Skip to content

Commit 3e61301

Browse files
committed
Update information for non-float model assets
1 parent 7ee08f6 commit 3e61301

File tree

2 files changed

+4
-4
lines changed

2 files changed

+4
-4
lines changed

BrawlBox/NodeWrappers/MDL0/MDL0Wrapper.cs

+1-1
Original file line numberDiff line numberDiff line change
@@ -207,7 +207,7 @@ public void NewMaterial()
207207

208208
public void AutoMetal()
209209
{
210-
if (MessageBox.Show(null, "Are you sure you want to (re)generate metal materials for Brawl?\nAll existing metal materials and shaders will be reset.", "", MessageBoxButtons.YesNo) == DialogResult.Yes)
210+
if (MessageBox.Show(null, "Are you sure you want to (re)generate metal materials for Brawl?\nAll existing metal materials and shaders will be reset.\nRequires ForceFloatUVs and ForceFloatNormals if any objects are rigged to multiple bones.", "", MessageBoxButtons.YesNo) == DialogResult.Yes)
211211
((MDL0Node)_resource).GenerateMetalMaterials();
212212
}
213213

BrawlLib/Modeling/Collada/ColladaImporter.cs

+3-3
Original file line numberDiff line numberDiff line change
@@ -639,11 +639,11 @@ public enum MDLType
639639
[Category("Materials"), Description("The default setting to use for material culling. Culling determines what side of the mesh is invisible.")]
640640
public CullMode MaterialCulling { get { return _culling; } set { _culling = value; } }
641641

642-
[Category("Assets"), Description("If true, vertex arrays will be written in float format. This means that the data size will be larger, but more precise. Float arrays for vertices must be used if the model uses texture matrices, tristripped primitives or SHP0 morph animations; otherwise the model will explode in-game.")]
642+
[Category("Assets"), Description("If true, vertex arrays will be written in float format. This means that the data size will be larger, but more precise. Float arrays for vertices must be used if any object is rigged to multiple bones (no single bind) or animated by an SHP0 animation.")]
643643
public bool ForceFloatVertices { get { return _fltVerts; } set { _fltVerts = value; } }
644-
[Category("Assets"), Description("If true, normal arrays will be written in float format. This means that the data size will be larger, but more precise.")]
644+
[Category("Assets"), Description("If true, normal arrays will be written in float format. This means that the data size will be larger, but more precise. Float arrays for normals must be used if any object is rigged to multiple bones (no single bind) or animated by an SHP0 animation.")]
645645
public bool ForceFloatNormals { get { return _fltNrms; } set { _fltNrms = value; } }
646-
[Category("Assets"), Description("If true, texture coordinate arrays will be written in float format. This means that the data size will be larger, but more precise.")]
646+
[Category("Assets"), Description("If true, texture coordinate arrays will be written in float format. This means that the data size will be larger, but more precise. Float arrays for texture coordinates must be used if any object uses at least one texture matrix.")]
647647
public bool ForceFloatUVs { get { return _fltUVs; } set { _fltUVs = value; } }
648648

649649
[Category("Color Nodes"), Description("If true, color arrays read from the file will be ignored.")]

0 commit comments

Comments
 (0)