Talk:Nitrus Brio

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Revision as of 16:23, 25 June 2016 by Slawter (talk | contribs)
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Normals issue

It seems like some normals are splitted. For a better lighting effect, I recommend unifying all its normals. Also there's some UV map errors on the feet and on the suit. Make sure you import the model in 3ds Max with Centimeters scale rule and export with Inches, to prevent the 0.3937x scale error, which doesn't make a very good lighting effect. —Atlas (talk) 14:43, 23 June 2016 (UTC)


Thanks for the advice, I realised the lighting was off however didn't know how to fix it. How do I unify all the normals? I assume you're talking about the eyes, the model is split into two seperate objects, the eyes and the body and when I apply a normal modifier and select unify normals nothing seems to happen. --Slawter (talk) 20:39, 23 June 2016 (UTC)
Ah, about that, just use the threshold button and it will unify all the normals with common (near) vertex points. If some vertices aren't welded (they're in splitted for each polygon), use Vertex Weld to fix this too. —Atlas (talk) 20:57, 23 June 2016 (UTC)
I've re-imported the model in centimeters and exported in inches as well as unified the normals. I don't see much of a change in the lighting though it did fix the issue with the eyes looking like a seperate object from the face so I've updated the download link with the updated model. I was hoping editting the normals would fix the issue I've been having when trying to import models into Driver.szs, but unfortunately it did not. On all of the imports I've done at certain angles the model either looks corrupted or a bit off. For this model the head (excluding the eyes) turn green at certain angles, have you encountered anything like this before and do you know how to fix it. Thanks again. --Slawter (talk) 00:59, 24 June 2016 (UTC)
This issue used to happen to me before. I tried with different BrawlBox settings, and nothing related there too. I remember my problem was only I was importing as Inches (exporting too) always, and since I changed that to Centimeters, it fixed. Make sure you import the model from the menu instead of dragging or dropping the DAE in there. I'm using 3ds Max 2015, if you're interested. Looking right now at your model's settings, I found out the color nodes are RGB8 instead of RGBA8. Changing one of the colors to alpha=254 will fix this problem automatically. Also, to prevent very dark effect in game, set LightChannel0 MaterialColor to full white. I replaced the materials and shader with one from my latest custom character, and the lighting loads now finely in BrawlBox. Please use them instead of yours.
Ah, and it seems like you removed the texture for model_lod. This means, when a CPU will use Luigi and it gets far away, it will have flickering issues, probably causing a game freeze. I referred the texture name from its material to Brio_all, and this solved the problem.
After one hour, I finally fixed some things: more precisse UV maps, better Skin, better welded vertices, and normals. Lighting effect has now its proper scale. I kept only a constant white vertex color to reduce file size (this also helps getting a better light effect in-game). Download here my BRRES version if you want to use it instead. Remember it has ma_bike-lg CHR0 animations and model_lod, so if you want it for all karts, you must replace the model_lod and the CHR0s with their correspondents. Here is a screenshot in-game. —Atlas (talk) 02:34, 24 June 2016 (UTC)
Thanks for all your help, the model is looking much better in Brawlbox, I'll be sure to use this advice on my future imports. I am having an issue however, when trying to test the model the game freezes, I'm playing on a Wii rather than an emulator. The only major difference I can see is that in the BRRES you provided when selecting the model it has NumNodes as 19 whereas the original Luigi model has 15, perhaps this is causing the freeze? Also what does NumNodes actually refer to, I thought it was just the bones, but there appears to only be the original 15 bones in your BRRES too. --Slawter (talk) 10:53, 24 June 2016 (UTC)
Whoops, this is not the first time it happens to me, it seems to be a BrawlBox bug. Export the mdl0s, textures and put in a new BRRES, then import the original CHR0s and PAT0s and it gets fixed. —Atlas (talk) 12:36, 24 June 2016 (UTC)
I'm not sure if I'm doing something wrong but I've followed your method and it's still saying 19 nodes, I've also tried importing the model into 3ds max and then exporting as a .dae and when I reimport it's still saying 19 nodes. I'm using 3ds Max 2015 and BrawlBox v0.77 if it help.