Difference between revisions of "Talk:Koopalings"

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::The Shader itself is fine. Just make sure when you import your model in BrawlBox, it gets (1,1,1) bone scale. Export the MDL0 as DAE, import in 3ds Max with Centimeters scale rule and export with Inches scale and it should be (1,1,1). —[[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 19:05, 11 July 2016 (UTC)
 
::The Shader itself is fine. Just make sure when you import your model in BrawlBox, it gets (1,1,1) bone scale. Export the MDL0 as DAE, import in 3ds Max with Centimeters scale rule and export with Inches scale and it should be (1,1,1). —[[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 19:05, 11 July 2016 (UTC)
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:::Are you referring to the size of the skl_root bone?  For Roy, Larry, and Wendy, I had to adjust their sizes because they were strange on 1.0.  If it is something else, I'll see if I can fix it when I get back from work.  --[[User:TravixMan|TravixMan]] ([[User talk:TravixMan|talk]]) 19:18, 11 July 2016 (UTC)

Revision as of 19:18, 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)
The Shader itself is fine. Just make sure when you import your model in BrawlBox, it gets (1,1,1) bone scale. Export the MDL0 as DAE, import in 3ds Max with Centimeters scale rule and export with Inches scale and it should be (1,1,1). —Atlas (talk) 19:05, 11 July 2016 (UTC)
Are you referring to the size of the skl_root bone? For Roy, Larry, and Wendy, I had to adjust their sizes because they were strange on 1.0. If it is something else, I'll see if I can fix it when I get back from work. --TravixMan (talk) 19:18, 11 July 2016 (UTC)