Z
zankyou
Stage lighting. Still a confusing topic, but I wanted to post my observations and initial research.
I think this was mentioned in the model hacks thread recently, but I do not believe the majority of stage models in Melee use any sort of lighting effects at all. I haven't looked through all the stages, but one exception is Fountain of Dreams.
About a year ago, I posted a code titled
"Vibrant Melee". This code modifies one of the map_plit light structures via RAM hacking instead of hex editing.
If you change the lighting value in this code to red instead of white, this is the outcome:
Notice how stage elements are normal.
But, let's go to FoD...
So the lighting on many structures here are directly tied to the lighting color struct value.
My first guess is a Material Structure flag.
Let's look at the material structure flag for the texture on the side of the left platform.
Material structure @ 0xe04e0 in GrIz.dat
platform side texture mat struct flag value = 0x00000014
The green grass clearly is not influenced by the lighting color.
Green grass material structure @ 0xe0dac
mat struct flag = 0x00000012
Okay, so they each include (00000010), but the side platform that uses lighting effects also include the (00000004) bit. Let's remove it and set the material struct flag word to 0x00000010.
Cool! So turning that bit low seems to remove the use of lighting effects on materials.
Now, I went into your Metal Cavern HD import and tried to enable the (00000004) bit on the material struct of the green floor. While it did enable some lighting effects on the floor, it was doing that weird thing that we saw in your initial imports where the lighting effect would "flicker" upon strong character hits, etc.
Idk...there's more testing to be done. Possibly to look at the bone struct flags as well.