Difference between revisions of "Talk:Koopalings"

From Custom Mario Kart
Jump to navigation Jump to search
(Created page with "== Shader Issues and exceeding polygon count == As this was ported from New Super Mario Bros. Wii, the models are slightly more high-poly than Mario Kart Wii and they exceed...")
 
Line 4: Line 4:
  
 
Also, the shaders are '''not''' perfect. Shaders are perfect when the lighting of lm_0 and lm_1 lightmaps show correctly in BrawlBox '''at 1x scale''', not 0.2x, 0.66x or 0.3x. This makes the character go pretty shiny on courses like Moonview Highway. This is not a big problem, but I'd recommend to fix it. —[[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 10:00, 11 July 2016 (UTC)
 
Also, the shaders are '''not''' perfect. Shaders are perfect when the lighting of lm_0 and lm_1 lightmaps show correctly in BrawlBox '''at 1x scale''', not 0.2x, 0.66x or 0.3x. This makes the character go pretty shiny on courses like Moonview Highway. This is not a big problem, but I'd recommend to fix it. —[[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 10:00, 11 July 2016 (UTC)
 +
 +
*For your first suggestion, I've tried to lower the polycount, though the optimization tools often made them worse than how they could look or things would be missing.  I could try and switch the hands for them so that they would share Bowser Jr.'s hands, though that will be done later as I am taking a break from them for a while.  As for your second suggestion, where can I find that in Brawlbox, and more importantly, which version do I use?  I have used the shaders directly from the MKWii characters for a very long time, and never have I found an issue with shaders since then.  Although to be fair, I haven't tested much in night stages.  Rest assured, this would be an easy fix if you can tell me where to find the scale thing.  Which Koopalings had this error?  --[[User:TravixMan|TravixMan]] ([[User talk:TravixMan|talk]]) 17:23, 11 July 2016 (UTC)

Revision as of 17:23, 11 July 2016

Shader Issues and exceeding polygon count

As this was ported from New Super Mario Bros. Wii, the models are slightly more high-poly than Mario Kart Wii and they exceed the maximum recommended of 1500 polygons. From what I've tested, I get lot of freezes on CTGP when using them. Please reduce the polygon number.

Also, the shaders are not perfect. Shaders are perfect when the lighting of lm_0 and lm_1 lightmaps show correctly in BrawlBox at 1x scale, not 0.2x, 0.66x or 0.3x. This makes the character go pretty shiny on courses like Moonview Highway. This is not a big problem, but I'd recommend to fix it. —Atlas (talk) 10:00, 11 July 2016 (UTC)

  • For your first suggestion, I've tried to lower the polycount, though the optimization tools often made them worse than how they could look or things would be missing. I could try and switch the hands for them so that they would share Bowser Jr.'s hands, though that will be done later as I am taking a break from them for a while. As for your second suggestion, where can I find that in Brawlbox, and more importantly, which version do I use? I have used the shaders directly from the MKWii characters for a very long time, and never have I found an issue with shaders since then. Although to be fair, I haven't tested much in night stages. Rest assured, this would be an easy fix if you can tell me where to find the scale thing. Which Koopalings had this error? --TravixMan (talk) 17:23, 11 July 2016 (UTC)