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)
- 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. The bots or mods should also put this pack up on the news page; they completely missed Shrek v2.0 last time. --TravixMan (talk) 19:18, 11 July 2016 (UTC)
Just to answer Atlas, I understand the problem with the shaders. But did you really have to laugh about it? I feel that it is condescending to my work and myself. I can take constructive criticism, though laughing about my mistakes makes it seem a bit rude and insulting towards me. I was going to make the change in the page myself, though I've been far busy in my life to do more progress with anything. Not all of us have free time anymore, you know? There are many times where I wonder if I should even continue to make mods in the future.
Also, you never really answered my question about the whole shader problem in the first place, as I have imported it into 3DS Max with centimeters as the units and exported in inches. I've done this with all of my mods.
As for the double space after the period marks in my sentences, I like to type as if I am working on an essay, which uses double spacing. And plus, it makes my sentences look neat. --TravixMan (talk) 04:13, 20 August 2016 (UTC)
- I never laughed about it. I only said the shaders are not correct. I started my mods with wrong shaders too, and you CAN'T say "perfect shaders" when they aren't. And it's fantastic that you type like you want, but the wiki pages must be written with specific rules and grammatical errors are then to be corrected. —Atlas (talk) 21:27, 23 August 2016 (UTC)
- I understand that the shaders are not perfect. As I said before, I was going to fix them as well as edit the page with this change, but real life has gotten in the way so much that I have not been able to do much progress. And I didn't exactly "start" these mods this year; I've been working on the Koopalings for five years. But I'm glad to know that you were not laughing at my mistakes; I apologize for the assumption. I will also fix the grammatical errors I have made on my pages for the future. --TravixMan (talk) 01:04, 24 August 2016 (UTC)