SSBHLib
SSBHLib copied to clipboard
Adding new Materials
beeing able to add new materials in the material editor. Just copy an existing material or add one of the material presets for example. Would save the extra step to convert a material with matlab and copy paste an entrie there and then go back to crossmod and edit the material.
yesss, this and being able to freely edit materials to make it use alpha channels, or being able to remove normal maps or prm maps from a material, or being able to add rim lights or anything like that would be amazing to have as well
Adding support for adding new materials is definitely doable at some point.
Changes like "adding alpha channels" or "remove a normal map" aren't really feasible due to how materials work in game. The game supports a fixed list of material parameter combinations with some corresponding code to render them. Some things like "alpha channel support" are baked into the code itself. This means we won't always be able to find a supported material and shader label that has parameters abc, textures xyz, and no alpha testing. You can always use matlab to make edits and hope you get lucky or try to find an existing material that does what you want.
Rim lighting is already adjustable on most materials if you search for CustomVector14 here: https://github.com/ScanMountGoat/Smush-Material-Research/blob/master/Material%20Parameters.md#Custom-Vectors
Thanks for letting me know, but the rim lighting stuff was mainly meaning like, adding rimlighting to a material, unless you're saying it's already accessible to do on most materials
I found the perfect material for what I'm looking for (has emission maps and alpha channel enabled, but no rim light)
There's a python script available here: https://github.com/ScanMountGoat/Smush-Material-Research/blob/master/Scripts/find_material_from_xml_dump.py that can find a material from a folder with xml's in it. You can search for materials with CustomVector14 (rim lighting) and the emission textures you want. Most fighter materials have it, but it's less common for stages.
There's currently no known way to find if alpha testing is enabled or not without testing in game. You can enable alpha blending in Cross Mod by adjusting the BlendState0 in the material editor if you don't need the alpha cutout look.