03-12-2015, 06:35 PM
(This post was last modified: 03-13-2015, 04:27 PM by Demonslayerx8.
Edit Reason: fresnel and normal update
)
for people who wants to use the material data from what u get from 3ds max.. for example...
"NU_colorSamplerUV = 1.0, 1.0, 0.0, 0.0"
"NU_fogParams = 0.0, 30000.0, 0.15, 1.0"
"NU_diffuseColor = 1.0, 1.0, 1.0, 0.0"
"NU_fogColor = 0.108, 0.222, 0.393, 0.0"
"NU_reflectionParams = 1.3, 0.0, 0.0, 0.0"
"NU_normalSamplerAUV = 1.0, 1.0, 0.0, 0.0"
"NU_normalSamplerBUV = 1.0, 1.0, 0.0, 0.0"
"NU_finalColorGain = 1.0, 1.0, 1.0, 1.0"
"NU_normalParams = 0.5, 0.0, 0.2, 0.0"
"NU_fresnelParams = 1.0, 0.0, 0.0, 1.0"
"NU_fresnelColor = 0.0, 0.0, 0.0, 0.0"
"NU_lightMapColorOffset = 0.0, 0.0, 0.0, 0.0"
colorSamplerUV = texture scale + translation/position
FogParams = fog start and end point + fog density
diffuseColor = material color/Brightness
fogColor = color for fogParam
reflectionParam = this im still trying to learn
normalSamplerAUV = known as a 2nd uv layer with scale and translation/position value's
normalSamplerBUV = known as a 2nd uv layer with scale and translation/position value's
finalColorGain = Texture Color
normalParams = not sure, could be linked to normal maps?
fresnelParams = shading/rim scale + size
fresnelColor = shading/rim color
lightMapColorOffset = lightmap color hue
i also found something thats also pretty much close to brawl's data, and thats the stage parameter data. in brawl, its named as STPM, while in SmashU, its STPRM, which is located in the param folder under the stage data, along with STDT (brawl) and STDAT (SmashU). they're all pretty close honestly.
stage files that are 00.lvd and 01.lvd seems to be different. there r stages with multiple ##.lvd files, but thats just for different layout options like with Gamer, there's about 3 more .lvd files for stage position data
00.lvd = collision data
01.lvd = stage position data + spawn and entry points
"NU_colorSamplerUV = 1.0, 1.0, 0.0, 0.0"
"NU_fogParams = 0.0, 30000.0, 0.15, 1.0"
"NU_diffuseColor = 1.0, 1.0, 1.0, 0.0"
"NU_fogColor = 0.108, 0.222, 0.393, 0.0"
"NU_reflectionParams = 1.3, 0.0, 0.0, 0.0"
"NU_normalSamplerAUV = 1.0, 1.0, 0.0, 0.0"
"NU_normalSamplerBUV = 1.0, 1.0, 0.0, 0.0"
"NU_finalColorGain = 1.0, 1.0, 1.0, 1.0"
"NU_normalParams = 0.5, 0.0, 0.2, 0.0"
"NU_fresnelParams = 1.0, 0.0, 0.0, 1.0"
"NU_fresnelColor = 0.0, 0.0, 0.0, 0.0"
"NU_lightMapColorOffset = 0.0, 0.0, 0.0, 0.0"
colorSamplerUV = texture scale + translation/position
FogParams = fog start and end point + fog density
diffuseColor = material color/Brightness
fogColor = color for fogParam
reflectionParam = this im still trying to learn
normalSamplerAUV = known as a 2nd uv layer with scale and translation/position value's
normalSamplerBUV = known as a 2nd uv layer with scale and translation/position value's
finalColorGain = Texture Color
normalParams = not sure, could be linked to normal maps?
fresnelParams = shading/rim scale + size
fresnelColor = shading/rim color
lightMapColorOffset = lightmap color hue
i also found something thats also pretty much close to brawl's data, and thats the stage parameter data. in brawl, its named as STPM, while in SmashU, its STPRM, which is located in the param folder under the stage data, along with STDT (brawl) and STDAT (SmashU). they're all pretty close honestly.
stage files that are 00.lvd and 01.lvd seems to be different. there r stages with multiple ##.lvd files, but thats just for different layout options like with Gamer, there's about 3 more .lvd files for stage position data
00.lvd = collision data
01.lvd = stage position data + spawn and entry points