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They probably already have the Mewtwo model from Melee, it's just a matter of compacting into a .pcs or .pac file, which Pharrox is working on. (I guess the model will have to be messed with considering the polygon count thing I keep hearing about in this thread).If someone makes Mewtwo I will have their babies. No joke.
It doesnt matter if they come out different sized. Also i found out how to insert foreign textures (this means we can have like 1 texture file if we wanted.)Yeah, I can't see it being able to come out the same size even just modifying the data that's already there. For the most part the coding won't be that hard, it's just the reverse engineering of the known formats. Right now the two I'm focusing on are VIS0 and SRT0, since I don't really know anything about them. Everything else is either pretty basic or over halfway decoded already.
Really all I know so far is that SRT0 seems to be used for non standard textures (metal and spycloak), as well as textures that aren't always shown (Pikachu's thunder). It's basically just one long float array.
The pointers placing in the brres file wouldn't matter, would it? Because its the same as swapping ness's model with lucas's, it looks for the name of the pointer, not the position in the brres file.Well I typed out a big explanation, but my connection cut out so I'll just summarize. It is important that the file be the same size. If it isn't the pointers in the header or other files won't match. One temporary solution would be to put it at the very end of a brres file. I could generate the model, but it would have to be copied over manually. You also have to update a pointer in the header yourself. The original data would need to be left as padding, not that the overall file size really matters. So yeah, it's a solution, but it isn't very user friendly.
Yeah, I'd say it's a good guess. I remember seeing on YouTube some guys playing in a pitch-black, blank stage. Basically characters just spawn and fall to their deaths. This stage I guess has no lighting or geometry, although it's possible it has lighting but no geometry. However, despite the blackness of the stage, the characters were visible. That means they're probably self-illuminating somehow, or the game looks at these markers and says "always render these with such and such lighting in addition to other lighting."VIS0 files, well I haven't really messed with them. They're really small, have one entry for every bone in the model they affect and usually one to three numbers for each bone. Given where they're found, they're name, and the file layout, the most obvious guess is that it's something to do with visibility. Still, needs some in game testing to confirm.
Uh... I really do more basic modeling and haven't messed with them yet so I can't be sure, but I'd guess it's a kind of vertex shader. Seems that along certain edges between vertices, a soft glow effect and some kind of "pixel distortion" (I really have no idea what it would be called) is used. Their visibility probably depends on your angle relative to the vertex normals. Try setting the whole thing to "f" and a variety of values in between and see what happens.I'm basically just throwing this out there bacause of my lack of experience with 3d modeling. Once I know what I'm working with it should be pretty easy (STR0 being the main thing I'm referring to here). So yeah, if any of you 3d artists know what kind of data could be applied to a model to give it the effects you see when cloaked, please let me know.![]()
That's the custom stage on Wi-Fi code when you haven't played on a custom stage first. Also, when on the all-star resting, you step in the portal and everything goes black, including characters. It must be stage specific...Yeah, I'd say it's a good guess. I remember seeing on YouTube some guys playing in a pitch-black, blank stage. Basically characters just spawn and fall to their deaths. This stage I guess has no lighting or geometry, although it's possible it has lighting but no geometry. However, despite the blackness of the stage, the characters were visible. That means they're probably self-illuminating somehow, or the game looks at these markers and says "always render these with such and such lighting in addition to other lighting."
Uh... I really do more basic modeling and haven't messed with them yet so I can't be sure, but I'd guess it's a kind of vertex shader. Seems that along certain edges between vertices, a soft glow effect and some kind of "pixel distortion" (I really have no idea what it would be called) is used. Their visibility probably depends on your angle relative to the vertex normals. Try setting the whole thing to "f" and a variety of values in between and see what happens.
Sorry, I'm kinda grasping here.
either that, or it's a different form of rendering speciffically for that stage (which is basically what u just said... oops lol) so, pharrox, you are also working on the Fit***MotionEtc.pac files?That's the custom stage on Wi-Fi code when you haven't played on a custom stage first. Also, when on the all-star resting, you step in the portal and everything goes black, including characters. It must be stage specific...
Hm. Well, the Wii itself is fixed-function, so no shaders per se.
It would probably be a custom effect setting. You might be able to achieve it by rendering the area behind the character to an offscreen surface and then projecting that texture onto the character.
But you might not even have to go to that end, Tribes II did a cloaking effect by just setting a cloudy texture and fading the character out.
.PAC files aren't the problem, it's the different kinds of thing in those files. But yes, hopefully everything in the animation files will be covered.either that, or it's a different form of rendering speciffically for that stage (which is basically what u just said... oops lol) so, pharrox, you are also working on the Fit***MotionEtc.pac files?
Actually that sounds pretty good. Still, even if it is right, I'm still not sure how to test it. It makes a lot of sense that it is being rendered elsewhere because of the fact that even while invisible, effects can't be seen behind the characters, smoke, particles and even your shield don't show up behind you. Assuming that it's just rendering geometry, that would make perfect sense. Now it just comes down to the matter of finding a way to test it, and then represent it in an editable format. Thanks for the suggestions, this really is a great help.I asked my friend Defiant to take a few guesses. He's played Smash, but not in a long time. And he doesn't remember what the effect looks like, so he's taking these guesses as just that.
Oh, I see the effect you're talking about. It's sort of a silhouette.
It's probably a z-buffer trick.
He mentions zeroing out the SRT makes the character invisible, yes?
What happens if half of it is zeroed?
He mentions it's used for metal, though...that's another matter.
Ah well, if you get more info, I can probably think more on it.
:-P n/p I let him know, too. If he comes up with more ideas, I'll just add them to this post.I'd try putting a gradient on it or something too
no, there are 2 black screens; NothingWorld and ResultsScreen, theyre talking about the stage with no ground & nothing, cant save a replay because it'll just end up being corrupted [ which is kinda weird ]That black screen is the result screen. If you replace the taunts with the win poses, the background changes to the original result screen texture. Otherwise the texture won't be loaded.
Hey that's actually really nice, i was gonna make a cloud model but i couldn't find the original one i could reference off.This is my cloud model for Ike, but i cant seem to get the extractor to work so i can rig it with Ikes bones(and face)
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