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421  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's [Low activity due to exams (01/04/12)] on: January 07, 2012, 01:45:41 AM
OMG I was actually suggesting him to,and I said that I had to abandone my project because I wasn't skilled enough and lost interest Sad But I may try something soon,but nothing sure...
Not skilled enough? You're at the forums where the magic happens! If you don't have the skill, then you learn it here! What are you trying anyways?
422  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65b Beta Released. The secret to hair/cape physics found? on: January 07, 2012, 01:42:35 AM
All right, I've officially got all the other program-related things out of my life, now just Brawlbox. But should I program the undo in 0.65 or in the beta release?

EDIT: Here's how I think I'll go about Undo/Redo: each undo-able change in the scene would create an undo command. Off of the top of my head, I think the necessary undos wanted right now are manual keyframe changes, rotation changes made with the gizmo tool, (spinny thingy) and keyframe movement/deletion. Examples:

  • Action: Translation X from -3.14 to 8.     Undo: Save Translation: Set Translation:X:-3.14
  • Action: Delete Frame 4.     Undo: Create Frame:Move to Frame 4:Insert Keyframe Values into Frame
  • Action: Paste Frame.     Undo: Save Previous Keyframe: Restore Previous Keyframe

Somewhat related, the scene data (keyframes values, visible polygons/textures/bones, camera position, IDK exactly what things should be undoable) could be converted to a simple compressed string to allow room for a complete undo/redo of any complex change, or if a saved-config feature is desired.

Examples:

  • Polygon 1 visible, Polygon 2 - 15 invisible, Polygon 16 - 20 visible --> 1000000000000001111
  • Current Model:LucarioID2,Camera(0,0,0)(0,0,0)(0,0,0),BGColor215-16-78 --> ..,a...?%n|AI3U
  • Rot:X:8.271464;Y:-5.176613;Z:-0.08587035;Pos:X:";Y:-3.143758;Z:0.329522 --> ...01,a.... ...$...(?%n|AI3U>" '-A.WeAY|D$_UE.... (This is a straight-copy from a raw bone animation file)


But rather than the save-entire-scene-as-a-string for a user-config feature, each undo/redo should be a single command each.
423  Super Smash Bros. Brawl Hacking / Model Imports / Re: My Little Pony + Brawl: All of you Bronies get in here! on: January 07, 2012, 12:58:56 AM
I'm going to be generous with the credit: I'll have a whole page on the website dedicated to credit, because I'll be expecting to have over a thousand references from others in the game. It'll be hard to try to fit those in the game's actual credits... And I meant to say website. We're getting a custom URL up and running.
424  Super Smash Bros. Brawl Hacking / Model Imports / Re: My Little Pony + Brawl: All of you Bronies get in here! on: January 05, 2012, 10:15:23 PM
I responded, and nah, I won't be going to bed for about an hour ^_^

How difficult is it to animate in Max?
I got nothing but free time and once I pick something up completely I can try and run with it.
I may actually use Max over Brawlbox when I animate Krystal if this script of yours works the way I think it does. =3

Animating in Brawlbox is moving bones hand-by-hand, and that's it. Animating in Max is flexible: For example, rather than only being able to move the foot bone from the leg position, I can move the leg bone or the body while keeping the foot bone in place: Very useful for animations on the ground. Animation is done mostly with dummies around the body, set up to move multiple parts of the body at the time. Check a youtube video for a rig demonstration, they're very handy.
425  Super Smash Bros. Brawl Hacking / Model Imports / Re: My Little Pony + Brawl: All of you Bronies get in here! on: January 05, 2012, 09:41:56 PM
Umm...I sent you a pm...


Sorry I didn't respond in time.

By the way, if you or anyone else is willing to animate in 3DS Max then I can put up a download for my animation exporter and perhaps the pony model to animate with too. In 3DS Max.

EDIT: I don't expect anyone to step up to animating. What I would really like is someone to help work with the material and shader files.
426  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65b Beta Released. The secret to hair/cape physics found? on: January 05, 2012, 07:03:38 PM
SRT0 parsing party Cheesy

Long-But-Useful-Advice

That would be awesome if you could work out the bugs with the undo/redo buttons. There's probably a better way than using a modulated list of save objects, but I dunno. XD

Thanks for the advice. I can read hex very well and I need to practice file parsing, perhaps parsing files that are already defined can serve as a guide for me to learn.
As for undoing, the first important thing is to determine what should be undoable and what shouldn't be: Asides from single Translation/Rotation/Scale changes, there's also insert/delete frames and whole transformation changes. And how far the undo button should go, once, three times, ten times... details like these. Any suggestions, dear valued users of Brawlbox?
427  Super Smash Bros. Brawl Hacking / Model Imports / Re: My Little Pony + Brawl: All of you Bronies get in here! on: January 05, 2012, 05:23:02 PM
I mean announcer calls. But wait, what background music? could you be more clear? are you talking about MLP? but seriously. That's all the announcer stuff for the mane 6 we need, right? Well some of them are at least good. that's where they got the shadow announcer call from. in case you didn't know. Ah well, i'll use audacity to divide all the parts into seperate announcer calls, and test them out by inserting them on a different BRSAR. I'll send you guys footage. BTW, do you guys have Youtube accounts so i can make these private and only make those working on/contributing/helping the team? or i can just upload it to mediafire and have it password enabled. which should i do?

As far as the video rips go, you could go about posting the links in a post or send the links in PMf if posts are too public. There isn't really a team per-say as much as an open invite for all who take an interest.
428  Super Smash Bros. Brawl Hacking / Model Imports / Re: My Little Pony + Brawl: All of you Bronies get in here! on: January 05, 2012, 03:39:43 PM
Thankfully in the case of Brawl VAs there isn't a whole lot of work to be done per-person if they're doing just one or two characters. 25~30 generic grunts with some spoken lines in between isn't too bad for requests methinks.

also four hours of sleep is bad don't be dying for ponies

The health benefits are great, luckily, no setbacks required. And in even better news, I found another modeller working on pony animation. No guarantees about help though.
429  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65b Beta Released. The secret to hair/cape physics found? on: January 05, 2012, 02:50:23 PM
yeah i kno bout it, but thats like not even complete isnt it? and my findings were for the SRT0 header

Completing it would be great: That's also something people could try out if they were looking for new ways to help... Sky Grounder?
430  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65b Beta Released. The secret to hair/cape physics found? on: January 05, 2012, 11:37:26 AM
In order to change Jiggz result name, open up main.dol in a hex editor and search for 'Jigglypuff', which should take you to a section with most of the result names (be aware that the size of the name has to stay the same size, so Jigglypuff, being 10 characters, being replaced with a 10 character name or less with spaces to fill the remaining spots).

And I think G&W's Z-axis is 0 due to the fact that sometimes, when you throw his and he faces the screen with his mouth open, you will be able to look through him through that part.
And like Tcll mentioned, his Z-axis is forced to be 2D through the stages Z-axis rather then his own Z-axis (as that would have him flip like when Mario would turn around in Paper Mario).

That name limit can likely be shortened, but not lengthened. Maybe we need to parse the main.dol too >.>
I just checked up on the answer to seeing through his mouth. He has no polygons inside his mouth and his polygon faces aren't double-sided, it's on his polygon78. I think he has two separate polygons for his outline effect, one on each side, which would explain why culling isn't an issue if he's at 0.

HexEdit4.0 ehh.... PM it to me mate
I won't say I don't know hexing, but a nice GUI might help me cross the gap and tackle file parsing. Thanks for the suggestion!
431  Super Smash Bros. Brawl Hacking / Model Imports / Re: My Little Pony + Brawl: All of you Bronies get in here! on: January 05, 2012, 11:02:43 AM
Another thing to add to the list of "looking for" of 3D modeling, musicians, and announcer. By the way, I could use your guys' help with the model shading. I'm looking to get the cell-shaded effect of the Wind Waker trophies onto the pony models for a start, and if any of you could help that would be great!

I wonder how long I'll go before finally caving in to asking for voice actors as well: the initial thought of using voice actors is scary, but it sure beats using only standard voice rips from the show.

And on a very unrelated note, I'm experimenting with risky planned sleep schedules to achieve only 4 hours of the necessary sleep. More time is exactly what I need Cheesy
432  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65b Beta Released. The secret to hair/cape physics found? on: January 04, 2012, 11:40:44 PM
try helping him with the SRT0 data, and that undo button AWESOME 2.0!
Hexidecimal parsing, eh.... I need to learn that. It always seemed too overwhelming for me to pick up on my own But an undo button can be done easy enough, the key is to make sure it doesn't lag or screw up.
433  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65b Beta Released. The secret to hair/cape physics found? on: January 04, 2012, 11:06:25 PM
Oh yeah and you can program stuff for me, sometime. I've been busy with other things lately though. (School started up again...)

Right. Even if you can't find anything for me to do, I'll see about doing simple things on my own time. There's enough suggestions here for me to go off of anyways: I think I should start with some features that didn't make it to the beta, or perhaps that undo button.
434  Super Smash Bros. Brawl Hacking / Model Imports / Re: My Little Pony + Brawl: All of you Bronies get in here! on: January 04, 2012, 11:04:31 PM
It's easy enough to remove the background music. He did a really decent job, but more than 6 voice clips will be required: It goes without saying that we will need a dedicated announcer, to have all of the voice clips needed.
435  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65b Beta Released. The secret to hair/cape physics found? on: January 04, 2012, 10:40:53 PM
G&W being the result of a process, apparantely this rasterizer, rather than a scale Z to 0 seems about right. Not only does he have an extra polygon for the outline effect, he actually has two extra polygons, the same exact size. Might this have something to do with this clipping effect and drawing order mentioned?

Also, riivolution is harder to set up but worth it. There's a whole new world of Brawl hacks with custom sound effects, after all.
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