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241  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kyouma's 0.21154% divergence: kanatenmurich on: June 08, 2013, 09:12:40 PM
So
in light of a certain feature of Hopeless Masquerade
I am downloading your Nitori.

That is all.
242  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Ikarus Development: A new program in dev to make PSAs and animate! on: June 08, 2013, 03:19:15 PM
*sees preview picture*
*clicks NOTIFY*
243  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 16, 2013, 11:39:46 PM
Sounds like a fairly mediocre time for a trip to Disneyland. First-world problems at work!

Last time I was at Disneyland, I was too young to remember it properly. So I've never really been able to experience all that. Sounds like a place I would have fun at, though. Maybe someday.


And see, people? This is how you learn how someone's day went. Non-generic questions.
244  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 16, 2013, 10:54:46 PM
Just know that I tried rendering a GIF of a ~200 frame animation at full screen in HQ and it took maybe around 25 to 30 minutes. Tongue
You underestimate me. I'm plenty patient enough for that.

However, that certainly wouldn't be a very web-friendly GIF. It is nice to know the limits, though.

goooood *generic response to how-was questions*
Okay then. How about: What rides did you try, if any? What piqued your interest the most?

And: Did you get to meet your favorite Disney character and take a picture with them?
245  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 16, 2013, 07:56:29 PM
So I've got the GIF encoder working as best as possible.

(I made two other gifs as tests and they were fine but they were too large to upload so yeah)

Here's the deal. The following things can greatly increase the wait time to encode the gif:
- More frames
- Bigger image dimensions
- Higher render quality
I have a lot of patience. Expect super-complex GIFs!

...If I ever get around to fiddling with it after release.
246  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 10, 2013, 11:38:13 PM
This thread can have so many lulz sometimes.

And have fun at Disneyland, BJ!
247  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 08, 2013, 11:10:41 PM
Being a technical artist isn't my forte, so I wouldn't say I know everything about shaders, but...

Aren't shaders basically the nodes that control how lighting effects a 3D mesh? And is that not what the "shaders" in Brawlbox do?


Don't mean to beat a dead horse if that's what I'm doing, I just didn't get around to posting that when I was home 14 hours ago.
248  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 06, 2013, 10:18:15 PM

YEEEEEEEEEEEEEEEEEEE!! 8D
249  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Released on: May 06, 2013, 09:23:26 PM
Bone names don't appear when you hover over them.
Art thy settings as thus?

250  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Released on: May 06, 2013, 12:20:26 AM
Messed around with it. Saw something weird:

It's like the UVs are screwed up there or something, but that's the original model.

Only at a certain, close distance, did the texture display properly.

Also at a certain, close distance, the screenshot I tried to take from BrawlBox turned up black. Not sure if that's even related. Didn't test to see what the cause was. But anywho, I need to get to bed.

Got some bug hunting to do in the morrow that has nothing to do with BrawlBox.
251  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Released on: May 05, 2013, 10:24:05 PM
Yay! *downloads*


By the by, Microsoft did not appreciate that brick through the window. And outrunning their security was no easy task.

But! The deed is done. Not sure it's going to change anything, but mission accomplished.
252  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kyouma's 2.54314% divergence: The waited 100th Hack: New previews on: May 04, 2013, 04:22:34 PM
I made TSA okuu for sammy
I like.
253  Super Smash Bros. Brawl Hacking / Model Imports / Re: BlackJax Quality™ Model Importz: Kanihira Stage Released on: May 03, 2013, 11:00:04 PM
Yep. I have absolutely no knowledge on how to conveniently model what I want; I've been editing planes and spheres vertex by vertex so far which is incredibly time consuming. So I'm going to switch to Maya as soon as summer starts and teach myself how to model. :O
Cool~
254  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kyouma's 2.54314% divergence: The waited 100th Hack: New previews on: May 03, 2013, 08:03:38 PM
oh well, there still much to do... I am using the optimization by hand as someone told me to in the WIP workshop; so this is taking foreveeeeer ;-;
It will take a while, but the results will be worth it. This way you don't have to worry about weird deformations and open seams in the model, because you actually have control over which verts go and which ones stay.
255  Super Smash Bros. Brawl Hacking / Stages / Re: Holy tits, this Legacy guy does stages on: April 30, 2013, 08:31:43 AM
I like the offset symmetry of it all.
And the space between the platform on the right and right-center seems like a very interesting area.
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