Adding relfective textures!

Started by Anonymous, June 19, 2012, 01:35:31 PM

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June 19, 2012, 01:35:31 PM Last Edit: June 19, 2012, 01:37:12 PM by Mr. Anonymous
Looking around, I've seen people have issues with this. seeing as though no one else took the time to do this and I am sperated from my SD card and wii, I decided to do this.
In this tutorial I will be telling you how to add reflectors to your model import. incase you have no idea what this is, it's basically a shine effect that moves across the object as the camera moves.

Step 1. make sure that what you want relective is in a different object! if you don't do this, the reflector will effect things where you don't want it.

Step 2. After importing your model into brawl box, add a new material (you don't have to if there isn't anything that uses the texture that you don't want reflective) and add a new shader (<This isn't optional unless you really want everything reflective) and replace with these materials and shadders

Step 3. change the material so it uses the new shader.
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Step 4. find a shine effect appropriate for the model shape. I recomend you make it an I8 texture.

Step 5. in the material, hit the plus button, and you should see something like this-
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See how there are two branches? the top is the base texture, and the bottom one is the shine effect.

Step 6. Go into the objects, and make sure the polygons you want reflective use the reflective material
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Step 7. Save and test. Good luck!


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If I missed anything, please inform me!

Can you help me fix this?
I did everything in this tutorial but for some reason it uses my opponents textures... In this case, Pikachu.

I was using the Ref texture from his PokePark download.


Thank you! This will really come in handy.
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Quote from: Boygos on June 19, 2012, 04:32:00 PM
Can you help me fix this?
I did everything in this tutorial but for some reason it uses my opponents textures... In this case, Pikachu.

I was using the Ref texture from his PokePark download.

check to make sure the textures need/do not need a pallate.

Quote from: Mr. Anonymous on June 20, 2012, 12:31:26 AM
check to make sure the textures need/do not need a pallate.
how do I do that?


first, find out what textures have a pallete in the first place by opening the "pallates" folder in the texture data brres. then look in the materials and make sure that anything that has a pallete looks like this
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Quote from: Mr. Anonymous on June 20, 2012, 01:00:14 AM
first, find out what textures have a pallete in the first place by opening the "pallates" folder in the texture data brres. then look in the materials and make sure that anything that has a pallete looks like this
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It doesnt have a pallete.... so what do I do? :(


Quote from: Boygos on June 20, 2012, 01:02:36 AM
It doesnt have a pallete.... so what do I do? :(
none of the textures do? mind if I see the pac file?


June 20, 2012, 02:02:33 AM #10 Last Edit: June 20, 2012, 02:05:09 AM by Mr. Anonymous
give this a shot
https://dl.dropbox.com/u/51153042/FitPokeZenigame00.pac
you might want to change the reflect texture though. it'll literally just going to show the corner.

Quote from: Mr. Anonymous on June 20, 2012, 02:02:33 AM
give this a shot
https://dl.dropbox.com/u/51153042/FitPokeZenigame00.pac
you might want to change the reflect texture though. it'll literally just going to show the corner.
Thanks, I'll go test it now ;D

Can you please explain where I messed up? I'd like to be able to do this on future imports :P


Quote from: Boygos on June 20, 2012, 02:20:46 AM
Can you please explain where I messed up? I'd like to be able to do this on future imports :P
can't say I know since I didn't see what your attempt looked like. you showed me a model that was compleatly devoid of reflectors.