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Copy file name to clipboardexpand all lines: BrawlBox/NodeWrappers/MDL0/MDL0Wrapper.cs
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@@ -207,7 +207,7 @@ public void NewMaterial()
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publicvoidAutoMetal()
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{
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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)
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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)
[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.")]
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[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.")]
[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.")]
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[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.")]
[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.")]
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[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.")]
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