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« Reply #9240 on: March 22, 2012, 09:04:52 PM » |
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Will 66 be able to import more model types?
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I'm back after a long while.
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« Reply #9241 on: March 22, 2012, 09:07:39 PM » |
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will brawlbox v0.66 include the TriStripper?
Depends on if I can get it to work. Will 66 be able to import more model types?
No
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« Reply #9242 on: March 22, 2012, 09:25:39 PM » |
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One problem I had when importing a DAE into Brawlbox is that when rendered in MKWii it appears tipped on its side with a weird shine effect on many meshes, and I tried checking/unchecking all the "flip Y and Z" boxes on 3DS Max's DAE exporter I could find to no avail. Will this be corrected? If not it's fine as I can import just as well with CTools, but I'd really like to get some vertex colors in-game. By the way, this did require me to change the version number to fake MKWii into thinking it was a v11 MDL0, if the version fix for MKWii has anything to do with it.
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« Last Edit: March 22, 2012, 09:27:02 PM by BigOto2 »
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« Reply #9243 on: March 22, 2012, 09:31:51 PM » |
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One problem I had when importing a DAE into Brawlbox is that when rendered in MKWii it appears tipped on its side with a weird shine effect on many meshes, and I tried checking/unchecking all the "flip Y and Z" boxes on 3DS Max's DAE exporter I could find to no avail. Will this be corrected? If not it's fine as I can import just as well with CTools. By the way, this did require me to change the version number to fake MKWii into thinking it was a v11 MDL0, if the version fix for MKWii has anything to do with it.
I believe I know how to solve the "model tipped on its side" problem. There needs to be an axis comparison that applies a matrix to upright the vertices and rotate the normals into correct place. Even on rigged models, the normals are rotated incorrectly and the only way to fix them is to re-import the model into 3ds max and export it again, which technically uprights the model (which is actually on its back in max if you remove the skin modifier). I'll work on a fix for it. Also, changing the version number doesn't "trick" the Wii at all. Brawlbox literally rebuilds the entire model as a v11.  Oh and the default shader and materials are for Brawl, so that's probably why it's shiny in MKWii. Every game seems to be a bit different...
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« Last Edit: March 22, 2012, 09:32:52 PM by BlackJax96 »
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« Reply #9244 on: March 22, 2012, 09:51:47 PM » |
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Thanks for the info, I've had lots of people tell me what's causing all the issues so it's good to be clear on them. A guy from the MKWii forum named Tock told me that the shine effect was caused by a vertex color issue (it only shows at certain angles on certain meshes), but I thought vertex colors only controlled color and opacity on top of textures on certain parts of the model...
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« Reply #9245 on: March 22, 2012, 10:11:26 PM » |
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Thanks for the info, I've had lots of people tell me what's causing all the issues so it's good to be clear on them. A guy from the MKWii forum named Tock told me that the shine effect was caused by a vertex color issue (it only shows at certain angles on certain meshes), but I thought vertex colors only controlled color and opacity on top of textures on certain parts of the model...
The vertex colors are the RasterColor used by shaders. If RasterColor isn't used by the shader linked to the material that's linked to the object, the vertex colors (most likely) aren't even used. O_o What you're describing sounds like the "Lighting" for materials because you say it's different at certain angles on certain meshes. Xiggah and I tested some things under the lighting section, and that seemed to be what happened. XD The model was a lot darker only in certain areas at certain angles in one of the tests.
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« Reply #9246 on: March 22, 2012, 10:44:56 PM » |
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Yeah, that sounds most likely it! If there is a way to default it to what CTools creates by default to get a plain model effect, that would be great, hope it is doable in the next update of BrawlBox!
When I get around to Brawlbox again, I'll take a closer look at the shaders and vertex colors and confirm this.
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« Last Edit: March 22, 2012, 10:45:56 PM by BigOto2 »
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« Reply #9247 on: March 23, 2012, 09:05:30 AM » |
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what about moveset editting? will it e in the next release?
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« Reply #9248 on: March 23, 2012, 10:02:04 AM » |
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what about moveset editting? will it e in the next release?
bj already said it wont make it in a few pages back
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« Reply #9249 on: March 23, 2012, 10:13:10 AM » |
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He says it'll be included in .67
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« Reply #9250 on: March 23, 2012, 11:34:00 AM » |
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BlackJax96 I have an idea. in the model previewer for when Brawlbox V0.66 comes out, you should add a MDL0 object mover where we can move objects around & the model previewer should preview vertex colors, normals & geometry when we preview the models. And I hope the object importer is not buggy for the model I'm editing, StgDolpic_Chikei which is the background for Delfino Plaza.
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« Reply #9251 on: March 23, 2012, 11:48:44 AM » |
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Wait all animation formats? As in .MOT files as seen in TVC and Castlevania Judgement?
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« Reply #9252 on: March 23, 2012, 11:54:33 AM » |
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How do I get the vertex colors vertex normals & geometry to preview on brawlbox v0.65c?
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« Reply #9253 on: March 23, 2012, 12:38:52 PM » |
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Wait all animation formats? As in .MOT files as seen in TVC and Castlevania Judgement?
by all animation data, he means the 1's that brawl, and other games use, such as CHR0, SRT0, VIS0, SHP0, and PAT0.
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« Reply #9254 on: March 23, 2012, 02:53:43 PM » |
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Wait all animation formats? As in .MOT files as seen in TVC and Castlevania Judgement?
I think he means all animation formats used by Brawl. And BJ? I need your help for a sec. I'm trying to lower the filesize of a REFT texture and it's just not working...
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