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« Reply #8205 on: January 18, 2012, 04:12:27 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.  use imageshack  edit: ninja'd by Gamma.... 
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« Last Edit: January 18, 2012, 04:13:20 PM by Anti-Sopa Agent #1 »
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« Reply #8206 on: January 18, 2012, 04:14:10 PM » |
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use imageshack  edit: ninja'd by Gamma....  lol u and not knowing who is who u kno wat i'm talkin' bout boi
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« Reply #8207 on: January 18, 2012, 04:18:42 PM » |
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lol u and not knowing who is who u kno wat i'm talkin' bout boi
shush u...  when will ur BB be released btw?
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« Reply #8208 on: January 18, 2012, 04:41:39 PM » |
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shush u...  when will ur BB be released btw? LOL and dunno Btw, I believe I figured out how the shaders work. They take colors specified in the material's TEV and manipulate them for output.  I'm coding stuff to make sure I'm right, right now. 
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« Reply #8209 on: January 18, 2012, 04:44:30 PM » |
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Btw, I believe I figured out how the shaders work. They take colors specified in the material's TEV and manipulate them for output.  I'm coding stuff to make sure I'm right, right now.  Good boy 
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« Reply #8210 on: January 18, 2012, 04:46:21 PM » |
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Gotta get this thing done before the 23rd, just in case. 
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« Reply #8211 on: January 18, 2012, 04:47:10 PM » |
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Gotta get this thing done before the 23rd, just in case.  Oh [censored]. Yea. You're right. I doubt anything bad's gonna happen. About 95% of the internet is against that stupid [censored].
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« Reply #8212 on: January 18, 2012, 04:55:22 PM » |
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Oh [censored]. Yea. You're right. I doubt anything bad's gonna happen. About 95% of the internet is against that stupid [censored].
████, ███████ ██████ ██████. 
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« Reply #8213 on: January 18, 2012, 04:57:24 PM » |
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████, ███████ ██████ ██████.  ███ █ █████ ███████████ ██████ █████. 
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« Reply #8214 on: January 18, 2012, 04:58:23 PM » |
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███ █ █████ ███████████ ██████ █████.  ███ ██████ ██████████ ███ ██████  edit: ok no more spam... back on topic now!
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« Reply #8215 on: January 18, 2012, 05:46:50 PM » |
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Agreed.
So, to the 23rd, huh? Awesome. :3 Can't wait. I mostly can't wait for SRT0's and more animation stuff.
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« Reply #8216 on: January 18, 2012, 06:43:40 PM » |
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Oh [censored]... OpenGL supports TEV settings for up to three RGBA registers... which is the exact same amount and type of registers that MDL0 shaders use.  Let's see if I can render shaders, eh? Looks like I've hit a minor breakthrough, unless I'm speaking too soon. (which I do a lot...)
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« Reply #8217 on: January 18, 2012, 07:12:43 PM » |
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Sounds like you're on the start of aiming for a potential breakthrough.
PIPA lost supporters BTW.
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« Reply #8218 on: January 18, 2012, 07:14:08 PM » |
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Sounds like you're on the start of aiming for a potential breakthrough. Totally. PIPA lost supporters BTW.
Really? Do tell more in the SOPA thread 
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« Reply #8219 on: January 18, 2012, 10:21:57 PM » |
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LOL and dunno Btw, I believe I figured out how the shaders work. They take colors specified in the material's TEV and manipulate them for output.  I'm coding stuff to make sure I'm right, right now.  look at Material Nodes in Blender
that's exactly how they work I know I'm right... I don't need to code. 
EDIT: material nodes take custom input color values, and can modify a material's color, give lights a multi-color effect based on position, adjust the color of textures (make them pure green), adjust brightness in textures (as Pika's eyeYellow Node does (shader1 in brbx)), and much much more.
shaders can make a model look like glass, apply a bump-map or muti-texture effect, adjust the Z-depth (as shown with N64 emulators), render fur or grass, render smoke or clouds, and many more things. 
is that descriptive enough for ya BJ XDD
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« Last Edit: January 18, 2012, 10:39:52 PM by Tcll »
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