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Omegapaste
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    « on: August 27, 2009, 07:18:25 PM »


    I just tried editing something on the rainbow cruise. I want to make it a shadowy and dark place (get the hint?)
    well anyways when I search through the maps of the extracted PAC. I can't find any texture related to the huge blue background. my texturing will be pointless if I can't change that background

    btw I found one weird texture with the word: ''reflection'' in it. the texture is the whole stage at a very tiny scale. I tried making the reflection texture darker but nothing happened to the stage.

    can anybody tell me something about that background issue or the reflection texture?
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    VILE
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    « Reply #1 on: August 27, 2009, 07:22:46 PM »


    Backround: CLR0

    Reflection: A texture made to be facing the camera at all times, giving a reflective surface. Usually, the blacker it is, the less reflective it will be. Completely black is no reflection, compeltely white (or any color equivelant to white in solidness) would be fully reflective.
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    Zephiel:
    You know what I really like on my stack smash?
    Texture updates.

    Androu1:
    @Zephiel: “your” Stack Smash?

    Omegapaste
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    « Reply #2 on: August 27, 2009, 07:24:29 PM »


    Backround: CLR0

    Reflection: A texture made to be facing the camera at all times, giving a reflective surface. Usually, the blacker it is, the less reflective it will be. Completely black is no reflection, compeltely white (or any color equivelant to white in solidness) would be fully reflective.

    Okay I get the reflection part now, thanks for telling

    but what do you mean with CLRO?
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    VILE
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    « Reply #3 on: August 27, 2009, 07:30:26 PM »


    Its brawls material files. Its practically a material file, only having what was included when it was exported. What you would want to edit is the multiple difuse colors. They are usually in different spots because of all the forms of pointers and the extra stuff it would have included. CLR0's are usually more than 1 color (color animation, if each color is used at different points, there will be more pointers at the start, if they are used in a sequence, it will be associated with a PAT0 file). I know little about the sequentail color animations, but from what i saw, thats what i gathered.
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    Zephiel:
    You know what I really like on my stack smash?
    Texture updates.

    Androu1:
    @Zephiel: “your” Stack Smash?

    Omegapaste
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    « Reply #4 on: August 27, 2009, 07:43:19 PM »


    Its brawls material files. Its practically a material file, only having what was included when it was exported. What you would want to edit is the multiple difuse colors. They are usually in different spots because of all the forms of pointers and the extra stuff it would have included. CLR0's are usually more than 1 color (color animation, if each color is used at different points, there will be more pointers at the start, if they are used in a sequence, it will be associated with a PAT0 file). I know little about the sequentail color animations, but from what i saw, thats what i gathered.


    Hmm okay, sounds like a though time for me to get something like that done. I searched for a guide on google but with no results... do you know where to find any guide for it?
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    « Reply #5 on: August 27, 2009, 08:25:06 PM »


    There is no guide, since there is no real way to locate the difuse colors. You just have to use trial and error.
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    Zephiel:
    You know what I really like on my stack smash?
    Texture updates.

    Androu1:
    @Zephiel: “your” Stack Smash?

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