Kuribo64
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Main - Archived forums - General SMG hacking - Scrolling Textures [For things] [like waterfalls] Hide post layouts | New reply


MK7tester
Posted on 06-24-13 03:37 AM Link | #26464
Now I was thinking we should probably inspect some of SMG's models and figure out how they make scrolling waterfall textures since Coastline Cavern is almost done with modeling. Let me note that almost all water textures are not blue when extracted, seems fairly odd. A good example of waterfall texture scrolling is TwinFallLakePlanet from Beach Bowl, these are the kinds of waterfalls i'd like to see in our models.

NWPlayer123
Posted on 06-24-13 03:44 AM (rev. 2 of 06-24-13 03:44 AM) Link | #26466
Oh, that's super simple, it's just a texture animation. btk files IIRC. They use it in the observatory and such, you're correct. Sadly we can't create or edit them just yet.

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Arisotura
Posted on 06-24-13 06:17 AM Link | #26473
As for the textures not being blue, they do the blue color either by using vertex colors or by doing fancy TEV stuff.

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SuperMario64DS
Posted on 06-24-13 06:49 AM (rev. 3 of 06-24-13 06:53 AM) Link | #26474
Posted by Mega-Mario
As for the textures not being blue, they do the blue color either by using vertex colors or by doing fancy TEV stuff.


I can assure that they never use Vertex colours. It's a standard RGB effect usually paired with opacity, which is how they manage to make a black texture look as if it's clear or blue while transparent. It's manipulation should be easy, which is why I've pushed for a further study on the format and have that information readily and easily available to whoever may want to use it.

I do wonder, in regards to SSL's question. From what I understand, each animation is is paired with a material, and I assume it associate's itself by knowing what it's name is. Couldn't you rename one of your own materials to match the one the animation is looking for? Even if at some point we're able to create our own animations, I see no reason why you'd ever want to recreate any animation that features texture distortion.

Glem3
Posted on 06-24-13 01:58 PM Link | #26478
Figuring this out seems like a really, really good idea. It'd allow us to make lava and water much more easily, plus animate our own textures for other uses.

Marionumber1
Posted on 06-24-13 02:04 PM Link | #26479
Like NWPlayer123 said, the key to doing this is BTK files. There are actually 3 types of animations:

BCK Files: Joint animations that let us animate BDL models
BTP Files: Texture animations that let us create animations that change the current textures of materials
BTK Files: Texture coordinate animations that let us modify the texture coordinates and animate the textures

shibboleet
Posted on 06-24-13 02:08 PM Link | #26480
mmhmmm
and the BTK & BTP connects to the model's textures inside the model. Plus, some planets have some fucked up shading, so getting that clearness will be a pain in the ass. Plus, we have to learn fully about WaterArea in order to pull these textures off for water models.

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SuperMario64DS
Posted on 06-24-13 02:47 PM (rev. 7 of 06-24-13 02:56 PM) Link | #26481
Posted by MrRean
mmhmmm
and the BTK & BTP connects to the model's textures inside the model ... so getting that clearness will be a pain in the ass. Plus, we have to learn fully about WaterArea in order to pull these textures off for water models.


I'm almost 100% positive that it first addresses the Material name first and then the texture, as materials can contain more than one texture and it's possible for several textures to share the same name, connecting directly to the texture itself does not make much sense.

As I said before, the water effect shouldn't be too complicated. The effect is a combination of two aspects:

*opacity. Textures with opacity are semi-transparent (Just assuming that anyone did not know that). An effect in the model does not cause the material to become semi transparent. Rather, the texture image must be made semi transparent in an external editor, such as Paint.NET. However, the texture will not appear to have opacity in game if certain material/sub-material settings are not altered. Either these settings are currently unknown, or they're not editable through any program. opacity is completely optional, however, if you wish to have solid coloured water, or things like lava.

*Now you have a transparent, black and white image with no colour. How do you get this effect? Compare the water seen in Peach Beach from Mario Kart: Double Dash!! to water surrounding Peach's Castle in Super Mario Galaxy. What's the first thing you notice? One's a very dark blue colour, while the other is completely clear. As MegaMario said, it's TEV. You can enter three values into three slots: R, G, and B. Each one can be as little as 0 and as high as FF. Combined, they can create an array colours. A variation of this exists in MDL0, I took the Blue Water from GCN Peach Peach, removed the colour effect, and the result was the clear water seen in GP Mario Beach.

And of course, the moving water is texture manipulation, BTK.

There's obviously much more you can do with these models then what you currently have set up, you're missing out on the benefits of multi-channel mapping, mipmaps, vertex colours, opacity, shaders, the 'shiny' effect, just to name a few. Rather than using an array of workarounds to simulate things like shadows and shading, you can use shadow mapping, vertex colours, shadow overlays with opacity, or all three. This means you won't have to use textures as large to perform workarouds, which also means that you can use even more textures and triangles in your models, so things like light beams or glass using opacity would be possible.

I truly wonder why this hasn't been looked into more, the benefits outweigh the workload and time by tons.



Main - Archived forums - General SMG hacking - Scrolling Textures [For things] [like waterfalls] Hide post layouts | New reply

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