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Super Smash Bros. Brawl Hacking => Programming => Topic started by: BlackJax96 on September 19, 2014, 11:12:25 PM



Title: Pay me to program for you (Expired)
Post by: BlackJax96 on September 19, 2014, 11:12:25 PM
I'm not doing this anymore, thanks to everyone who bought a feature! Hope you enjoy them.


Title: Re: Pay me to program for you. Would this work?
Post by: Kyouma on September 20, 2014, 07:56:58 AM
I thought paying for brawl hacks was forbiden in the forums nah nevermind, youre blackjax I doubt rules even apply to you lol


Title: Re: Pay me to program for you. Would this work?
Post by: SonicBrawler on September 20, 2014, 08:42:03 AM
I thought paying for brawl hacks was forbiden in the forums

it is. but since he says "donations" i guess thats a work around? i wouldnt waste my money on it though. but i could see this working out, i guess


Title: Re: Pay me to program for you. Would this work?
Post by: Gamma Ridley on September 20, 2014, 08:45:31 AM
I'd pay you 1 gorillian dollars if you could get shaders to be rendered in the previewer.

Is there a base/ballpark price you had in mind for each feature? There aren't as many people around as there once was so I hope it isn't too high.


Title: Re: Pay me to program for you. Would this work?
Post by: windhunter7 on September 20, 2014, 09:40:25 AM
I thought paying for brawl hacks was forbiden in the forums nah nevermind, youre blackjax I doubt rules even apply to you lol

He's not making Brawl hacks for money, he's programming the program used to make hacks. There's a difference.

P.S. I would pay you, BlackJax, to add a button to BrawlBox to auto-calculate whether or not a file is too large and will crash, and to make it possible to import Blender vertex-grouped models to BrawlBox without crashing, but I don't have any money, since I do everything I do for free. :'(


Title: Re: Pay me to program for you. Would this work?
Post by: LC-DDM on September 20, 2014, 10:16:49 AM
As someone not talking out of their ass, I approve of this idea.


Title: Re: Pay me to program for you. Would this work?
Post by: Kyouma on September 20, 2014, 11:38:37 AM
As someone not talking out of their ass
I consider this comment pretty edgy

Post Merge: September 20, 2014, 12:13:11 PM
but now, before a drama or an argument starts, I want to leave clear Im not against this, I have actually planned the same for myself in the future, but I think a hobby like this shouldnt be seen as a stressing job


Title: Re: Pay me to program for you. Would this work?
Post by: DSX8 on September 20, 2014, 12:23:31 PM
I approve of this, and as i told ya via skype, i'd give ya money for the SCN0 fixes that I told ya about and u recently looked into. Just dont have the money for that yet atm.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on September 20, 2014, 12:31:47 PM
I thought paying for brawl hacks was forbiden in the forums

How is programming equivalent to making Brawl mods?

it is. but since he says "donations" i guess thats a work around?

No, it's just called a donation pool because you're not directly paying me for a specific feature.

I'd pay you 1 gorillian dollars if you could get shaders to be rendered in the previewer.

Is there a base/ballpark price you had in mind for each feature? There aren't as many people around as there once was so I hope it isn't too high.

Yeah, I can quote any feature you want. Unfortunately rendering shaders is a more extreme feature and would take up a lot of my time researching and developing, so it'd be like, $350 or so (sorry :(). It would include all the realtime editors in the model viewer and support for SCN0 light and fog, though.

Simpler features are 97.14% cheaper. o-o

P.S. I would pay you, BlackJax, to add a button to BrawlBox to auto-calculate whether or not a file is too large and will crash, and to make it possible to import Blender vertex-grouped models to BrawlBox without crashing, but I don't have any money, since I do everything I do for free. :'(

I don't think you can "auto-calculate" something like that. It depends on the available RAM space when the game loads the file.

What do you mean by Blender vertex-grouped models? DAEs exported from Blender? Obj files?
Adding an obj importer would probably be like, $15. Bug fixing DAE models exported from Blender would probably be $10.

He's not making Brawl hacks for money, he's programming the program used to make hacks. There's a difference.

Thank you. I even said I already double checked with the admins. If people could read...

I consider this comment pretty edgy

Post Merge: September 20, 2014, 12:13:11 PM
but now, before a drama or an argument starts, I want to leave clear Im not against this, I have actually planned the same for myself in the future, but I think a hobby like this shouldnt be seen as a stressing job

I don't need to know about how edgy you think things are or your plans to illegally charge people for brawl mods in here, I just need to know if people will pay me to write some text files that just so happen to make interesting things occur on a windows computer when compiled.


Title: Re: Pay me to program for you. Would this work?
Post by: windhunter7 on September 20, 2014, 12:52:00 PM
I don't think you can "auto-calculate" something like that. It depends on the available RAM space when the game loads the file.

What do you mean by Blender vertex-grouped models? DAEs exported from Blender? Obj files?
Adding an obj importer would probably be like, $15. Bug fixing DAE models exported from Blender would probably be $10.

It wouldn't be hard to auto-calculate; the button could check the name of the ARC file(e.g. FitMarth00), apply the default filesize(In a formula, putting that filesize in the formula; e.g. 988 KB), check the filesize(the filesize of your new character texture or import; e.g. 900 KB), and subtract the newer filesize(900 KB) from the default filesize(988 KB); if it's equal to or greater than 0(The value of this would be 88), than the filesize would be fine.(In this case, it would be ok)(Btw, I myself wouldn't actually need this button, since I have all of the Brawl files, so I can easily check, but other people might find this button useful if it's possible to make.)

As for Blender files, it would be awesome to be able to import .dae with vertex groups from Blender into BB, but even just .obj importing from Blender would be cool.(Assigning the .obj to a single bone, as Blender .obj can't have bones.)


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on September 20, 2014, 01:04:25 PM
I know basic math, trust me. I just don't like that brute-force style of approach that's only specific to Brawl. It wouldn't always be correct, either. I just said it depends on the RAM availability.


Title: Re: Pay me to program for you. Would this work?
Post by: windhunter7 on September 20, 2014, 01:08:11 PM
I know basic math, trust me. I just don't like that brute-force style of approach that's only specific to Brawl. It wouldn't always be correct, either. I just said it depends on the RAM availability.

Then I'll code a non-BrawlBox version of it with Python, that people could use. :-\


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on September 20, 2014, 03:33:06 PM
Yeah, I can quote any feature you want. Unfortunately rendering shaders is a more extreme feature and would take up a lot of my time researching and developing, so it'd be like, $350 or so (sorry :(). It would include all the realtime editors in the model viewer and support for SCN0 light and fog, though.

Simpler features are 97.14% cheaper. o-o

Honestly that sounds about right xD that's a pretty major feature, and from when i looked into it, would take alot of research. I looked into it only for a short period of time when i was researching how BBox renders things in the model previewer....and then decided that a more useful output for that amount of work would be a previewer for the REFF particle emitters lol. Though that in itself is also a fair amount of work, if it would even work..i haven't looked too much into it


Title: Re: Pay me to program for you. Would this work?
Post by: Moblin on September 21, 2014, 01:34:08 AM
I'd throw some money your way, sure. It just depends on what you're working on.

I say you should make a list of larger projects with monetary goals that we as a community can strive to meet. That way the more desired features can be completed before less desired features.

Personally, I'd be willing to pay a fairly large amount (~$100 or so) for an unrestricted costume engine. I know you can't do this though, as it requires modding Brawl directly... :(


Title: Re: Pay me to program for you. Would this work?
Post by: ShadowWolf on September 21, 2014, 09:20:15 AM
I like the idea of Blackjax programming because you set us up for greatness with Brawlbox, but how exactly is this "legal"? I mean, if you pay a transaction for something you want, that's considered buying services, and since you are requesting the product you want bought, that's considered buying the product as well. Like the idea, just iffy on the whole "pay me and you get stuff" as a donation lol


Title: Re: Pay me to program for you. Would this work?
Post by: KingJigglypuff on September 21, 2014, 09:39:49 AM
I would have never expected so much [censored]posting here. But I'm not surprised either. :v

As I've stated on Skype, I support this idea.

I like the idea of Blackjax programming because you set us up for greatness with Brawlbox, but how exactly is this "legal"? I mean, if you pay a transaction for something you want, that's considered buying services, and since you are requesting the product you want bought, that's considered buying the product as well. Like the idea, just iffy on the whole "pay me and you get stuff" as a donation lol
It's legal because he's getting paid to program the application that allows modding. If he was selling mods themselves, then it would be illegal.


Title: Re: Pay me to program for you. Would this work?
Post by: Tabuu Forte Akugun on September 21, 2014, 10:27:48 AM
Wish *I* could pay. I want Ikarus and shaders, haha.


Title: Re: Pay me to program for you. Would this work?
Post by: ShadowWolf on September 21, 2014, 10:28:53 AM
I would have never expected so much [censored]posting here. But I'm not surprised either. :v

As I've stated on Skype, I support this idea.
It's legal because he's getting paid to program the application that allows modding. If he was selling mods themselves, then it would be illegal.
Thank for the clarification then. I support this idea then since it's legal, but I wuld never bring myself to pay for this stuff. But hey, maybe others would


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on September 21, 2014, 02:44:39 PM
Okay guys, let me rephrase the whole thread.

You're going to buy modding tool features, and it is legal.

Throw away the whole KC-MM mentality.
There are no free requests.
There are no donations.
I am not making Brawl mods, I am making modding tools. That does not include Ocarina codes.

You would be buying features for those modding tools from me. Simple as that.

1. You say, "I want X feature" and describe it.
2. Then I say, "That will cost X dollars".
3. I put it on the OP with the quoted price.

4a. You buy it or you don't buy it.
4b. If you don't buy it, I will set up a system in which anyone can put any amount of money down for it to be made. When it reaches the goal, everyone pays the money they pledged and I make the feature.

5. If you buy it, I will make it. You'll probably do an up-front payment so I know you're not going to change your mind.
6. After I make it, I show you it works and you pay the rest (I don't want to get ripped off here).
7. I release it in the next build on the next consistent release date.
8. If there are bugs with your feature, I will fix them for free.

All I need you to do is tell me if you would be able to, or if you would bother paying me for any feature you wanted.

I'd throw some money your way, sure. It just depends on what you're working on.

I say you should make a list of larger projects with monetary goals that we as a community can strive to meet. That way the more desired features can be completed before less desired features.

I wouldn't work on anything people didn't say they wanted.
Here's a few goals people have mentioned already:
- Rendering shaders: $350
- IK handles: $200
- UV editor: $100
- Normal editor: $30
- Scale/Rotate vertex selections: $20
- BREFF animation support: $15
- Reimport MDL0 button: $10
- Automatic loading of textures from a path: $5
- Front/Back/Side viewports: $1


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on September 21, 2014, 04:02:51 PM
This isn't my thread, but i think the gist of what he is saying is:

In short people, think of it kinda like a kikstarter type dealio. There will be a price set for each feature, and people can either buy it themselves OR put money down towards a money pool -> goal system that anyone can contribute to. For the pools system, there will be a cumulative pool of cash for each feature wanted, and anyone can pledge/donate/pay/put money into that pool. When the said amount is reached, the feature will be considered bought and will be worked on.

Not any one person HAS to just outright buy the feature, though you could if you wanted. The incentive for that is you guarantee the feature gets worked on (since you bought it upfront). With the pools, the feature won't be worked on until the pool cap is met. And there isn't a guarantee that it will happen soon with the pools, since it would depend on others contributions as well. Both options have their pros and cons.

.... or something like that. :o


Title: Re: Pay me to program for you. Would this work?
Post by: Gamma Ridley on September 21, 2014, 04:13:52 PM
Yeah, then he'd end up holding it hostage in the event that the goal isn't met. And that sounds pretty [censored]ty to me.

I'd be willing to pay honestly. I'm not gonna dish out $350 in one go because LOL but I'm willing to help a brotha out if a brotha help me out nomsayin'

I also think a simple yes-no poll would have made this go smoother. :1


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on September 21, 2014, 04:27:58 PM
.... or something like that. :o

That's about right.

Just to clarify, an up-front payment is just a portion of the total price. There would be no refund unless I quit for some reason so you'd be partially locked in with your decision to buy. When I finish the feature, that's when you'd pay the rest before I release it in the program.

Yeah, then he'd end up holding it hostage in the event that the goal isn't met. And that sounds pretty [censored]ty to me.

You're talking about the post that was deleted, right?
I agree

I'd be willing to pay honestly. I'm not gonna dish out $350 in one go because LOL but I'm willing to help a brotha out if a brotha help me out nomsayin'

Yeh I kno watchu sayin
I wouldn't pay that much either lol but I'd put some money towards it.

What's funny though is if I had charged $1 for every download of Brawlbox v0.71, I would have about $16,000 by now. $1 is CHEAP AF. The shader rendering stuff would only take 350 people paying $1, and that's not a lot considering how many have downloaded Brawlbox.

I also think a simple yes-no poll would have made this go smoother. :1

I dunno, I wanted to make sure people understood the concept first.
Which was a good precaution, apparently.


Title: Re: Pay me to program for you. Would this work?
Post by: Ricky (Br3) on September 21, 2014, 04:48:44 PM
Only Brawlbox?

I guess I could pay for a more intuitive GUI of Smash Attacks.

It's too much text as of now, I'm sure it could be simplified.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on September 21, 2014, 05:41:51 PM
That could be done.
I was hoping all moveset work could be put towards Ikarus, though. A truly intuitive moveset GUI will need visuals and PSA doesn't have that.

I can program any modding tool that's already written in C#, but coding Brawlbox and Ikarus would be faster since I'm used to them.

I do have plans for a more intuitive scripting interface for Ikarus. No more line-by-line coding, and I'm pretty sure I could eliminate at least some of the need for any code at all. For sure, I can remove the need to manually write wait commands.


Title: Re: Pay me to program for you. Would this work?
Post by: Ricky (Br3) on September 21, 2014, 05:51:38 PM
Libertyernie is very good at making intuitive GUIs for Brawl Modding Programs. All of his Brawl Managers are really easy to use for their specific task - even easier than Brawlbox, and we're all used to Brawlbox.

I was wishing some effort was put into making Smash Attacks (or Ikarus) more intuitive to use. Something for total noobs to start messing with just by looking at the program. The PSA scene is very restrict as there is too much to learn before you even get anywhere. Stages would probably be insanely hard as well, if the model viewer didn't exist. I strongly believe the PSA makers need a tool that helps them visually.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on September 21, 2014, 05:56:37 PM
That's exactly what Ikarus is all about. Or at least, was. ;-;


Title: Re: Pay me to program for you. Would this work?
Post by: Ricky (Br3) on September 21, 2014, 06:09:41 PM
That's exactly what Ikarus is all about. Or at least, was. ;-;

I never really saw Ikarus in action :(


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on September 21, 2014, 06:22:13 PM
I never really saw Ikarus in action :(


http://forums.kc-mm.com/index.php?topic=59868.0 (http://forums.kc-mm.com/index.php?topic=59868.0)

Go ahead and give it a quick look. You can download a compiled version of what I got done, but it's not stable.


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on September 21, 2014, 07:52:23 PM
As far as PSA goes, i've literally been the only one doing anything to it since..well since 1.3 i think .__.  and that was only out of necessity. Sure it supports articles, items, and kirby hats now. But i haven't really done anything gui related... My main outlet for moveset work was going to be continuing Ikarus as i've said before :o  Ikarus has all the potential to be the best of all the editors :)

(there are a few things i've done to ikarus locally on my comp, like working on getting Articles enumerating correctly since they're out of order alot of the time, causing them to render in the wrong moves)


Title: Re: Pay me to program for you. Would this work?
Post by: Velen on September 22, 2014, 03:20:24 PM
REFF Data editing maybe?

Onion-Skinning for animation would be nice too.


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on September 23, 2014, 09:01:21 PM
Onion-Skinning for animation would be nice too.

I'm having trouble interpreting exactly what your saying o.o What kind of animation are we talking about?


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on September 23, 2014, 10:32:27 PM
REFF Data editing maybe?

You mean editing REFF animations? Because the rest of the REFF data is all editable. You can even add new entries.

I'm having trouble interpreting exactly what your saying o.o What kind of animation are we talking about?

Apparently it's just a weird term to describe transparent frames before and/or after the current one.
Like, ghosts of the next and prev frames as reference.

Anyway I could do both of those things for $35 and $15 respectively.


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on September 24, 2014, 12:30:07 AM
Apparently it's just a weird term to describe transparent frames before and/or after the current one.
Like, ghosts of the next and prev frames as reference.

Anyway I could do both of those things for $35 and $15 respectively.

Yea i figured that's what he meant by that, i just didn't know what animations he was talking about in specific. You should totally put these features in the OP with the total price and currently allocated cash type thing. That way people who happen upon this thread can see some choices right off the bat :)


Title: Re: Pay me to program for you. Would this work?
Post by: iwantgames on September 24, 2014, 10:09:16 AM
I live here now!

if people start paying, I might help out if I have the money


Title: Re: Pay me to program for you. Would this work?
Post by: Carnage on September 24, 2014, 11:48:36 AM
yeah seeing reff on bb would be great lost of times we just guess on what they will look like it would be cool if we saw reff animation preview on bb itself.


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on September 24, 2014, 04:58:31 PM
Questions: 1, if someone pays you a job, Will it be official release or just to that person?

2. How much Would it cost to buy a fully working Ikarus? With the PSA able to rebuild like adding articles, add/delete params and Such?


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on September 26, 2014, 06:21:16 PM
Questions: 1, if someone pays you a job, Will it be official release or just to that person?

The feature will be included in the next official release. I'm not going to keep track of private builds.

2. How much Would it cost to buy a fully working Ikarus? With the PSA able to rebuild like adding articles, add/delete params and Such?

Oh jeez. I dunno. To get it in a usable state at LEAST... $175? That wouldn't include any extra emulation work or work on the improved script editor. It would also not include adding articles especially. I don't think we'll be able to add articles unless we fully understand how character modules work and are able to tell it that it needs to read a new article in the moveset file. The offsets in the moveset file involving articles are pretty much random, which means how they're read is dictated somewhere else, aka the rel.

I live here now!

Welcome, we have been waiting.

yeah seeing reff on bb would be great lost of times we just guess on what they will look like it would be cool if we saw reff animation preview on bb itself.

A preview of reff effects would probably be a bit expensive, unfortunately. There are so many reff parameters that would need to be used. When I don't know how to implement a feature off the top of my head, or when I know the feature will take me a long time to implement, the price goes up.

You should totally put these features in the OP with the total price and currently allocated cash type thing. That way people who happen upon this thread can see some choices right off the bat :)

I will do that.


Title: Re: Pay me to program for you. Would this work?
Post by: DarkPikachu on September 26, 2014, 06:33:26 PM
well, I won't say it's a bad idea, but letting it happen will make me lose faith in the project...

I have no faith in a project when the developer is doing things for money rather than for the benefit of others.

if the result is still for the benefit, then great, but due to the money aspect, brbx will never look good to me if done like that.


if (as a retort) you want me to pick it up, don't bother:
1: I now hate C# with a passsion and will only learn it for reading code (not writing it)
2: I'm already working on something far more advanced and have many more communities (not just hacking communities) supporting the idea

to add a bit of personal info to that, and it's something that's always been known...
I hate money, and will always do what I can for free.
(I would rather make an attempt to get rid of money than try to actually make it)


Title: Re: Pay me to program for you. Would this work?
Post by: KingJigglypuff on September 26, 2014, 06:49:48 PM
I though we were done [censored]posting with irrelevant comments. :V

Anyway, have you thought about cooperating with Sammi_Husky and Libertyernie with the BrawlBox updates? Assuming there's enough interest from people who would be willing to pay.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on September 26, 2014, 07:01:52 PM
(I would rather make an attempt to get rid of money than try to actually make it)

I'll even give you features for free if you let me take your money off your hands for ya. It's win-win! :af2:

Anyway, have you thought about cooperating with Sammi_Husky and Libertyernie with the BrawlBox updates? Assuming there's enough interest from people who would be willing to pay.

I contacted them both before starting the thread, so that's covered. I still haven't heard back from Liberty, though.


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on September 26, 2014, 10:06:43 PM
I still haven't heard back from Liberty, though.


I've noticed he comes on here in somewhat spacey lengths of time so that's probably it.
well, I won't say it's a bad idea, but letting it happen will make me lose faith in the project...

I have no faith in a project when the developer is doing things for money rather than for the benefit of others.

He's not the only one developing things now, so it's not like all features will be for money. That's not the case. The thread is saying to pay him in specific to make features that otherwise would be much more difficult for us..well at least me. Can't speak for Liberty but yea. BJ has much more experience with the source code than i, so naturally would be able to implement quicker. Also, it's only if people are willing to pay him. :)


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on September 27, 2014, 05:24:43 AM
The feature will be included in the next official release. I'm not going to keep track of private builds.
oh, thats good, since it would be awful to buy programs thats already made
Oh jeez. I dunno. To get it in a usable state at LEAST... $175? That wouldn't include any extra emulation work or work on the improved script editor. It would also not include adding articles especially. I don't think we'll be able to add articles unless we fully understand how character modules work and are able to tell it that it needs to read a new article in the moveset file. The offsets in the moveset file involving articles are pretty much random, which means how they're read is dictated somewhere else, aka the rel.
I really want to buy one o: i mean, 175 dollars is just about 1271.76 SEK and I can affort that pretty easy atm
also, I would love a article rebuilder! since without a proper Article rebuilder, we will have hard time to even begin to do it with or without Module editing and I want to try make it to work D:
if you know what I mean.

a example, if I found out how to make something work in the Module file, but it requires one thing in the PSA that we cant add atm D: thats how I see it


Title: Re: Pay me to program for you. Would this work?
Post by: BlueBrain on September 27, 2014, 06:46:41 AM
what about making ikarus work for a single character?

since you said it was going to use specific rebuilding stuff per character...


Title: Re: Pay me to program for you. Would this work?
Post by: DarkPikachu on September 27, 2014, 01:06:27 PM
I'll even give you features for free if you let me take your money off your hands for ya. It's win-win! :af2:
what money (http://holyguards.freeforums.org/images/smilies/trollface.png)

I work for free, for fun and personal gain :3
you should know this already BJ :P

EDIT:
again, I'm not saying it's a bad idea...
I just hope this doesn't turn into another one of "those" projects is all.


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on September 27, 2014, 01:26:31 PM

I work for free, for fun and personal gain :3
you should know this already BJ :P

So do i :P It's why i've been programming bbox, and why i don't see this turning into one of *those* projects so you don't gotta worry. More specifically, because even if people don't pay BJ to do stuff, I'll still be doing other stuff. Just...probably not many huge features like some of the ones in this thread, or as fast. That is unless i significantly improve my skills and research said topic a whole lot.

The point of this thread in specific isn't "Pay for bbox features now, or bbox won't continue", it's just BJ saying that he can (for money) implement most features you guys throw at him. Whereas i cannot, and there is no guarantee that someone else will come along and do it. Do note though that im not speaking for anyone else's skills who might be / are / want to program bbox. I can only account for myself in these opinions.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on September 28, 2014, 09:28:36 PM
oh, thats good, since it would be awful to buy programs thats already madeI really want to buy one o: i mean, 175 dollars is just about 1271.76 SEK and I can affort that pretty easy atm
also, I would love a article rebuilder! since without a proper Article rebuilder, we will have hard time to even begin to do it with or without Module editing and I want to try make it to work D:
if you know what I mean.

a example, if I found out how to make something work in the Module file, but it requires one thing in the PSA that we cant add atm D: thats how I see it

You can afford it? o:
I'll get back to working on Ikarus asap if you're up for it.

For the articles, what I think I can do is offer advanced tools that let you create or remove data from the extra data offsets section and from articles as you wish without having to worry about calculations. You would click on a word (a word is 4 bytes, to those who don't know) and set it to Offset, Count, Flags or Other. If offset, you can specify what kind of node it links to and Ikarus will add it for you to edit. If count, you can specify what offset uses it and how. If flags, you can access the bits and write descriptions for whatever group of bits you want. If other, you can write the bytes to the word manually. All of these changes would be stored in a text file for BrawlBox to read later, provided I figure out how to give each moveset a unique identifier that won't be read by the game.

I don't know how much that would cost though. I'd only add that kind of thing once Ikarus works. Preferably, Ikarus would read the moveset file using the module and sync any edits back to the module. But I don't think that day will ever come :'(

what about making ikarus work for a single character?

since you said it was going to use specific rebuilding stuff per character...

There were actually only a few major problems with Brawlbox's rebuilder that affected a few characters in very similar ways. One was that the character, if affected, would have problems using specials and their FS - usually not being able to move after the move finished. Two was that PSA could no longer open the moveset file, which I assume is just because the section data list wasn't written with the data section first and PSA couldn't find it. I assume there were also at least a couples problems with articles as well.

I'll probably add Brawlbox's rebuilder into Ikarus and continue to work on it, making minor specifications here and there to fix problems for different characters. The only things that need to be rebuilt specific to each character are the extra data offsets, which link to articles and other various parameter lists that Brawlbox displayed alongside all the folders common to all characters.


Title: Re: Pay me to program for you. Would this work?
Post by: Doq on September 28, 2014, 09:44:39 PM
I don't know how much that would cost though. I'd only add that kind of thing once Ikarus works. Preferably, Ikarus would read the moveset file using the module and sync any edits back to the module. But I don't think that day will ever come :'(
BlackJax nooooooo. :'(


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on September 29, 2014, 12:29:33 AM
Preferably, Ikarus would read the moveset file using the module and sync any edits back to the module. But I don't think that day will ever come :'(

This was a project i was gonna work on in my spare time actually, and due to that i have been very determined to research and as such, i have been researching them ALOT. They're one of my main concern as of late, as they govern all the things I've been wanting to do. Thankfully, I've gotten fairly far into it and understanding the modules completely for this is particular use is at least FEASIBLE now. Though of course still quite far away. I hope one day it happens though! I'm optimistic that someone will continue to research and work on them until it's done, mainly because i think it would be infuriating to come so close, just to leave before it's done. xD

EDIT:
All of these changes would be stored in a text file for BrawlBox to read later, provided I figure out how to give each moveset a unique identifier that won't be read by the game.

iirc PSA adds bytes to the files that aren't read by the game correct? er..well it DID..my version doesn't because i didn't see it making any important differences whether it was marked or not.  it marked the end of the data section with a FADE0D8A, and an offset TO this tag right before it. example, 00015a00 FADE0D8A where FADE0D8A is at that address (00015a00) IIRC it was used to mark the end of usable space in the file, and where the start of the empty space buffer begins at runtime. These 2 words were being saved by PSA into the moveset file, even though (as far as i know) it didn't need to be kept in the file. Meaning, just opening the file in PSA altered it when saved.

Dunno if this is what you meant, but yea PSA does that. Incidentally, i had the same idea to mark the moveset files with unique identifiers so that it didn't depend on character specific strings in the parent ARC header.


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on September 29, 2014, 04:16:28 AM
You can afford it? o:
I'll get back to working on Ikarus asap if you're up for it.
I do have money for it, but atm I kinda need them for myself until I get a job D: (might get a work this week, only waiting on a yes or no)
and it is a pretty huge work and alot of money, so if I will buy ikarus, I would love to split the payment into 2-4 sections.
that would mean 175/2 = 87.2 or 175/4 = 43.75 for each paying.
so if I pay the first section and waiting for the beta version, once I got a beta version I can pay the second/final section o:

really want to buy it since we need Ikarus and I really want to support a friend, you ;^;
For the articles, what I think I can do is offer advanced tools that let you create or remove data from the extra data offsets section and from articles as you wish without having to worry about calculations. You would click on a word (a word is 4 bytes, to those who don't know) and set it to Offset, Count, Flags or Other. If offset, you can specify what kind of node it links to and Ikarus will add it for you to edit. If count, you can specify what offset uses it and how. If flags, you can access the bits and write descriptions for whatever group of bits you want. If other, you can write the bytes to the word manually. All of these changes would be stored in a text file for BrawlBox to read later, provided I figure out how to give each moveset a unique identifier that won't be read by the game.
I would love that o: seems really awesome!

I don't know how much that would cost though. I'd only add that kind of thing once Ikarus works. Preferably, Ikarus would read the moveset file using the module and sync any edits back to the module. But I don't think that day will ever come :'(
that would be a really hard work since PSA language =/= module language D: but we can always dream right?


Title: Re: Pay me to program for you. Would this work?
Post by: shadowXtreme on September 30, 2014, 08:42:44 AM

1. You say, "I want X feature" and describe it.
2. Then I say, "That will cost X dollars".
3. I put it on the OP with the quoted price.

4a. You buy it or you don't buy it.
4b. If you don't buy it, I will set up a system in which anyone can put any amount of money down for it to be made. When it reaches the goal, everyone pays the money they pledged and I make the feature.

5. If you buy it, I will make it. You'll probably do an up-front payment so I know you're not going to change your mind.

this seems good


Title: Re: Pay me to program for you. Would this work?
Post by: LC-DDM on October 01, 2014, 08:09:15 AM
I consider this comment pretty edgy

Post Merge: September 20, 2014, 12:13:11 PM
but now, before a drama or an argument starts, I want to leave clear Im not against this, I have actually planned the same for myself in the future, but I think a hobby like this shouldnt be seen as a stressing job

...yeah there's a difference between programming a tool to help in Brawl hacking and selling your brawl hacks.

Thank for the clarification then. I support this idea then since it's legal, but I wuld never bring myself to pay for this stuff. But hey, maybe others would

...what was the point of bringing up the legality if you're not going to dump money into it? What kind of ass-backwards logic is that?

well, I won't say it's a bad idea, but letting it happen will make me lose faith in the project...

I have no faith in a project when the developer is doing things for money rather than for the benefit of others.

if the result is still for the benefit, then great, but due to the money aspect, brbx will never look good to me if done like that.

Yeah, man, "selling out" is so evil and stuff. Fight the power, all that.

Quote

if (as a retort) you want me to pick it up, don't bother:
1: I now hate C# with a passsion and will only learn it for reading code (not writing it)
2: I'm already working on something far more advanced and have many more communities (not just hacking communities) supporting the idea

Man, your horse must be smoking weed 'cause it's high as [censored].

So why don't you make your own thread instead of advertising in others like it's the second coming of hacking-Jesus?

Quote
to add a bit of personal info to that, and it's something that's always been known...
I hate money, and will always do what I can for free.
(I would rather make an attempt to get rid of money than try to actually make it)

Maaaaan, adulthood is going to SUCK for you.

Okay, trashytalk notwithstanding, if it's at all possible to have animated textures on a character, I would engage in shilling.


Title: Re: Pay me to program for you. Would this work?
Post by: namq on October 01, 2014, 02:17:51 PM
I see no $ amount on Ikarus moveset thing.  How much would that be?

I am for one, wanting Ikarus so bad, so for donating we will be using PayPal?

If it's for Ikarus, I may lend a hand but the rest I am not sure.

What are the ikarus Features/Tools that are o the request list?

Edit:

Ok saw a post of yours saying to describe some features, so here is an Ikarus feature that I would like:

- Model viewer
- ability to watch the preview of the hitbox with a before/after before we press ok.

  • When we double click on a hitbox or just click "modify, we would go on the hitbox editor tab
  • Said tab would have a before preview thumbnail with the un-modified model hitbox preview the second thumbnail would have the after with every single change done showing on it just before we click ok to overwrite the previous change

I hope this makes sense, it's something I always wanted from brawlbox but now that Ikarus is a focus on this, would be neat.  Hopefully the amount of donation is not that high lol, either way I want to be able to help.

*The thumbnails could be less than 800x600 both so having both thumbnail previews won't increase RAM usage that much on slower pc's.


Title: Re: Pay me to program for you. Would this work?
Post by: KingJigglypuff on October 01, 2014, 02:35:28 PM
Okay, trashytalk notwithstanding, if it's at all possible to have animated textures on a character, I would engage in shilling.
That's already possible. You just need to make the character's Shaders/Materials/Textures able to use STR0 animation, then make custom STR0 animations. But it'll likely take a huge chunk of file size, alongside the needed CHR0 animations, especially is you want the texture animation to have the effect throughout the entire character's moveset.


Title: Re: Pay me to program for you. Would this work?
Post by: namq on October 01, 2014, 02:44:07 PM
I just saw Pikazz post, so 175...

and not bad if more people willing to give a hand.

But it's not fair for "private" builds, no need to be selfish if I help is for the community, I have low income right now I am on a bad season but son Iam getting more hours and would let me give a helping hand.

I want Ikarus Like bad hehe lets see if it's more than 175, I can give something a month maybe via paypal.


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on October 01, 2014, 03:24:28 PM
But it's not fair for "private" builds, no need to be selfish if I help is for the community, I have low income right now I am on a bad season but son Iam getting more hours and would let me give a helping hand.

iirc there is no intention of private builds. Features that are finished will be included in the next public release for everyone to use. all this talk of Ikarus makes me want to get to working on it..


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on October 01, 2014, 03:33:47 PM
I just saw Pikazz post, so 175...

and not bad if more people willing to give a hand.

But it's not fair for "private" builds, no need to be selfish if I help is for the community, I have low income right now I am on a bad season but son Iam getting more hours and would let me give a helping hand.

I want Ikarus Like bad hehe lets see if it's more than 175, I can give something a month maybe via paypal.
if you really want it so bad, we can always split it in 50/50 o: so I pay one part and you pay the second part?

what I said before is basically keeping track since its huge money and a big program! so it would be wiser to split the payment into sections and the program into betas o:


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 01, 2014, 05:04:25 PM
iirc PSA adds bytes to the files that aren't read by the game correct? er..well it DID..my version doesn't because i didn't see it making any important differences whether it was marked or not.  it marked the end of the data section with a FADE0D8A, and an offset TO this tag right before it. example, 00015a00 FADE0D8A where FADE0D8A is at that address (00015a00) IIRC it was used to mark the end of usable space in the file, and where the start of the empty space buffer begins at runtime. These 2 words were being saved by PSA into the moveset file, even though (as far as i know) it didn't need to be kept in the file. Meaning, just opening the file in PSA altered it when saved.

Dunno if this is what you meant, but yea PSA does that. Incidentally, i had the same idea to mark the moveset files with unique identifiers so that it didn't depend on character specific strings in the parent ARC header.


I know, but the identifier needs to be set in a spot that will never change throughout movesets.

if it's at all possible to have animated textures on a character, I would engage in shilling.

You're gonna need to use SRT0 or a PAT0 that gives the appearance of animation.

There's no way to apply one animation to the model at all times (that we know of), and shaders don't support movement, so adding an animation for every subaction seems like the only way to pull that off.

- Model viewer
- ability to watch the preview of the hitbox with a before/after before we press ok.

  • When we double click on a hitbox or just click "modify, we would go on the hitbox editor tab
  • Said tab would have a before preview thumbnail with the un-modified model hitbox preview the second thumbnail would have the after with every single change done showing on it just before we click ok to overwrite the previous change

I hope this makes sense, it's something I always wanted from brawlbox but now that Ikarus is a focus on this, would be neat.  Hopefully the amount of donation is not that high lol, either way I want to be able to help.

*The thumbnails could be less than 800x600 both so having both thumbnail previews won't increase RAM usage that much on slower pc's.

Ikarus already has a model viewer though. It's in the center of the program... ?

The hitbox thing will be $10. I'm not going to render two whole images though, I'll just apply the changes in the model viewer and if you hit cancel, it will change back (in actuality, nothing changes until you hit OK).


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on October 02, 2014, 12:46:09 AM
I know, but the identifier needs to be set in a spot that will never change throughout movesets.

I suppose your right...though, wouldn't it be possible to just generically parse the moveset file's main sections first (Pointer list, Data section, Tables, strings, etc) without breaking it down yet and look up the unique identifier at the end of the Data section?

iirc it would be easy enough to just 0x20 + (Header->DataLength - 0x04) to find the address right? That way the initial pass wouldn't have to break it down, just set/get the unique identifier for the second pass to actually parse the data. Im not super acquainted with the way Ikarus or BBox handled the moveset files though, so i could be way off base..


Title: Re: Pay me to program for you. Would this work?
Post by: LJSTAR on October 03, 2014, 01:25:13 PM
Just by curiosity, How much would it be for a undo/redo command for vertex editing in Brawl Box ?


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 03, 2014, 04:47:04 PM
Just by curiosity, How much would it be for a undo/redo command for vertex editing in Brawl Box ?

There already is undo and redo for vertex editing. Is there a problem with it?
Bone transform and vertex transform edits are the only things that can be undone/redone.

I suppose your right...though, wouldn't it be possible to just generically parse the moveset file's main sections first (Pointer list, Data section, Tables, strings, etc) without breaking it down yet and look up the unique identifier at the end of the Data section?

iirc it would be easy enough to just 0x20 + (Header->DataLength - 0x04) to find the address right? That way the initial pass wouldn't have to break it down, just set/get the unique identifier for the second pass to actually parse the data. Im not super acquainted with the way Ikarus or BBox handled the moveset files though, so i could be way off base..

I don't think it'd be much of a problem, don't worry about it.


Title: Re: Pay me to program for you. Would this work?
Post by: Ashley and Red on October 03, 2014, 06:29:16 PM
There already is undo and redo for vertex editing. Is there a problem with it?
Bone transform and vertex transform edits are the only things that can be undone/redone.

I don't think it'd be much of a problem, don't worry about it.

I think he menas of editing vertices. When you eidt a vertice the acction can't be undone unless you restore the model to the original, losing ALL the work in it


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 03, 2014, 06:47:27 PM
I just tested vertex undoing in v0.71 and turns out it doesn't work anymore! grand

I'll just list the fix for $3.50.

tree fiddy everything

speaking of that, a list of requests and their quotes is on the OP now.


Title: Re: Pay me to program for you. Would this work?
Post by: Ashley and Red on October 03, 2014, 06:54:34 PM
can I request something without paying for it? I mean, request anything and someone else (who have money and approve the idea, 'cause I don't) pay it?


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 03, 2014, 06:55:08 PM
yeah


Title: Re: Pay me to program for you. Would this work?
Post by: Ashley and Red on October 03, 2014, 07:13:40 PM
ok so my idea is: a new feature in BB to edit "phisically" (Preview) the GFX in action (alongside the animations)....Is it possible?


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 03, 2014, 07:37:56 PM
That's gonna be expensive. I don't know what all the REFF parameters do, even though they're all editable. I need to know what everything does exactly so I can render it properly. Also, that would be an Ikarus feature.


Title: Re: Pay me to program for you. Would this work?
Post by: Ashley and Red on October 03, 2014, 07:42:36 PM
oh, yeah, that is okay. I ouldn't pay for this anyways (I am 14)....Uhm, anoher feature I'd like to see is a "auto resize" feature to auto-resize HD textures. i.e A model texture is 16x40 and my custom texture is 1200x780, so it should be resized to guarantee safety from freezes


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 03, 2014, 07:49:41 PM
Both of those dimensions aren't powers of 2 but for the sake of an example I see what you mean. The texture encoder window has a resize option available, and the right click menu for textures has a re-encode option which opens the texture encoder window.

You wouldn't want that as an automatic feature (trust me, it would get annoying), but you can do it manually pretty efficiently.


Title: Re: Pay me to program for you. Would this work?
Post by: Ashley and Red on October 03, 2014, 08:06:13 PM
Oh, okay. Best of.lucky to.you....looks.like you are starting doing money


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on October 03, 2014, 09:03:36 PM
Dunno if LibertyErnie ever got back to you yet, but since i don't have sufficient privileges to give you commit access you could just fork, apply your changes, and submit a pull request for the repo and i'd merge it. Unless he did get back to you and give you access, in which case you can just ignore this :)


Glad to see this is working out for the most part. Alot of the features in the OP seem pretty cool. Next time i get paid, i may end up buying some of em.


Title: Re: Pay me to program for you. Would this work?
Post by: Ashley and Red on October 04, 2014, 09:34:09 AM
Hi, it is me....again lol xD How.would it be to have a basic rigging tool in BB like the one in PMDEditor?


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 04, 2014, 03:27:21 PM
Oh, okay. Best of.lucky to.you....looks.like you are starting doing money

thanks, yep it's starting to get going

Dunno if LibertyErnie ever got back to you yet, but since i don't have sufficient privileges to give you commit access you could just fork, apply your changes, and submit a pull request for the repo and i'd merge it. Unless he did get back to you and give you access, in which case you can just ignore this :)


Glad to see this is working out for the most part. Alot of the features in the OP seem pretty cool. Next time i get paid, i may end up buying some of em.

I haven't heard from him yet, so I forked and submitted a pull request with a small fix so I could see how it works. I also made a comment on one of your recent commits. :)

Hi, it is me....again lol xD How.would it be to have a basic rigging tool in BB like the one in PMDEditor?

I started on it a while back and almost finished basic weight editing (no fancy tools like blend, weight painting or soft selection, just raw vertex-by-vertex weight editing) but it couldn't be implemented because the primitives needed to be regrouped and re-stripped depending on how heavy the edits were. Since I can do that now, I could probably finish it up with a bit more work. Just finishing it would be $30, and adding the extra tools I mentioned would be another $60.


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on October 04, 2014, 03:51:55 PM
Alrighty i went ahead and merged it. Github makes collaborating on stuff really easy, it's one of the things i like most about it. :P


Title: Re: Pay me to program for you. Would this work?
Post by: ShinF on October 04, 2014, 04:21:10 PM
How much would it cost for BrawlBox to have a feature where you can import a model without changing the original's materials or shaders? Like, say you're working on an import and you've got all of its materials and shaders fixed up, but then you notice a rigging problem in-game, and you want to import a newly rigged model without having to redo the material and shader work again. Would a feature like that be possible?


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 04, 2014, 04:45:53 PM
Alrighty i went ahead and merged it. Github makes collaborating on stuff really easy, it's one of the things i like most about it. :P

I do like how easy it was.
I can't use it for my game's development though because private repos aren't free :(

How much would it cost for BrawlBox to have a feature where you can import a model without changing the original's materials or shaders? Like, say you're working on an import and you've got all of its materials and shaders fixed up, but then you notice a rigging problem in-game, and you want to import a newly rigged model without having to redo the material and shader work again. Would a feature like that be possible?

Yeah. It's on the OP: "Reimport MDL0 Button"


Title: Re: Pay me to program for you. Would this work?
Post by: KnightMario on October 04, 2014, 04:51:53 PM
Just posting here so I get notified, this is a nice business you set up here XD


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 04, 2014, 04:53:59 PM
Just posting here so I get notified, this is a nice business you set up here XD

hehe, things will get interesting once somebody gets me started on an expensive feature ;o


Title: Re: Pay me to program for you. Would this work?
Post by: NNDanny on October 10, 2014, 06:56:50 PM
How much for an update to state how much is already paid for everything on the 1st comment? :P

Nah, joke, no need to. In fact, I have some other ideas. Let me tell you them, even if they are already told:

Brawlbox:
-Better circle rotation: Thingy on bones doesn't work well under certain circunstances.
-Auto-renamer: Would help if there were (dunno if in latest versions there is) an auto-all-animation-bone renamer.
-Hitbox previewer: While paying for Ikarus is expensive for various reasons, I find myself using earlier versions of BrawlBox in order to preview a Hitbox. Since I'm not talking about editing them, and it was once on BrawlBox, I don't think this would be a hard task.
-Article offset/param viewer: Same as before, earlier versions had this and since they wouldn't save correctly, I use them to check changes on Hex and to find the offset. Again, I don't think of this as a hard task.
-Model rigging & Auto-select your bone tree: Let's be simple. Not everyone knows how to rig a model out of all those stinky options on... Certain programs. A model rigger would certanly help, as well as a pre-introduced bone tree of any Brawl charact0r without poly/vertex/normals/shaders/mats.
-Auto-please-don't-paste-this-unused-bone animation-helper: This would be rather useful, as the current reason an animation starts to overflow is because when you try to copy-paste an animation frame, it pastes even those who haven't changed. A feature to turn this off would help a lot, rather a button who checks this and may end up deleting some important keyframe.
-Fix the Add/Substract button: Pls.

And for the grand finale...

-Adjust lower body to ground button: It's laughable to see someone's hack being cool, but having both foots underground because of bad animations. With this button, the program should check the nearest rotation that actually touches the ground with toe or foot, being the latest the one with the most priority so it doesn't end up using toes when the foot can clearly touch the ground, or maybe a feature to select if you want the foot or the toe to be the focus.

Project Smash Attacks (PSA):

-Article param editor: Hex sucks your time to no end.

Ikarus:

-FINISH HIM

With that done, I just hope someone pays it all, since those are really nice features to have. For the time being, I'll sit and do my job with rather slow techs. Have fun developing for us, our most beloved hacker (and servant  >D).


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 11, 2014, 10:09:58 PM
Can you elaborate on the "Auto-renamer" and "Add/Substract button"?

Also, all moveset related requests will go into Ikarus.

The rest I will put on the OP later.



So is anybody ready to pay for anything yet? I am on standby, just working on a few small things that have been paid for.


Title: Re: Pay me to program for you. Would this work?
Post by: NNDanny on October 12, 2014, 05:57:13 AM
Oh, I'm sorry I didn't elaborate it enough.

-Auto-renamer: I'll use an exmple here. Let's say you have the bone "HatNA" that comes from a Link animation, but you want it to have effect on "HatNA2" that you are using on your new model, since having the original name it will behave crazy since that bone is affected by gravity and movement. If it's only one animation, it's rather simple, but when you have to make that name change for every single animation in a moveset, it's both tedious and takes too much time.

-Add/Substract button: I don't know how it works on later version, but in the one I use atm (v 0.71), when using some of them, they doesn't do anything. If I recall correctly (I cannot check now), they were -180 and +90. Plus, I think I haven't said it before, but I'm talking about the Add/Substract all right click option. I'm sorry if that was the only thing that made you missunderstand all.

I hope this helps. Thank you!


Title: Re: Pay me to program for you. Would this work?
Post by: GentlemanPotato on October 12, 2014, 04:20:14 PM
Can you fix the shader0 thing? It's rather annoying having to change it on every import.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 12, 2014, 04:26:16 PM
Oh, I'm sorry I didn't elaborate it enough.

-Auto-renamer: I'll use an exmple here. Let's say you have the bone "HatNA" that comes from a Link animation, but you want it to have effect on "HatNA2" that you are using on your new model, since having the original name it will behave crazy since that bone is affected by gravity and movement. If it's only one animation, it's rather simple, but when you have to make that name change for every single animation in a moveset, it's both tedious and takes too much time.

-Add/Substract button: I don't know how it works on later version, but in the one I use atm (v 0.71), when using some of them, they doesn't do anything. If I recall correctly (I cannot check now), they were -180 and +90. Plus, I think I haven't said it before, but I'm talking about the Add/Substract all right click option. I'm sorry if that was the only thing that made you missunderstand all.

I hope this helps. Thank you!

Oh ok so you want to rename a single bone entry in every animation. That's a good idea, I'll add it to the request list.

I've also heard about there being problems with the Edit All window, so I'll take a look.

Can you fix the shader0 thing? It's rather annoying having to change it on every import.

Yup! Already fixed for free, was the easiest fix ever. It'll be in the next Brawlbox release by sammi and liberty.


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on October 12, 2014, 07:48:19 PM
Yup! Already fixed for free, was the easiest fix ever. It'll be in the next Brawlbox release by sammi and liberty.

...

lol well im glad it's fixed. I did look into it for a while, but couldn't really figure out what was causing the problem xD I figured it was probably something small..


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 12, 2014, 09:14:28 PM
lol wait for my pull request though and you'll see all I did was set the value under "if (Model._isImport)" under the shader's rebuild function. I haven't committed it yet though because I'm making my usual large amount of changes per commit. I can't help myself :P

Btw, this next commit also comes with a huge fix for SHP0 and SRT0 rebuilding - uyjulian broke some pointer operations with his mono compatibility commit :c so I fixed that all up.

Have you seen any of the changes I've committed so far? Pretty neat little upgrades and fixes here and there.


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on October 13, 2014, 01:45:16 AM
lol wait for my pull request though and you'll see all I did was set the value under "if (Model._isImport)" under the shader's rebuild function.

...

bahahahaha! oh man, i knew it was something simple but that's really something. For a while in the beginning, i couldn't figure out what it was and was trying everything to trace back the problem, even searching through tooonnss of diffs on the google code svn to see what changed during the shift to the new Collada importer xD Though that didn't help me much. Dunno why i didn't see that before lol. Still, im glad it's fixed. It really was one of the more annoying bugs.

Have you seen any of the changes I've committed so far? Pretty neat little upgrades and fixes here and there.

I have! That live texture folder in specific is something great. I don't do much work with models exactly, but from what i have done i know this will be really nifty. That and the upgrades to the bone panel are really neat. I use the bones panel alot when researching the SSE stuff.

In regards to future features, is the module object editor fully paid for? Just wanna keep up to date, since it's the feature i'm most excited about. It'll help out oh so much with that whole project of mine to use SSE assets in normal stages. :D


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 13, 2014, 08:50:16 PM
In regards to future features, is the module object editor fully paid for? Just wanna keep up to date, since it's the feature i'm most excited about. It'll help out oh so much with that whole project of mine to use SSE assets in normal stages. :D

Yeah, I guess it is. I don't know what happened but KJP paid for a bunch of minor things at once and threw that request in there, but we didn't exactly determine what module editor upgrades I was going to do, so he wound up paying way less than I think it's worth, considering all the research I need to do :P So it's not exactly on the top of my to-do list, but I still sorta want it done anyway so I'll work on it.


Title: Re: Pay me to program for you. Would this work?
Post by: Ricky (Br3) on October 13, 2014, 09:00:34 PM
How much for some sort of "modeldata into model" thing?

As in, export a whole modeldata as a single Mdl0 or Dae file?


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 13, 2014, 09:14:19 PM
Export all models in brres as one mdl0/dae: $15

Export all models + animations to dae/fbx scene, and/or import back to brres are different, more expensive stories. :P


Title: Re: Pay me to program for you. Would this work?
Post by: Ricky (Br3) on October 13, 2014, 09:17:09 PM
"Export all models in brres as one mdl0/dae" would keep them stuck in the positions you set?
Scale/Rotation/Translation-wise.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 13, 2014, 09:18:27 PM
Yes


Title: Re: Pay me to program for you. Would this work?
Post by: Ricky (Br3) on October 13, 2014, 09:19:51 PM
Neat. Now that is something to be paid with gusto


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on October 13, 2014, 11:17:13 PM
Yeah, I guess it is. I don't know what happened but KJP paid for a bunch of minor things at once and threw that request in there, but we didn't exactly determine what module editor upgrades I was going to do, so he wound up paying way less than I think it's worth, considering all the research I need to do :P So it's not exactly on the top of my to-do list, but I still sorta want it done anyway so I'll work on it.


Alrighty then. Im pretty sure your the one who implemented the module editor to begin with so you probably have more experience with modules than i do, but if i see something i can help with i'll try to do so. I've added objects to modules by hand with vTable, inheritance hierarchy, and asm all before, so im somewhat familiar with the way they work. But i haven't really dove into the actual module format itself enough to know where to start making a parser / editor for the objects lol.

I do, however, know that the old .rel research threads have a whoooleee butt load of info in them in regards to objects and their structure..that's where i learned about how to do stuff. Somewhere around this page  (http://forums.kc-mm.com/index.php?topic=44101.150) i believe.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 13, 2014, 11:38:10 PM
Don't forget
http://forums.kc-mm.com/index.php?topic=44101.msg1022479#msg1022479 (http://forums.kc-mm.com/index.php?topic=44101.msg1022479#msg1022479)
and
https://github.com/libertyernie/brawltools/blob/master/BrawlLib/SSBB/ResourceNodes/Modules/RELObjectParser.cs (https://github.com/libertyernie/brawltools/blob/master/BrawlLib/SSBB/ResourceNodes/Modules/RELObjectParser.cs)
which was pretty much pulled out of Module Editor 2.

Just sources of reference. I don't want to really dive into researching each function and how it works in the game, I'll just be the guy who programs the tools that let you do it :P


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 20, 2014, 10:12:42 PM
Just checking in - anybody thinking about buying any features?

Even if you (or a group of people) can't pay for something right now, I can get started on it if you know you'll be able to afford it later.


Title: Re: Pay me to program for you. Would this work?
Post by: namq on October 21, 2014, 07:14:04 AM
@pikazz  

how about $30 a month, by January we should have $180 and probably a nice build for Ikarus on hand.

Sorry for being away, smash 4 had me on it lol.  So if you agree with this let me know, First pay will be on november first.  Also, BJ96 would you accept 3 payments of $60 (halve me and pikazz) to start working on Ikarus by November?

Edit:

Once BJ96 agree and also Pikazz, Paying directly to you via Paypal, I only got paypal to send money.


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on October 21, 2014, 08:10:40 AM
I can affort paying $30 a month for Ikarus if BJ96 agrees on it o:


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 21, 2014, 03:45:07 PM
Sounds good.

lets doit


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on October 21, 2014, 05:56:35 PM
Great! How do we pay and when can we pay? I can pay at the end/start of the month because i get My money when! :3


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 21, 2014, 06:40:58 PM
Great! How do we pay and when can we pay? I can pay at the end/start of the month because i get My money when! :3

Use this when signed into paypal: https://www.paypal.com/myaccount/transfer/send (https://www.paypal.com/myaccount/transfer/send)
Message me if you don't know my paypal email (it's not on my profile). That way of sending money won't charge me or you any fees for the transaction. The donate button does.

If for some reason that doesn't work though (probably due to not being in the U.S.), just use the donation button link in BB v0.71's help menu.

Just send your payments of $30 on the 1st of november, december and january. I'll let you guys know when I get them. I'll go and get a head start programming now.


Title: Re: Pay me to program for you. Would this work?
Post by: DSX8 on October 22, 2014, 11:34:58 PM
just sent ya money for the srt0 fixes... the scn0 payment will arrive in early november >.>


Title: Re: Pay me to program for you. Would this work?
Post by: ShinF on October 23, 2014, 09:51:36 AM
How much would it be to make .sawnd files editable in BrawlBox?


Title: Re: Pay me to program for you. Would this work?
Post by: Ricky (Br3) on October 23, 2014, 10:10:55 AM
^ This is an interesting feat.

Brawlbox opens brsar, and you can replace the sounds there for WAV. But you can't generate or edit pre-generated sawnd files...


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 23, 2014, 02:18:51 PM
$25 for creation and editing of sawnd files.


Title: Re: Pay me to program for you. Would this work?
Post by: namq on October 24, 2014, 03:05:31 PM
I get paid again Thursday 6th, what you think pikazz?  

Let me save that paypal link so I can send the money later with ease.  

Edit:  already sent money from my bank to my paypal account, day 29th I may get the donation done.  (I get paid on 6th Nov but...  My bank balance was actually above my budget so why no send money earlier:-).  Money smtransfer 3-5 busyness days, I'll inbox you once the money arrives to paypal


Title: Re: Pay me to program for you. Would this work?
Post by: namq on October 29, 2014, 01:57:55 PM
Bump.

I got the 30$ already on paypal ready to be sent.  BJ send me a messege with the info so u can recieve my part of the payment.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on October 29, 2014, 05:02:27 PM
done


Title: Re: Pay me to program for you. Would this work?
Post by: namq on October 31, 2014, 08:22:04 AM
Looking forward to Ikarus :-) any news will bring hype hehe. 


Title: Re: Pay me to program for you. Would this work?
Post by: Ashley and Red on October 31, 2014, 08:35:20 AM
Ok, soyou added th features to the progeam already, or not? Also, they will be uploaded as a new version of BB/Ikarus or they will be an update of V0.73?


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on October 31, 2014, 11:28:43 AM
have now paid BJ96 his first payment so now Ikarus should be in progress!


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on October 31, 2014, 03:54:32 PM
Ok, soyou added th features to the progeam already, or not? Also, they will be uploaded as a new version of BB/Ikarus or they will be an update of V0.73?

They will be included in the next official release, based on the repo that me, Liberty, and BJ are all committing to. (as well as anyone else who contributes to the source).


Title: Re: Pay me to program for you. Would this work?
Post by: namq on October 31, 2014, 06:43:22 PM
have now paid BJ96 his first payment so now Ikarus should be in progress!
Likewise pikazz.   Let the enjoyment begin!   

Can't wait for the end of November for next payment.  Ikarus will be my next thing looking forward to it


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on November 01, 2014, 01:13:00 PM
I don't know if there will be much to preview visually - all I'm doing is making the program usable. That means it will be stable and able to read and write all moveset data properly. I'll probably need some help researching fixes for some bugs that Brawlbox had when writing the file, though, so I'll probably wind up working with you guys to iron those out. Should be hype enough.


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on November 01, 2014, 02:38:09 PM
question about Ikarus, will we be able to edit everything?
like adding section to example new ActionOverride, Glide, Jump, Miscsection, Articles, "Params" with everything is able to rebuild? o:


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on November 01, 2014, 02:58:57 PM
I can't guarantee you'll be able to add those things. That's not something I can control without knowing how to edit the REL file's code.

Like I said, the RELs (or DOL?) tell the game how to read the moveset files - they're not as flexible as BRRES files. Actually now that I think about it, BRRES isn't all that flexible either. You add a new miscdata or model and the game doesn't even care. Same thing with the moveset file. You can add the data, but that doesn't guarantee the game will read it. It will also be a pain in the ass for me to support reading files with added articles or parameters because there's hardcoded stuff for reading each character's file.

I was paid to get Brawlbox's module editor all fixed and working (apparently it still doesn't work right?) so if you guys could research what the heck reads the moveset file data after that thing is working, that would help out a lot. I will do what I can.


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on November 01, 2014, 03:23:34 PM
I can't guarantee you'll be able to add those things. That's not something I can control without knowing how to edit the REL file's code.

Like I said, the RELs (or DOL?) tell the game how to read the moveset files - they're not as flexible as BRRES files. Actually now that I think about it, BRRES isn't all that flexible either. You add a new miscdata or model and the game doesn't even care. Same thing with the moveset file. You can add the data, but that doesn't guarantee the game will read it. It will also be a pain in the ass for me to support reading files with added articles or parameters because there's hardcoded stuff for reading each character's file.

I was paid to get Brawlbox's module editor all fixed and working (apparently it still doesn't work right?) so if you guys could research what the heck reads the moveset file data after that thing is working, that would help out a lot. I will do what I can.
thats the point of the whole thing, making it able to be added with everything makes it easier to find whats missing in the module. I know it will not be read ingame since the module controll everything but that makes it atleast "that" step done

let say I found a way to add actions in module with your fixed module editior, but the PSA editor doesnt let me add one more action without letting me add one manually in hex would be tendious. it would be the same scenario if we found how to add articles but we cant add a article in the PSA editor D:


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on November 01, 2014, 04:22:22 PM
I know what you mean, but that means I have to set up some kind of external architecture that can tell Ikarus how the file needs to be read without using the module.

I will do what I can.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on November 02, 2014, 04:16:36 PM
The following features have been bought and are now in progress:
- Front/Back/Side viewports
- Stable model visibility editing in Ikarus
- Render UV templates
- Reimport MDL0 button
- Better linear animation editing (GW)
- Jump to animation name by typing the name (Ikarus)
- Fix import/export of physics files
- Descriptions for material and shader properties
- Full material/shader tutorial to be posted here
- Update bone properties all at once in the child tree
- Intuitive shading editor (still no shader viewing though...)

You can thank Theytah. I'll be sure to post previews of stuff


Title: Re: Pay me to program for you. Would this work?
Post by: Ricky (Br3) on November 02, 2014, 05:21:21 PM
I recommend you edit the OP to include other features you've priced and set some as paid.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on November 02, 2014, 10:50:11 PM
I recommend you edit the OP to include other features you've priced and set some as paid.

you can't tell me how to live my life!!!

but yeah, done :P


Title: Re: Pay me to program for you. Would this work?
Post by: Carnage on November 03, 2014, 03:19:09 AM
cant wait to see how ikarus turns out.


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on November 03, 2014, 01:21:56 PM
I was paid to get Brawlbox's module editor all fixed and working (apparently it still doesn't work right?) so if you guys could research what the heck reads the moveset file data after that thing is working, that would help out a lot. I will do what I can.

Indeed. This is one of the main reasons im excited about it. If i and pikazz or anyone else who's willing can find where the modules actually load up and read the data from the moveset file, it would make it possible to have ikarus optionally load the module file as well and enable the article editing/previewing to be more dynamic, as well as many other things (liking porting articles) ...but yea. Totally the first thing imma be looking into when it's finished :) I already have a few ideas of what methods to start researching to find it..:P


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on November 03, 2014, 01:55:23 PM
Indeed. This is one of the main reasons im excited about it. If i and pikazz or anyone else who's willing can find where the modules actually load up and read the data from the moveset file, it would make it possible to have ikarus optionally load the module file as well and enable the article editing/previewing to be more dynamic, as well as many other things (liking porting articles) ...but yea. Totally the first thing imma be looking into when it's finished :) I already have a few ideas of what methods to start researching to find it..:P
my plan aswell.
already know some stuff of where it loads, but need sadly the working editor to test it. the first thing I want to test is to make new added action to work propery


Title: Re: Pay me to program for you. Would this work?
Post by: namq on November 04, 2014, 08:50:42 AM
New added and working actions would bring life to bigger moveset possibilities.  I am excited about it can't wait.


Title: Re: Pay me to program for you. Would this work?
Post by: spiritpyros on November 04, 2014, 11:28:50 AM
just curious how comes bone pinning is so expensive?


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on November 04, 2014, 02:13:04 PM
just curious how comes bone pinning is so expensive?

Assuming you want parent bones to rotate to accommodate the bone's location instead of just changing the bone's parent-relative translation, you need inverse kinematics, and that means a [censored] ton of math that I don't know how to do right away.


Title: Re: Pay me to program for you. Would this work?
Post by: Ricky (Br3) on November 04, 2014, 08:09:20 PM
you can't tell me how to live my life!!!

but yeah, done :P

I can, you just don't have to follow it!

You're missing these =P

$25 for creation and editing of sawnd files.
Export all models in brres as one mdl0/dae: $15


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on November 07, 2014, 05:28:59 PM
(http://i.imgur.com/IFrXCbo.png)

(http://i.imgur.com/zLkI2Ok.gif)

PROGRAMMING DAY AND NIGHT

this is a lowercase statement


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on November 08, 2014, 03:23:35 PM
([url]http://i.imgur.com/zLkI2Ok.gif[/url])



:D :D :D Awesome! i had/have no idea what those things are honestly, always wanted to know though..

oh uh...to go in conjunction with your module editor stuffs, i'll be randomly adding more PPC opcodes as i find them while digging around in the fighter modules.


Title: Re: Pay me to program for you. Would this work?
Post by: namq on November 27, 2014, 12:11:14 PM
Next payment for Ikarus next thursday BJ.  Sorry for this ones delay.  Bills destroyed wallet.


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on November 27, 2014, 04:03:29 PM
You Will get My payment this weekend unless something happens


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on December 02, 2014, 08:50:48 PM
no prob doods, I couldn't post until now.


Here's a progress pic of one of the requests.
(http://i.imgur.com/I4YZAca.png)


Also, I have a secret christmas project... :3


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on December 03, 2014, 02:29:37 AM
omg 8D viewable UVs on the textures <3 are those UV editable aswell?


Title: Re: Pay me to program for you. Would this work?
Post by: BlueBrain on December 03, 2014, 09:31:05 AM
i believe the request was indeed a UV editor.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on December 03, 2014, 11:03:13 AM
Nah, the commission was just to render the UVs to a texture for use in a program like GIMP or PS as a transparent reference layer. I just made a viewer because then I can capture the texture from it and I can keep working with it if somebody buys the editing tools.

An actual good editor for UVs would be in the model viewer anyway.


Title: Re: Pay me to program for you. Would this work?
Post by: namq on December 07, 2014, 06:26:49 AM
Sorry for late payment it's on it's way now


Title: Re: Pay me to program for you. Would this work?
Post by: CrashBandicoot on December 07, 2014, 07:42:28 AM
I dont know if it possible but doing a rig in Brawlbox xD. Without using 3DS Max


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on December 07, 2014, 12:11:22 PM
Sorry for late payment it's on it's way now

Just got it, thanks

I dont know if it possible but doing a rig in Brawlbox xD. Without using 3DS Max

This actually might not be too hard for me now. Does $150 for a full system for creating a bone tree and rigging it to a model from scratch sound fair?


Title: Re: Pay me to program for you. Would this work?
Post by: BlueBrain on December 08, 2014, 04:59:40 AM
Just got it, thanks

This actually might not be too hard for me now. Does $150 for a full system for creating a bone tree and rigging it to a model from scratch sound fair?
what method would the rigging use?
3ds max's or skin painting like maya?


Title: Re: Pay me to program for you. Would this work?
Post by: Ashley and Red on December 08, 2014, 05:33:11 AM
I tested both of thwm (Maya and 3DS Max)...the best is 3DS Max, it is easier, so I think it should be fair


Title: Re: Pay me to program for you. Would this work?
Post by: Large Leader on December 08, 2014, 08:00:03 AM
I tested both of thwm (Maya and 3DS Max)...the best is 3DS Max, it is easier, so I think it should be fair

Best and easiest is dependent on the person.

I think this should only be considered if someone steps up to pay for it first. No point in debating it if it won't be done.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on December 08, 2014, 10:14:11 AM
Vertex selection and vertex painting. I'd rather not deal with envelopes that I don't think many people use anyway.


Title: Re: Pay me to program for you. Would this work?
Post by: Friedslick6 on December 08, 2014, 10:27:32 AM
What would be the quote for adding support for RSEQ to SF2/MIDI conversion?


Title: Re: Pay me to program for you. Would this work?
Post by: Ondo on December 08, 2014, 11:26:58 PM
Could I get a quote on adding support for merging identical textures?  I initially described the technique at http://forums.kc-mm.com/index.php?topic=67847.msg1316821#msg1316821. (http://forums.kc-mm.com/index.php?topic=67847.msg1316821#msg1316821.)

What I'd like to see is, for groups of identical textures (identical except possibly for their palette, anyway), it puts them in a group, probably represented by having each one after the first being displayed as a child of the first, in the same tree structure BrawlBox uses throughout.

For simplicity, it'd be fine if the only action that can be taken on a merged group is to split them apart, so they can be edited normally.

To create groups, possibly have an option to look for identical items and merge them on the BRRES menu, and/or just automatically do it whenever a BRRES is saved.

For getting recolors to have identical image data except the palette I plan to make a separate program, so I'm not worried about that part. (A simpler use case would be to merge the five Random CSPs if they're all replaced with identical Ditto images.)


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on December 09, 2014, 05:47:53 AM
sorry if I am late with my payment BJ96! havent got my payment yet and I am keep nagging them to send me my money! D:

in worse case, I will send both my payment next time I get my money at the end of the month DX


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on December 12, 2014, 05:08:07 PM
What would be the quote for adding support for RSEQ to SF2/MIDI conversion?

I now have full documentation for the RSEQ commands, so I should be able to do this. I still need to research how to convert to MIDI/SF2 (I still don't even know what SF2 is :P). Does $50 sound reasonable?

Could I get a quote on adding support for merging identical textures?  I initially described the technique at [url]http://forums.kc-mm.com/index.php?topic=67847.msg1316821#msg1316821.[/url] ([url]http://forums.kc-mm.com/index.php?topic=67847.msg1316821#msg1316821.[/url])

What I'd like to see is, for groups of identical textures (identical except possibly for their palette, anyway), it puts them in a group, probably represented by having each one after the first being displayed as a child of the first, in the same tree structure BrawlBox uses throughout.

For simplicity, it'd be fine if the only action that can be taken on a merged group is to split them apart, so they can be edited normally.

To create groups, possibly have an option to look for identical items and merge them on the BRRES menu, and/or just automatically do it whenever a BRRES is saved.

For getting recolors to have identical image data except the palette I plan to make a separate program, so I'm not worried about that part. (A simpler use case would be to merge the five Random CSPs if they're all replaced with identical Ditto images.)

I'll have to get back to you after I figure out an efficient way to do this. I don't think that's going to be as easy as it sounds.

sorry if I am late with my payment BJ96! havent got my payment yet and I am keep nagging them to send me my money! D:

in worse case, I will send both my payment next time I get my money at the end of the month DX

Don't worry about it. You can send the money whenever you want, really.


Title: Re: Pay me to program for you. Would this work?
Post by: windhunter7 on December 12, 2014, 06:12:28 PM
By "SF2", I believe he means,"Shining Force 2", as MIDI is the file format for the videos and/or music in that game.(Don't remember which it is, though; but it's one of those :P )


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on December 12, 2014, 06:32:39 PM
By "SF2", I believe he means,"Shining Force 2", as MIDI is the file format for the videos and/or music in that game.(Don't remember which it is, though; but it's one of those :P )


I just Googled it.

http://en.wikipedia.org/wiki/SoundFont (http://en.wikipedia.org/wiki/SoundFont)


Title: Re: Pay me to program for you. Would this work?
Post by: Sammi Husky on December 12, 2014, 07:07:52 PM
I just Googled it.

[url]http://en.wikipedia.org/wiki/SoundFont[/url] ([url]http://en.wikipedia.org/wiki/SoundFont[/url])


I briefly looked into the conversion process as well, though at the time it was too much of a hassle to do without adequate documentation. Now that you have it, best of luck to you mate.


Title: Re: Pay me to program for you. Would this work?
Post by: windhunter7 on December 12, 2014, 07:14:36 PM
I just Googled it.

[url]http://en.wikipedia.org/wiki/SoundFont[/url] ([url]http://en.wikipedia.org/wiki/SoundFont[/url])


Well that's ironic that it means 2 separate things like that. Lolz ;D


Title: Re: Pay me to program for you. Would this work?
Post by: DSX8 on December 13, 2014, 02:09:17 AM
another payment sent to BJ.. that was for the SCN0 rebuilder and bug fixes. I believe this is the 3rd time SCN0 got reworked? lol


Title: Re: Pay me to program for you. Would this work?
Post by: Friedslick6 on December 13, 2014, 06:37:18 AM
I now have full documentation for the RSEQ commands, so I should be able to do this. I still need to research how to convert to MIDI/SF2 (I still don't even know what SF2 is :P). Does $50 sound reasonable?

SF2 stands for SoundFont2, as you've already figured out. I posted a link to documentation on the old development topic.
The website holding all the SF2 documentation I originally linked you has disappeared, so I found another ([url]http://freepats.zenvoid.org/sf2[/url]) website that contains equal and updated documentation.
...
I just realised there is no thumbs up smiley. :notimp:

I'm presuming the currency of this quote is in US Dollar?
I'm not willing to spend more than $25 USD for such a feature, all things considered.


Title: Re: Pay me to program for you. Would this work?
Post by: namq on December 13, 2014, 05:18:56 PM
How is Ikarus going BJ?  I am thrilled to hear/ready/look about it :-)


Title: Re: Pay me to program for you. Would this work?
Post by: Ondo on December 13, 2014, 05:23:38 PM
I'll have to get back to you after I figure out an efficient way to do this. I don't think that's going to be as easy as it sounds.
Actually, if you want to quote a price just for figuring out a good method to do this, I could probably pay that. I'm well aware that the initial scoping and planning is a significant part of any programming project.


Title: Re: Pay me to program for you. Would this work?
Post by: Ebola16 on December 13, 2014, 06:54:51 PM
Is there an easier way to swap subactions between PSAs than copying and pasting Main, GFX, SFX, and other separately? It'd be nice if I could copy all parts of a subaction with one click and then replace the old subaction.


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on December 20, 2014, 10:01:47 PM
Sorry for the late replies, I'm up to my tits with stuff to get done.

I'll update the OP by tomorrow

SF2 stands for SoundFont2, as you've already figured out. I posted a link to documentation on the old development topic. I'm presuming the currency of this quote is in US Dollar?
I'm not willing to spend more than $25 USD for such a feature, all things considered.

Alright, I'll add it to the OP for later. I'll get going on it after the next release and if I can get it done relatively quickly I'll be willing to bump the price down.

How is Ikarus going BJ?  I am thrilled to hear/ready/look about it :-)

It's going pretty good, but there's nothing to see just yet. I don't think it will be ready to release by the end of January because I've been working on general BrawlLib updates lately but I will keep you posted.

Actually, if you want to quote a price just for figuring out a good method to do this, I could probably pay that. I'm well aware that the initial scoping and planning is a significant part of any programming project.

No need, I'll get started on it after the next release and I'll let you know how it goes before you have to pay anything.

Is there an easier way to swap subactions between PSAs than copying and pasting Main, GFX, SFX, and other separately? It'd be nice if I could copy all parts of a subaction with one click and then replace the old subaction.

I'll add it as an Ikarus request. $5?


Title: Re: Pay me to program for you. Would this work?
Post by: Ebola16 on December 20, 2014, 10:09:51 PM
I'll add it as an Ikarus request. $5?

Sold. I might as well ask about importing bones too. In Brawlbox, if a bone is imported, all child bones are lost. Are you able to make it so child bones are retained when importing bones?


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on December 20, 2014, 10:13:38 PM
Sold. I might as well ask about importing bones too. In Brawlbox, if a bone is imported, all child bones are lost. Are you able to make it so child bones are retained when importing bones?

You mean like, if a bone is replaced with a bone exported from somewhere else? I'll take a look, seems simple enough to fix


Title: Re: Pay me to program for you. Would this work?
Post by: Ebola16 on December 20, 2014, 10:17:01 PM
You mean like, if a bone is replaced with a bone exported from somewhere else? I'll take a look, seems simple enough to fix

Yes. If I export bone A with child B and then re-import bone A, child B is gone. This can get really annoying if there are a lot of child bones.


Title: Re: Pay me to program for you. Would this work?
Post by: pikazz on December 21, 2014, 04:06:12 AM
Hey BJ96! I have found a way to "add" action override entry and exit (sostatuscmdDisguiseEntry).
The best with it is that its no module Edit needed so far! All it Needs is a folder for it in PSA! I have a Pic and video of it i can show you!
Could you add so we can add it and otherstuff like true glide ,multijump and crawl and params/articles floating points and more?


Title: Re: Pay me to program for you. Would this work?
Post by: namq on December 24, 2014, 04:28:32 PM
Interesting, more :)!   Next Thursday last payment from me BJ ($60 as of now, next week the last $30). 

Pikazz, soon Ikarus shall be at our paths :-)


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on December 25, 2014, 09:58:00 PM
I've been so flippin busy lately but I'll do keep doing my best.

I updated the OP

Hey BJ96! I have found a way to "add" action override entry and exit (sostatuscmdDisguiseEntry).
The best with it is that its no module Edit needed so far! All it Needs is a folder for it in PSA! I have a Pic and video of it i can show you!
Could you add so we can add it and otherstuff like true glide ,multijump and crawl and params/articles floating points and more?

Remember, the stuff you're paying for right now is just to make Ikarus usable with as little bugs as possible (preferably less than any other previous moveset editor). We did talk about this already and I explained my approach, idk what page.


Title: Re: Pay me to program for you. Would this work?
Post by: namq on December 26, 2014, 01:02:48 PM
Yeah I remember that parte don't sorry.  For any new added contento, separate payments for such "Addons".  No worries, if I get hyped with Ikarus I'll probably going to donate for it to grow.


Title: Re: Pay me to program for you. Would this work?
Post by: uyjulian on December 31, 2014, 11:58:02 PM
I'll just throw this into the box:

Audio stream output with OpenAL (through OpenTK) instead of DirectSound

(I'm actually working on this myself, but just put this in the box anyway)


Title: Re: Pay me to program for you. Would this work?
Post by: BlackJax96 on January 02, 2015, 06:40:36 PM
Yeah I remember that parte don't sorry.  For any new added contento, separate payments for such "Addons".  No worries, if I get hyped with Ikarus I'll probably going to donate for it to grow.

Ok, cool. I think I'm going to make a separate table on the OP for Ikarus requests.

I'll just throw this into the box:

Audio stream output with OpenAL (through OpenTK) instead of DirectSound

(I'm actually working on this myself, but just put this in the box anyway)

Hmm... I did want to do this a while back. I have no idea how much work it would be, so I'd rather not throw out a price just yet. I'll put it on the list on the OP for future reference.


Title: Re: Pay me to program for you
Post by: namq on January 04, 2015, 08:03:09 AM
Idk if this was requested, I think it has been but gonna check.

Ability to copy a hitbox, and if we loaded the model which shows the bone name instead of Id, would it be possible to paste that hitbox on another fighter subaction who also has the model loaded, so that the hitbox is attached to the same bone without the need of manually finding the id and edit it on the config hitbox table?

Something like that might be simple but I am not programmer, u let me know BJ


Title: Re: Pay me to program for you
Post by: pikazz on January 08, 2015, 03:15:53 AM
I have now completely payed off all my required payment for Ikarus, sorry for taken a bit time but now all my stuff is payed off :3


Title: Re: Pay me to program for you
Post by: namq on January 08, 2015, 10:09:05 PM
On Han 15th I'll finish mine aswell, took a whole, but almost done!


Title: Re: Pay me to program for you
Post by: Ebola16 on January 09, 2015, 12:38:49 AM
Yay fixing bone replacement! Next bone-related request:
Import and Export a bone while retaining its child bones. Perhaps adding "Import bone with children" and "Export bone with children" options?

Example: Bone A has 73 children. It would be really nice if we could import Bone A and retain those 73 children
Currently, the best way to get the 73 children in their proper place is to create new bones, name ALL of them, export ALL 73 children, and replace the new bones with the individual exported children...


Title: Re: Pay me to program for you
Post by: BlackJax96 on January 10, 2015, 10:43:21 PM
Idk if this was requested, I think it has been but gonna check.

Ability to copy a hitbox, and if we loaded the model which shows the bone name instead of Id, would it be possible to paste that hitbox on another fighter subaction who also has the model loaded, so that the hitbox is attached to the same bone without the need of manually finding the id and edit it on the config hitbox table?

Something like that might be simple but I am not programmer, u let me know BJ

Yeah, that should be simple enough. You just want to copy and paste the code and have it automatically reassign the bone id? As long as you use the /bone() psa script command in the event syntax, I can do that. $5?

Yay fixing bone replacement! Next bone-related request:
Import and Export a bone while retaining its child bones. Perhaps adding "Import bone with children" and "Export bone with children" options?

Example: Bone A has 73 children. It would be really nice if we could import Bone A and retain those 73 children
Currently, the best way to get the 73 children in their proper place is to create new bones, name ALL of them, export ALL 73 children, and replace the new bones with the individual exported children...

I can do just the basic export and import with retaining children for $5, but what should I do with rigged bones? Editing rigged bones is a nightmare. That'll cost more.

I have now completely payed off all my required payment for Ikarus, sorry for taken a bit time but now all my stuff is payed off :3

WEEEW

Ikarus thread gon' be back in business in a second here

On Han 15th I'll finish mine aswell, took a whole, but almost done!

OYE


Title: Re: Pay me to program for you
Post by: spiritpyros on January 10, 2015, 11:05:43 PM
What Ikarus is back


Title: Re: Pay me to program for you
Post by: Ebola16 on January 10, 2015, 11:11:06 PM
I can do just the basic export and import with retaining children for $5, but what should I do with rigged bones? Editing rigged bones is a nightmare. That'll cost more.
Noob time: I'm not sure how properly rigged bones translate into values that can be edited by Brawlbox, but as long as the imported children retain their rotation, translation and other values that should accomplish what I want.

I make models compatible with PSA's by adding missing bones along with their translation and rotation values. I've had a lot of success doing this but the process would be much faster with the ability to import bones with children. (Making alts for the 300+ bone Baphomet PSA may be feasible after adding my requested feature).

Does this address your concern over rigged bones?


Title: Re: Pay me to program for you
Post by: namq on January 15, 2015, 06:00:23 AM
Thank you pikazz!   I just made my last payment aswell, hope Ikarus turns out to be superbly great!


Title: Re: Pay me to program for you
Post by: BlackJax96 on January 16, 2015, 08:07:44 PM
Awww yiss guys, dis gon b GUD.

Noob time: I'm not sure how properly rigged bones translate into values that can be edited by Brawlbox, but as long as the imported children retain their rotation, translation and other values that should accomplish what I want.

I make models compatible with PSA's by adding missing bones along with their translation and rotation values. I've had a lot of success doing this but the process would be much faster with the ability to import bones with children. (Making alts for the 300+ bone Baphomet PSA may be feasible after adding my requested feature).

Does this address your concern over rigged bones?


So you're just adding extra bones to fill bone index spots for different PSAs? So I just won't worry about bone rigging then. Just don't delete rigged bones, and don't expect imported bone trees to be rigged. My original quote still stands.

What Ikarus is back


yop (http://forums.kc-mm.com/index.php?topic=59868.msg1322361#msg1322361)


Title: Re: Pay me to program for you
Post by: BlackJax96 on January 27, 2015, 11:35:27 PM
Are there any requests that have been presented and paid for but are missing on the OP? I don't know if I've forgotten any. If you're waiting for something to be done, double check that's it's there.

I'm still working to get the them done. Ikarus has taken a bit of a priority now though.


Title: Re: Pay me to program for you
Post by: Lawliet on January 30, 2015, 03:35:18 PM
Are there any requests that have been presented and paid for but are missing on the OP? I don't know if I've forgotten any. If you're waiting for something to be done, double check that's it's there.

I'm still working to get the them done. Ikarus has taken a bit of a priority now though.
Never mind the last comment, I'm just asking, how do people pay you exactly? Do they send you the money or something, like in an envelope? I already know how to texture and vertex characters, but I can't import them, I cannot use 3ds max on my 32-bit operating system.


Title: Re: Pay me to program for you
Post by: BlueBrain on January 30, 2015, 03:41:03 PM
Never mind the last comment, I'm just asking, how do people pay you exactly? Do they send you the money or something, like in an envelope? I already know how to texture and vertex characters, but I can't import them, I cannot use 3ds max on my 32-bit operating system.
off-topic, but 2010 is 32 bit as well


Title: Re: Pay me to program for you
Post by: Lawliet on February 01, 2015, 12:10:31 PM
off-topic, but 2010 is 32 bit as well
Okay, thanks for the info. I've been trying to find a good link for that too.


Title: Re: Pay me to program for you
Post by: BlackJax96 on February 07, 2015, 03:10:04 PM
GUYS

MULTIPLE INDEPENDENT VIEWPORTS.

(http://i.imgur.com/CVpBsyf.png)

As you can see, you can have whatever settings applied independently in each one.
Still some more things to do but it's pretty much done.

SOMEBODY BOUGHT THIS FOR $5.

IT'S NOT WORTH $5 but I won't go back on what I already sold.

I AM dumb.


Title: Re: Pay me to program for you
Post by: pikazz on February 07, 2015, 03:25:32 PM
THATS SO GOOD! 8D

sadly you got ripoff D:


Title: Re: Pay me to program for you
Post by: BlackJax96 on February 08, 2015, 02:09:56 PM
sadly you got ripoff D:

oh well. I thought I could do it one way and it was bought before I realized that way wouldn't work.



You can drag and resize the viewports:
(http://i.imgur.com/pXWnpfd.png)

(http://i.imgur.com/eqhJ34g.gif)

I made it go full retard
(http://i.imgur.com/WEI0Y9n.png)


Title: Re: Pay me to program for you
Post by: KingJigglypuff on February 08, 2015, 02:20:04 PM
How much would it be to be able to screenshot to an animated gif with a transparent background, BJ?


Title: Re: Pay me to program for you
Post by: DSX8 on February 08, 2015, 02:22:15 PM
never go full retard :v


Title: Re: Pay me to program for you
Post by: pikazz on February 08, 2015, 04:02:24 PM
how much would it cost to make it able to play animations with all the models in the preview at the same time? o:


Title: Re: Pay me to program for you
Post by: Lawliet on February 08, 2015, 04:25:09 PM
This viewpoints thing looks expensive...Is the program BrawlBox v0.74c released?


Title: Re: Pay me to program for you
Post by: DSX8 on February 08, 2015, 04:26:25 PM
This viewpoints thing looks expensive...Is the program BrawlBox v0.74c released?
0.74c isnt released yet.


Title: Re: Pay me to program for you
Post by: BlackJax96 on February 08, 2015, 04:37:42 PM
How much would it be to be able to screenshot to an animated gif with a transparent background, BJ?


I would've done that a long time a ago, but the problem is that GIFs don't actually use an alpha value per pixel, they use a specific color as the transparent color per frame.

So it works good with pixely artwork, but antialiased stuff looks dumb around the edges. You can see the background color that's used as transparency.

This is what I'm talking about (ignore the orange border):
(http://i.imgur.com/LAOTpOS.gif)

(putting the next two pics in spoilers because they're kinda seizurey)

And I had to turn down the image quality just to get that. Using better pixel quality produces this:
(http://i.imgur.com/y6TcM3O.gif)

But if you scale up the image with the same low pixel quality, it still doesn't work:
(http://i.imgur.com/hynfh3v.gif)

I assume that it has to do with the quantization making the colors not match properly if the quality is too high or the dimensions are too big.

BrawlBox uses one of the only GIF encoders I could find that worked called NGif. There's not any better encoder available it seems.

So what I'm trying to say is that it's not really worth the trouble to take the time to support. Animated GIFs and transparency don't work well together, I think because the format is pretty old.

how much would it cost to make it able to play animations with all the models in the preview at the same time? o:


You mean play all animations on all models? Because you can already play one animation (of each type, chr0, srt0, etc) on all models.

That will probably need ANOTHER rewrite, so I'm gonna say $25.
Been rewriting a lot of stuff lately.

Is the program BrawlBox v0.74c released?


no


Title: Re: Pay me to program for you
Post by: pikazz on February 08, 2015, 04:44:19 PM
no, I mean if I put 2 models into the preview with "Preview all" (like a sheik and Luigi model) and you want a animations plays both for them at the same time instead for just the "target model"'s animation is playing, how much would that cost?


Title: Re: Pay me to program for you
Post by: DSX8 on February 08, 2015, 04:48:18 PM
no, I mean if I put 2 models into the preview with "Preview all" (like a sheik and Luigi model) and you want a animations plays both for them at the same time instead for just the "target model"'s animation is playing, how much would that cost?
if u click on the Targeted Model window and select "All", and pick any animation u want, it'll play the animation for all thats shown in the model viewer.
(http://i.imgur.com/EYlXB03.png)


Title: Re: Pay me to program for you
Post by: BlackJax96 on February 08, 2015, 04:53:56 PM
Yeah just set the target to All and it'll do what you're asking for.


Title: Re: Pay me to program for you
Post by: Doq on February 08, 2015, 10:08:24 PM
Idunno where people are getting this money, but BJ be makin bank.
-----
Ok I'm doin it. How much for software rendering in BrawlBox, specifically the model viewer? (prolly won't be able to pay all of it but we'll see)


Title: Re: Pay me to program for you
Post by: BlackJax96 on February 08, 2015, 10:35:03 PM
Idunno where people are getting this money, but BJ be makin bank.

lol I'm totally busting my ass over here though.

Programmin day and night :vyse:

Ok I'm doin it. How much for software rendering in BrawlBox, specifically the model viewer? (prolly won't be able to pay all of it but we'll see)

OOOH. That's the most intensive task I have listed on the OP.

It's listed as costing $350, but I was debating about putting it on sale soon for a short time. Since you asked, I'll do it for $275 (until the end of February, then it'll be $350 again).

Maybe you can team up with some others and pay monthly? Like what pikazz and namq did to get Ikarus back on track.


Title: Re: Pay me to program for you
Post by: pikazz on February 08, 2015, 11:42:31 PM
if u click on the Targeted Model window and select "All", and pick any animation u want, it'll play the animation for all thats shown in the model viewer.
([url]http://i.imgur.com/EYlXB03.png[/url])

huh, looked that up! somehow, only that "All" exists on 74 while it doesnt on 74b
(http://i.imgur.com/QoWPCvz.png)


Title: Re: Pay me to program for you
Post by: DSX8 on February 08, 2015, 11:50:11 PM
huh, looked that up! somehow, only that "All" exists on 74 while it doesnt on 74b
([url]http://i.imgur.com/QoWPCvz.png[/url])
yeah it doesnt show in 74b.. and since i dont like how the materials r made during import in 74b, i've been sticking with 73b for importing and editing materials in. sucks that in 74b, when a material has AlphaBlend enabled, it doesnt show it being enabled and also displays different settings, which really seems whacked up.
(http://i.imgur.com/KqnFqKN.png)


Title: Re: Pay me to program for you
Post by: BlackJax96 on February 08, 2015, 11:54:57 PM
and since i dont like how the materials r made during import in 74b, i've been sticking with 73b for importing and editing materials in. sucks that in 74b, when a material has AlphaBlend enabled, it doesnt show it being enabled and also displays different settings, which really seems whacked up.

One of the first bugs I fixed for v0.74c.

huh, looked that up! somehow, only that "All" exists on 74 while it doesnt on 74b

it was moved to
Options->Settings->Edit All Models

I moved it again to under "Target Model:" in v0.74c though.


Title: Re: Pay me to program for you
Post by: Lawliet on February 09, 2015, 04:00:24 AM
Oh. So you can only buy v0.74c then?


Title: Re: Pay me to program for you
Post by: DSX8 on February 09, 2015, 04:13:38 AM
Oh. So you can only buy v0.74c then?
no.. its not being sold, its just not released yet due to new coding still being implemented and updated.


Title: Re: Pay me to program for you
Post by: Nao-chan on February 09, 2015, 04:39:45 AM
lol I'm totally busting my ass over here though.

Programmin day and night :vyse:

Dere' be dat BlackJax Quality TM.


You mean play all animations on all models? Because you can already play one animation (of each type, chr0, srt0, etc) on all models.

Speaking of this... How much would it cost to get two separate character models to play their own animations? i.e... Ganon doing one of his animations, and Link doing one of his own at the same time. Or is this even a possibility?


Title: Re: Pay me to program for you
Post by: Doq on February 09, 2015, 08:46:00 PM
OOOH. That's the most intensive task I have listed on the OP.

It's listed as costing $350, but I was debating about putting it on sale soon for a short time. Since you asked, I'll do it for $275 (until the end of February, then it'll be $350 again).

Maybe you can team up with some others and pay monthly? Like what pikazz and namq did to get Ikarus back on track.
(https://v.cdn.vine.co/r/avatars/265BB7B8BE1087238695960072192_21b328c39c3.0.3.jpg?versionId=d3iWzjlgpVX8vVAd2zDTeCvDO2CQSigG)
I would say that's the steal of the year, but I got my ThinkPad on sale for $160 (normally $400), so not quite.

I get money very (VERY) randomly. Even considering co-op with another user may feel like I'm ripping them off.

Maybe next year, Doq...


Title: Re: Pay me to program for you
Post by: BlackJax96 on February 11, 2015, 07:25:11 PM
Speaking of this... How much would it cost to get two separate character models to play their own animations? i.e... Ganon doing one of his animations, and Link doing one of his own at the same time. Or is this even a possibility?

That's pretty much the same concept as playing multiple animations in the viewport at once, except handling multiple external files is involved too. I'm thinking that might be a bit of a pain to implement.

(https://v.cdn.vine.co/r/avatars/265BB7B8BE1087238695960072192_21b328c39c3.0.3.jpg?versionId=d3iWzjlgpVX8vVAd2zDTeCvDO2CQSigG)
I would say that&#039;s the steal of the year, but I got my ThinkPad on sale for $160 (normally $400), so not quite.

I get money very (VERY) randomly. Even considering co-op with another user may feel like I&#039;m ripping them off.

Maybe next year, Doq...

OI M80

I don't know how much longer I'll be programming BrawlBox since I'm going to college and want to develop my game more, so next year might be wishful thinkiiiiiiiiiiiiiiiing... (I know it's a saying but this is true)

my deal still stands though, but only until March 1st.


Title: Re: Pay me to program for you
Post by: Nao-chan on February 11, 2015, 07:27:33 PM
That's pretty much the same concept as playing multiple animations in the viewport at once, except handling multiple external files is involved too. I'm thinking that might be a bit of a pain to implement.

I figured that to be the case. Just thought I'd ask to see if it was possible.


Title: Re: Pay me to program for you
Post by: DSX8 on February 16, 2015, 12:53:20 AM
sent payment for GIF/PAT0 converter. enjoy the $15


Title: Re: Pay me to program for you
Post by: BlackJax96 on February 16, 2015, 10:07:56 PM
Just want to let you guys know that v0.75 will be out this week. Busted my ass getting everything coded.

There are still a few bugs that I just can not for the life of me fix, so they'll be reported in the repo's issues section. I'll have to spend more time trying to figure them out, but they're nothing serious.

I also got rotating vertex selections working (with scaling soon to follow, same technique), but that feature is listed on the OP as $20. I figured since I practically rewrote the whole model viewer to support multiple viewports for $5, I could at least hold that feature until somebody buys it :P So it won't be in the next version unless somebody buys it before it's released.

sent payment for GIF/PAT0 converter. enjoy the $15

Thoroughly enjoying it