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04-25-24 10:14 PM |
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0 users reading Scrolling Textures [For things] [like waterfalls] | 1 bot |
Main - Archived forums - General SMG hacking - Scrolling Textures [For things] [like waterfalls] | Hide post layouts | New reply |
MK7tester |
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Magikoopa I'm back Level: 104 Posts: 1966/3145 EXP: 11579205 Next: 282921 Since: 07-07-12 From: Dolphic Island Last post: 2598 days ago Last view: 2596 days ago |
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 |
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Member Imma Snuggle You Level: 110 Posts: 2424/3604 EXP: 14204792 Next: 204094 Since: 07-07-12 From: Colorado Last post: 3102 days ago Last view: 1259 days ago |
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. ____________________ "I hate playing musical chats" ~ Quote of the month |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 1509/9020 EXP: 56272528 Next: 215116 Since: 07-03-12 From: in a box Last post: 4 hours ago Last view: 4 hours ago |
SuperMario64DS |
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Normal user Level: 27 Posts: 7/141 EXP: 107203 Next: 8956 Since: 02-03-13 Last post: 2665 days ago Last view: 2551 days ago |
Posted by Mega-Mario 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 |
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Retired staff Level: 39 Posts: 252/322 EXP: 379336 Next: 25435 Since: 07-07-12 Last post: 2902 days ago Last view: 2833 days ago |
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 |
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Wii U hacker Level: 55 Posts: 236/709 EXP: 1239429 Next: 74760 Since: 07-07-12 Last post: 2217 days ago Last view: 593 days ago |
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 |
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Fire Mario DROP TABLE users; Level: 123 Posts: 1545/4661 EXP: 20891760 Next: 339506 Since: 07-07-12 Last post: 1349 days ago Last view: 362 days ago |
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. ____________________ a |
SuperMario64DS |
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Normal user Level: 27 Posts: 8/141 EXP: 107203 Next: 8956 Since: 02-03-13 Last post: 2665 days ago Last view: 2551 days ago |
Posted by MrRean 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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