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Author Topic: How to do material (or shader) don't be affected by light ? (BrawlBox)  (Read 6269 times)
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iyenal
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« on: April 29, 2016, 10:07:06 AM »


How to do material (or shader) don't be affected by light in Brawlbox ?
It's for an image rendered in blender I want to integrate in an MDL0, so the light are already calculated, and also for performance issues.

Thanks !
« Last Edit: May 03, 2016, 08:31:20 AM by iyenal » Logged

windhunter7
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    « Reply #1 on: April 29, 2016, 01:46:58 PM »


    Out of the topics I've bookmarked so far, this is the best help, but not sure if it'll work:

    http://forums.kc-mm.com/index.php?topic=40785.0
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    iyenal
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    « Reply #2 on: April 30, 2016, 03:38:35 AM »


    Thank for your help, the tutorial seems fix my problem but I haven't tested yet.
    But there aren't a solution that don't need an hexadecmal editor, just BrawlBox ?
    (I am not a good user of HxD)
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    windhunter7
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    « Reply #3 on: April 30, 2016, 10:10:46 AM »


    Go ahead and read the last comment, which is the one that I meant.
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    iyenal
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    « Reply #4 on: April 30, 2016, 10:25:48 AM »


    In the GBC Import Thread ?
    Sorry but I don't found the shader, there 200 pages !
    Do you can tell me the post number ?
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    windhunter7
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    « Reply #5 on: April 30, 2016, 10:31:43 AM »


    He says in the OP(OP means Original Post), almost near the end, inside a spoiler; i.e. Inside the "how to import models (from start to finish)" spoiler; here's the direct link, but I encourage you to be able to figure it out on your own:

    http://www.mediafire.com/?616odckzgqrp0cg
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    iyenal
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    « Reply #6 on: April 30, 2016, 10:33:08 AM »


    Ok here :
    "6.   now go into the mdl0 file and go to shaders and replace their shader with this one
    http://www.mediafire.com/?616odckzgqrp0cg"

    Thanks ! But are you sure it don't affect performance ?
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    windhunter7
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    « Reply #7 on: April 30, 2016, 10:40:33 AM »


    Pretty sure, since the material is just the lighting effects and the texture reference, basically. Can never hurt to back up your file and test it out.
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    iyenal
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    « Reply #8 on: April 30, 2016, 01:24:21 PM »


    "lighting effects" Of what ? It's only texture UV with reference normally ?
    Thanks anyway, you have saved me many hours of search.
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    windhunter7
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    « Reply #9 on: April 30, 2016, 01:31:08 PM »


    Sure, np. And what I mean is that, the materials and shaders basically only change how light affects the model, kind of like how in Blender, rotating around a default kind of mesh(In Solid mode) will have the Blender default lighting glow on different parts depending on what rotation it is, with materials and shaders, you could change those effects to change things like how glowy it is, which part glows, and stuff like that.
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    iyenal
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    « Reply #10 on: April 30, 2016, 01:47:31 PM »


    OK; So with this shader can I use more poly than realtime lighting ,yes?
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    windhunter7
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    « Reply #11 on: April 30, 2016, 02:05:17 PM »


    Polys have nothing to do with lighting, though; polys are how many triangles make up the model itself, and the lighting is how the model glints and whatnot in the light, so if you want to use more polys, go for it, but it'll make the filesize a little larger because of more polys.
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    BlackJax96
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    « Reply #12 on: April 30, 2016, 08:16:04 PM »


    You can disable lighting by going to the material(s) in the MDL0, going to LightChannel0 under Lighting Channels, going to Color and setting Enabled to False.
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    iyenal
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    « Reply #13 on: May 01, 2016, 06:01:54 AM »


    @windhunter7 : the lighting use the CPU and GPU, the global polygon count also, so if there are less calculs to do for lighting, poly can use more.
    I have do game programming in unity, with the no lighting shader I can use 30% more poly in average. So I think the Wii system is same, using ATI GPU. But tell me if isn't.
    « Last Edit: May 03, 2016, 08:25:22 AM by iyenal » Logged

    iyenal
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    « Reply #14 on: May 03, 2016, 08:30:34 AM »


    @BlackJax96 But the problem is thawhen you disable the lightchannel, the shader rest so performance aren't ameliored.

    In fact, I want an shader that is doesn't affected by light so all the calculs related to lighting isn't done, so I can use more polygons. But if you know an other way to ameliore performance without removing polygons and textures tell me please.

    Post Merge: May 03, 2016, 08:34:25 AM
    if you want to use more polys, go for it
    It means I can use more of 100000 facepoints without affecting performance ?! I'm lost...
    « Last Edit: May 03, 2016, 08:34:25 AM by iyenal » Logged

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