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Author Topic: Brawlbox Resources & History  (Read 3858383 times)
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KnightMario
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    « Reply #10635 on: June 06, 2012, 08:20:53 PM »


    summer's 6 days IN for me
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    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #10636 on: June 06, 2012, 08:35:25 PM »


    almost a month away from school for me.
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    deadname mcredactedface
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    Kind of want to start making mods for this again

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    « Reply #10637 on: June 06, 2012, 10:11:47 PM »


    I'm off uni right now myself for this entire month and most of next month, with the exception of a week of exams I have starting on the 14th.
    It's most likely possible using indirect textures and special shader settings, but I haven't come across any factory MDL0s that actually use bump maps for normals so there's not really a way to copy the correct settings.
    This looks like a mystery for RTB!
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    BlueBrain
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    « Reply #10638 on: June 07, 2012, 03:09:01 AM »


    wouldnt it be possible to set it up correctly if someone knew how bump maps exactly work out of mdl0s?
    bump maps would be amazing to have in brawl
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    RandomTBush
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    « Reply #10639 on: June 07, 2012, 05:05:20 AM »


    This looks like a mystery for RTB!
    Pick any of TMNT: Smash-Up's character models. They use a form of bumpmap -- the texture is the red channel from a normal bumpmap, and the alpha is the green channel.

    There's also a normal RGB bumpmap used for some of Kirby: Return to Dream Land's effects (namely Mike), but the shader itself is invalid in Brawl and doesn't work.
    « Last Edit: June 07, 2012, 08:40:39 AM by RandomTBush » Logged


    DSX8
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    « Reply #10640 on: June 07, 2012, 05:30:38 AM »


    Pick any of TMNT: Smash-Up's character models. They use a form of bumpmap -- the texture is the red channel from a normal bumpmap, and the alpha is the green channel.

    There's also a normal RGB bumpmap used for some of Kirby: Return to Dream Land's effects (namely Mike), but the shader itself is invalid in Brawl and doesn't work.
    maybe u and BJ could figure a way to make em work for brawl? o.o
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    « Reply #10641 on: June 07, 2012, 08:26:25 AM »


    I thought the RGB ones were considered to be normal maps and greyscale ones being bump maps. That's how I always saw it. Of course in the end they're the same thing, just processed and stored differently.
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    « Reply #10642 on: June 07, 2012, 10:54:47 AM »


    maybe u and BJ could figure a way to make em work for brawl? o.o
    Of course in the end they're the same thing, just processed and stored differently.
    Do I see a possibility?
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    BlueBrain
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    « Reply #10643 on: June 07, 2012, 10:59:53 AM »


    I thought the RGB ones were considered to be normal maps and greyscale ones being bump maps. That's how I always saw it. Of course in the end they're the same thing, just processed and stored differently.

    the colored maps are... darn forgot the name, i think its called diff or something, but those are the basic bitmap, and on top of that one the renderer places both bump and specular maps, which affect lighting and shading, and give plane polygons the look of sculpt objects
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    RandomTBush
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    « Reply #10644 on: June 07, 2012, 11:17:30 AM »


    I thought the RGB ones were considered to be normal maps and greyscale ones being bump maps. That's how I always saw it. Of course in the end they're the same thing, just processed and stored differently.
    Pretty much. "Bump maps" are apparently just greyscaled images (1D), and "normal maps" are the three-coloured ones (RGB). So what would that make the greyscale/alpha maps (2D) then...?
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    « Reply #10645 on: June 07, 2012, 04:19:17 PM »


    oh darn, i think i misspelled, i think i was meaning the normal maps... are those the pinkish ones?
    ow im confused xD
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    « Reply #10646 on: June 07, 2012, 04:34:00 PM »


    The ones that have the texture are called diffuse if I remember correctly. Specular maps are the grayscaled ones and The pinkish weird maps are the normal maps. Or so I remember Tongue
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    « Reply #10647 on: June 07, 2012, 05:03:38 PM »


    Has anyone written down the basic steps to adding a new data format? I think it would be nice to have support for the MiscData[7] files for All-Star mode.
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    « Reply #10648 on: June 07, 2012, 05:34:19 PM »


    Now I just need to get the axis snaps working right.


    I've also been messing around with quaternions for a while too. I've got a bunch of different ways to convert Euler to Quat and then back to Euler, so I should be able to get them working soon. Using quaternions is better than Euler because:
    - The axes are world relative, not local, so the axes will always face x y and z in world coords not relative to the parent bone.
    - There's no gimbal lock when you rotate. (Gimbal lock is when the rotation goes nuts randomly because the axes cross)
    - They're better for interpolation, which I want to use for custom IK animating & the Kinect tracking thing.

    Moveset rebuilder is meh (it's just progressing really slowly atm) and I'm editing the primitive manager again to handle tristrips and trifans instead of convert them all into triangles.

    Has anyone written down the basic steps to adding a new data format? I think it would be nice to have support for the MiscData[7] files for All-Star mode.

    What you need to do is create a node is add the TryParse function to it to check the hex tag, override the OnInitialize function and the OnPopulate function if it has children, create a struct for the header, and then use a property to convert WorkingUncompressed.Address to your structure so you can easily retrieve values you want.

    Just look at code for any existing node. It's pretty repetitive stuff.
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    « Reply #10649 on: June 07, 2012, 06:00:20 PM »


    Any streams soon?
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