to allow alpha for 4 objects...

    that should complete my model...
    then it's off to animation Tongue
    (right now his model only works as a T-pose)
    ^the other Pika's still move normally
    « Last Edit: January 18, 2012, 07:06:37 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    namq
    Extreme Kitten
    *******
    Offline Offline

    Posts: 379


  • Awards Active Contributor

  • View Profile Awards
    « Reply #8198 on: January 18, 2012, 02:41:28 PM »


    mind helping me with my animation plugin later on?? :3
    (supports all brawl animation types in a single package) Cheesy

    What would this help us moveset editors?

    --
    yes, I do have an interest in logic/script editing :3
    (been wanting to figure out the formats for a while now)

    anyways...
    for my animation package...
    it's just a small plugin for my converter I've got planned Tongue
    (both programming and the formats need reserch) >_>

    another future plan I need help with now is a system that implements programming
    similar to blender's node editor...
    eg:

      int           var
    o[ 1 ]o----o[ My_Var ]o

    ^in Python, this would be the same as:
    My_Var = int(1)

    I just need some help with classes, functions, if/else's, and loops
    Sounds easy enough.

    By the way, thread of eager-for-new-Brawlbox-posters, have some useful tidbits of knowledge: SRT0 editing for texture editing (mostly eye movements) is close to being finished. Here are 3 good examples of files with an unknown SRT0 keyframe set:

     Spycloak (the invisibility SRT0 used for invisible Special Brawls, in FitXXXXXSpy.pac)
     MetaRidleyFireballs (Meta Ridley's Fireballs)
     Tabuu (AnimationData[30], Only his Cage, Cannon, Chain, Flare, Rush, and SplitBody/SplitBodyFlare have them, if you know which Models/Animations those are)

    It's a bit hard to read, but does anyone else see a pattern that only Invisibility, Meta Ridley's Fireballs, and Tabuu's certain animations have in common? I see a connection between how their textures render.

    Can't understand a thing O.O
    Logged


    Segtendo
    Local Marie Fanboy
    Special Access
    *****
    Offline Offline

    Posts: 13362


    Cold queen

  • Awards Starstormer PC Core Gamer 128-bit Core Gamer Super Saiyan Topic

  • View Profile WWW Awards
    « Reply #8199 on: January 18, 2012, 02:42:44 PM »


    Can't understand a thing O.O
    None of us can Awesome Face
    Logged

    : SW-2632-7270-6724


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #8200 on: January 18, 2012, 02:49:34 PM »


    Tcll: http://forums.kc-mm.com/index.php?topic=39649.0

    Btw,
    output = (d ± ((1 - c) * a + c * b) + bias) * scale

    Apparently "op" is the subtract value. If true, d -, if false, d +
    Still don't know how to get the byte values for a b and c or the 10 bit signed val for d or apply the output in opengl...
    « Last Edit: January 18, 2012, 02:59:19 PM by BlackJax96 » Logged

    Tabuu Forte Akugun
    Boss Kitten
    ****
    Offline Offline

    Posts: 4400


    Smash 4 Main: Bowser

  • Awards Heart Container Famous Hacker Starstormer Super Saiyan Topic

  • View Profile Awards
    « Reply #8201 on: January 18, 2012, 03:35:04 PM »


    Hey, neat little discovery! Too bad I can't understand it. LOL
    Logged

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #8202 on: January 18, 2012, 04:07:23 PM »


    Well I fixed the normal rotations completely now, in-game and in Brawlbox for all models, including imports (but the import fix is only applied in the Brawlbox I have atm).

    I'd post an image, but imgur is blacked out. Im srs here
    Logged

    Gamma Ridley
    ~Mercenary~
    Boss Kitten
    ****
    Offline Offline

    Posts: 4606


  • Awards Featured Super Saiyan Topic Heart Container Famous Hacker

  • View Profile WWW Awards
    « Reply #8203 on: January 18, 2012, 04:09:10 PM »


    Use this, sweetheart
    Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #8204 on: January 18, 2012, 04:12:23 PM »




    no u

    Logged

    Pages:  1 ... 544 545 546 [547] 548 549 550 ... 1046
    Print
    Jump to: