Thanks guys, but thank Spex too for helping me finish the job.
I'll probably release it soon, but there's a few extra tweaks I need to make.
Toon shaders, eh? Impressive work you've got done there. I am pretty certain it is, but adding this effect to other characters is possible, yes?
Yeah, but may be a bit more troublesome to add the cellshading (the outline is easy to add because it's applied at the end) depending on how complex their shaders are already. It was easy to add this to yoko and purple heart because they only use one texture on each object. No spec maps, other highlights, etc.
A shame Delfino makes such things flip out though. I'd certainly like to do something about that, but I 'ave no idea where to start.
EDIT: it isn't limited to Delfino either. There are a few stages in SSE (the Falco, Diddy, Fox stage) that cause the same thing to happen.
I'm guessing Delfino does that cuz of all the [censored] in the BG.
But what do I know.
About Delfino
Maybe if you compare Samus's materials and shaders... 'cause those seem to work perfectly fine.
Just who chooses Delfino that often anyway? right?
The problem only occurs on large maps when a model import has a texture that is animated in any way, either with SRT0 or with setting it to follow the camera.
I'm guessing that large maps are set up to handle model primitives in a different way to allow for such a large stage (for the Wii at least, hehehe) to run. The only difference remaining in model imports from already-existing MDL0s is that they only use triangle primitives, which is why model imports with more vertices tend to lag the game.
I'm assuming the combination of texture animation on a mesh using only triangle primitives and different model handling on large maps is why the model flips out.
Your MDL0 thread is really helpful but I just keep messing up the shaders and things don't look the way I expect them to :/
It does take a lot of trial and error, but it's easier to get the result you want if you know what everything does. I really do need to update that thread.
I've had the same problem with one of my PSA's shiny materials. I solved the Delfino glitch by slapping Mario's shader on him. I don't suppose that could help in this case? D:
I'm assuming that turned off the use of the shiny texture that follows the camera right? So that's why it fixed it.