Difference between revisions of "Harry Potter Effect"

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== How to Fix it ==
 
== How to Fix it ==
  
# Open your BRRES file with [[BrawlBox]] 0.65c.
+
# Open your BRRES file with [[BrawlBox]] 0.66b.
 
# Go to 3DModels> course> Materials
 
# Go to 3DModels> course> Materials
 
# Go to every '''transparent''' material shown here, and make EnableAlphaTest true.
 
# Go to every '''transparent''' material shown here, and make EnableAlphaTest true.

Revision as of 22:41, 21 April 2012

File:HarryPottereffect.png
Here you can see the "Harry Potter effect" in an old GCN SL preview.

The "Harry Potter effect" is a texturing glitch that appears only in newer custom tracks. That's because newer track models are created with the BRRES Editor, that currently has this glitch. This bug won't happen if you use only the SZS Modifier to create your custom tracks. It's named like that because of Harry Potter's invisibility cape - it's not invisible, but it covers what's behind it.

This glitch happens if the transparent polygons in the BRRES file appear before the normal ones. The previous polygon will always appear on top of the later one, even if it's transparent.

Example Video

Harry Potter Effect


How to Fix it

  1. Open your BRRES file with BrawlBox 0.66b.
  2. Go to 3DModels> course> Materials
  3. Go to every transparent material shown here, and make EnableAlphaTest true.
  4. Click the + on each texture in the materials folder of the MDL0, including the nontransparent ones, and make the scale (1,1) for everything instead of (0,0) (or else the track will be all solid colors).
  5. Save it.
  6. You're done! Now just reimport the BRRES file to the SZS like normal.
  7. Test, and if anything went wrong make sure you didn't unintentionally change anything you shouldn't have.

Thanks Voldemort, AKA Baoulettes!

Anti Harry Potter effect

If this or some other glitch occurs after fixing your BRRES file in Brawlbox, you probably unintentionally changed another setting.

File:AntiHarryPotterEffect.png
Here you can see it.

In this screenshot, the "DepthFunction" setting of the red wall was mistakenly set to "Greater" instead of "Less or Equal" like normal.