[Collab] - Imported characters list (fix info in #73 & #81)

Started by Mewtwo2000, November 25, 2011, 11:57:57 AM

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Quote from: Spex130 on February 01, 2012, 05:10:12 PM
This is beautiful.

I need to fix all my stuff more than ever now!


Also, does this mean that Dark Textures, Envs, and Cell-Shading can be perfected as well?


EDIT: Also, if the floats are forced, does that mean I can still Manually add those Dark Textures, Envs, and Cell-Shadings, and have them work?

Yeah, it does! :happy:

Quote from: BlackJax96 on February 01, 2012, 11:50:14 PM
Yeah, it does! :happy:

.............:happy:

Ohmygoodness! You know that moment when you open a new door and then ALL THE IDEAS flow in?

That just happened. I'm hyped now.


:happy:

Thanks for that, Mewtwo2000! Works like a charm! Gonna go fix up Kit shortly (and try making a "Subspace" version, too).

Quote from: RandomTBush on February 02, 2012, 01:27:54 AM
:happy:

Thanks for that, Mewtwo2000! Works like a charm! Gonna go fix up Kit shortly (and try making a "Subspace" version, too).

Don't forget the cellshaded version! :af:

Quote from: BlackJax96 on February 02, 2012, 01:32:07 AM
Don't forget the cellshaded version! :af:

Lol, you.


RTB, I look forward to all versions!

Where's Kit? She needs to hear this!


Quote from: BlackJax96 on February 02, 2012, 01:32:07 AMDon't forget the cellshaded version! :af:
Like this?



(Basically, the Skyward Sword shader plus the Tatsunoko vs. Capcom rimlight texture. Need to figure out why only the rimlight flickers and sticks during smash attacks, but other than that it's good.)

(EDIT: Seems that "ColorSelectionC" has something to do with it. Changing that value in the Stage2 for Kirby's default shader from "KonstantColorSelection" to "None" disabled the colour changes for Kirby's smash attacks. That might not be just it, though.

Weird colors when the character makes smash attacks or even dodges?

That was related to... I can't use brawlbox here right now, but it's some value near to the 'C0Enums0' in the materials. The Alpha in the next one to this. I got some trouble when I first made my Young Ganon hack (it got all purple after the first warlock punch for dodges and smashes), and that was the problem. My material tool changed that value to be 1, but it usually needs to be 3. That was the cause of the glitch in my case.
SW FC: SW-5958-4724-5095
Wii FC: 1247-2259-6207
Twitch: http://twitch.tv/mewtwo2000
Visit my stage thread here


Stage light and fog tutorial
Stage shadows tutorial

Interesting. Though, it seems kinda... off.. But I guess I'm way too used to the current versions of Kit...
Kit's Youtube of Combos and Randomness
Also featuring a Deviantart page full of random images I make
Official FaceBook Page to get a hold of me, catch up with what I'm doing, or just like me!



Quote from: RandomTBush on February 03, 2012, 09:05:16 AM
Like this?



(Basically, the Skyward Sword shader plus the Tatsunoko vs. Capcom rimlight texture. Need to figure out why only the rimlight flickers and sticks during smash attacks, but other than that it's good.)

(EDIT: Seems that "ColorSelectionC" has something to do with it. Changing that value in the Stage2 for Kirby's default shader from "KonstantColorSelection" to "None" disabled the colour changes for Kirby's smash attacks. That might not be just it, though.

Nice, yeah! :happy:
Also, I think KonstantColorSelection is what Brawl manipulates from an outside source.
Notice that practically all character shaders in Brawl have 3 stages at the end that are mostly always the same. Those three stages control the light flickering when you charge, respawn or do a certain special.

Quote from: Mewtwo2000 on February 03, 2012, 10:30:07 AM
Weird colors when the character makes smash attacks or even dodges?

That was related to... I can't use brawlbox here right now, but it's some value near to the 'C0Enums0' in the materials. The Alpha in the next one to this. I got some trouble when I first made my Young Ganon hack (it got all purple after the first warlock punch for dodges and smashes), and that was the problem. My material tool changed that value to be 1, but it usually needs to be 3. That was the cause of the glitch in my case.

That could be it too. I haven't looked into those values much, but they do deal with lighting.

Wait, that window about forcing the uvs and stuff didn't come up for me. did i do something wrong?
I'm back after a long while.

I don't know if I'm doing this right, I'll edit if it's not... :af2:

:fox: Krystal SOURCE: Starfox Adventures | WIFI: Unconfirmed | LAG: No | RESIZED: yes, use motion etc included | EYEYELLOW: No | FACES: No | METAL: working on it/no | SHADERS: none | RATING: Not Rated Kirby Hats: Fox and Wolf included in download

Quote from: BlackJax96 on February 01, 2012, 11:50:14 PM
Yeah, it does! :happy:

I still don't know what all the jazz is about forcing float values... I only knew it was a fix for an old problem.

Quote from: Xiggah on February 18, 2012, 09:59:43 AM
I still don't know what all the jazz is about forcing float values... I only knew it was a fix for an old problem.

Brawlbox converts the values to float now if the object has a texture matrix, so it doesn't really matter if you force float values or not when importing now.

What's the difference between float values and normal values?

Quote from: Xiggah on February 20, 2012, 01:37:44 AM
What's the difference between float values and normal values?

Float values are just the raw 4-byte value written to the model.
Other values take up only 2 or 1 byte and are multiplied by a common multiplier to get the real value.