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« Reply #8190 on: January 17, 2012, 08:45:11 PM » |
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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. 
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« Reply #8191 on: January 17, 2012, 08:46:33 PM » |
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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.  LOL smooth move mr. skipper  but anyways... good job on figuring that section out 
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« Reply #8194 on: January 17, 2012, 09:06:04 PM » |
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lolno not that at all.  ok... what might you be talking about then?? :/ I's confusled XDD
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« Reply #8195 on: January 17, 2012, 09:13:53 PM » |
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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.
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« Last Edit: January 17, 2012, 09:15:36 PM by BlackJax96 »
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« Reply #8197 on: January 18, 2012, 06:19:08 AM » |
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hey BJ... you know I credit you big time right?? 
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 
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 
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) 
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  (right now his model only works as a T-pose) ^the other Pika's still move normally
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« Last Edit: January 18, 2012, 07:06:37 AM by Tcll »
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« Reply #8198 on: January 18, 2012, 02:41:28 PM » |
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mind helping me with my animation plugin later on?? :3 (supports all brawl animation types in a single package) 
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  (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
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« Reply #8199 on: January 18, 2012, 02:42:44 PM » |
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Can't understand a thing O.O
None of us can 
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« Reply #8200 on: January 18, 2012, 02:49:34 PM » |
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Tcll: http://forums.kc-mm.com/index.php?topic=39649.0Btw, 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...
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« Last Edit: January 18, 2012, 02:59:19 PM by BlackJax96 »
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« Reply #8201 on: January 18, 2012, 03:35:04 PM » |
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Hey, neat little discovery! Too bad I can't understand it. LOL
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« Reply #8202 on: January 18, 2012, 04:07:23 PM » |
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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. 
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« Reply #8203 on: January 18, 2012, 04:09:10 PM » |
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Muslims are literally murderers
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« Reply #8204 on: January 18, 2012, 04:12:23 PM » |
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no u 
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