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Help needed for Mario Strikers Battle League Mixed Channels
#1
So, like what Smash Bros Ultimate does with it's Textures, this game also compresses it's Textures into channels but I'm having a hard time figuring out what is for what.
I've attached a bunch of Mario's Textures to this post so if anyone can help with identifying them, please do.
Note: If specific channels are not in there, it's because they are pure black which suggests they are not used. I've also named them accordingly so it's easy to reference what's what.

Thanks in advance!


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#2
my first guess is that G is ambient occlusion

the other three are unclear and it'll be hard to guess without you just trying stuff and seeing what seems right; here are some possibilities:
  • specularity intensity
  • specularity sharpness (roughness)
  • team colour modifier
  • glow/emit
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#3
(06-18-2022, 04:55 PM)Sir Teatei Moonlight Wrote: my first guess is that G is ambient occlusion

the other three are unclear and it'll be hard to guess without you just trying stuff and seeing what seems right; here are some possibilities:
  • specularity intensity
  • specularity sharpness (roughness)
  • team colour modifier
  • glow/emit

Yeah, I am in agreement about Ambient Occlusion being the G Channel as when I first saw it I instantly thought of that. It's the others that are really throwing me for a loop because anything I've tried in Blender just looks wrong.
If you'd like, I can share the .BLEND file so you or anyone reading can have a go yourself.
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#4
How'd you extract the models? i was trying to get them and couldn't figure it out
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#5
(06-19-2022, 11:41 AM)LF222 Wrote: How'd you extract the models? i was trying to get them and couldn't figure it out

I didn't, I had support from Xentex.
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#6
if you post some renders of each channel on the full model (e.g. "all reds", "all greens", etc), that might help recognize things without needing to upload the .blend
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#7
Update: I believe I have worked out what does what but that leaves the issue on how to set it up but I'll get into that later.
The "Mix-1" Textures are just standard Roughness (Alpha), Specular (Blue), Ambient Occlusion (Green), and Metallic (Red).
The "Mix-2" Textures, the ones that have a black backdrop with colours in front, are for the team colours in the game. Obviously the associated Channel Colour is for the colour you want to edit.
The problem is, try as I might, I cannot work out how to set them up in Blender. Hopefully someone reading this that has a better understanding of the Shader Editor can help with this.
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