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Author Topic: DSX8 stuff! Smash2 beat me to Poke Floats - 05/03/2020  (Read 2396885 times)
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    « Reply #11355 on: July 26, 2015, 04:09:24 AM »


    ah.. time for u to get a new SD card then Shocked

    and the gray boxes is the shadows for this...
    Its new. Created it a week ago. I don't understand how virtual SD card can start to mess up though.

    Oh, right. Forgot about the HUD.
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    DSX8
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    « Reply #11356 on: July 26, 2015, 04:21:20 AM »


    hmm.. well thats odd... :/

    edit:

    edit2:
    <a href="http://youtu.be/_0YtbWtes3w" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/_0YtbWtes3w</a>
    « Last Edit: July 26, 2015, 07:00:25 AM by DSX8 » Logged

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    « Reply #11357 on: July 26, 2015, 07:40:03 AM »


    Oh nice! I missed the initial showcasing of the stage, but this looks fun Smiley I actually like this stage a lot in Smash Wii U, it's very nostalgic for me. This'll be cool to play in Brawl Smiley
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    « Reply #11358 on: July 26, 2015, 02:55:29 PM »


    Duck Hunt is looking nice! I'm going to assume that there won't be any lag like some of the higher poly stages, because it looks pretty low poly to me.
    This may sound weird, however, I'm just asking this question to gain a little knowledge.
    I've seen you mention adding vertex colours and I'm not exactly sure what that is. I don't need help with anything I just wondered what it was and what purpose it served.
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    « Reply #11359 on: July 26, 2015, 03:15:53 PM »


    Duck Hunt is looking nice! I'm going to assume that there won't be any lag like some of the higher poly stages, because it looks pretty low poly to me.
    This may sound weird, however, I'm just asking this question to gain a little knowledge.
    I've seen you mention adding vertex colours and I'm not exactly sure what that is. I don't need help with anything I just wondered what it was and what purpose it served.
    color nodes... here's an example!
    No Color Nodes Applied


    Color Nodes Applied



    Color nodes r mostly used for color details for stages.. seems like only nintendo uses them, but the PSP and PS Vita games does also, while others do not. And while color nodes also have alpha channels, if the alpha is lower than 255, it can be turned into a transparent section on the mesh its applied to.
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    « Reply #11360 on: July 26, 2015, 06:14:35 PM »


    color nodes... here's an example!
    No Color Nodes Applied

    Color Nodes Applied


    Color nodes r mostly used for color details for stages.. seems like only nintendo uses them, but the PSP and PS Vita games does also, while others do not. And while color nodes also have alpha channels, if the alpha is lower than 255, it can be turned into a transparent section on the mesh its applied to.
    Firstly... Dang... That's insane! You're really good at this. Am I correct to assume the colours applied to the colour nodes are stored in the "color" folder under the MDL0? Lastly, how do you go about adding color nodes to an object in 3dsmax? I promise I'm not using this to make anything I don't even have 3dsmax. I'm just curious as to how you add them, because googling came up with nothing.

    P.S. Thanks for taking the time to show me what these were!
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    « Reply #11361 on: July 26, 2015, 06:21:16 PM »


    Yes, colors r stored under "color" under the MDL0

    and to add colors/alpha channels to objects, that would be VertexPaint in 3ds max, then u can color every vert possible!
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    « Reply #11362 on: July 26, 2015, 06:59:02 PM »


    Yes, colors r stored under "color" under the MDL0

    and to add colors/alpha channels to objects, that would be VertexPaint in 3ds max, then u can color every vert possible!
    Yes, I got one thing right. Awesome! now I know how magic is made! I really appreciate you taking the time to explain that to me.
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    « Reply #11363 on: July 26, 2015, 07:30:14 PM »


    no problem

    <a href="http://youtu.be/gJL_sEn1MTc" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/gJL_sEn1MTc</a>
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    « Reply #11364 on: July 27, 2015, 08:05:22 PM »


    I had a chance to play on Miiverse... NEW FAVORITE STAGE! The lighting, shadows, and spec are all perfect. I ported it over Pictochat and used the ASL tool to move Pictochat to L trigger press. Yeah, I'm going to be playing on this stage a lot. Great work!
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    « Reply #11365 on: July 29, 2015, 07:18:22 PM »




    "final"? Nice!
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    « Reply #11366 on: July 30, 2015, 04:11:44 AM »


    I had a chance to play on Miiverse... NEW FAVORITE STAGE! The lighting, shadows, and spec are all perfect. I ported it over Pictochat and used the ASL tool to move Pictochat to L trigger press. Yeah, I'm going to be playing on this stage a lot. Great work!
    hah well glad u like it!!

    "final"? Nice!
    yush... not sure if i'll add any extra stuff tho in the future

    Anyways back from my trip.. i had a blast.. altho in return i got majorly sunburned for sleeping on the beach... on accident.. even with sunscreen on ._.
    dont ask how.. :|

    so now that im back.. HERE'S DUCK HUNT!!!



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    « Reply #11367 on: July 30, 2015, 12:09:36 PM »


    Any chance you'd be ripping the background for WiiU custom stages? As in, the ones you draw on?
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    « Reply #11368 on: July 30, 2015, 03:03:14 PM »


    Any chance you'd be ripping the background for WiiU custom stages? As in, the ones you draw on?
    i could... the space 1 tho... thats pretty high poly.. but also some of them has bones/objects that arnt properly in place.
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    « Reply #11369 on: July 30, 2015, 08:35:27 PM »


    They all look great... also those backgrounds where you can take snapshots of the trophies.
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