I decided to remove the compiled version of Ikarus from the vault because it's unfinished and would especially confuse people who only lurk the vault. The download for the source and the compiled version is only on the OP now.
So, Brawlbox improvements are over, great great work BlackJax, for every effort that you putted on BrawlBox program ,. but I am kinda sad because tripstripper was never finished, I know, it is so hard to make -_-
Hey thanks man, I'm sorry I couldn't finish the tristripper, but you're right. It's a very daunting task, imo - the official NW4R sdk has an entire library dedicated to triangle optimization. There's no way I could make something like that without a lot of research, especially for free. If somebody were to just pop out of nowhere with a working tristripper implemented into Brawlbox and say "that was easy, what are you talking about", they've got my respect for sure. If Kryal were around, though, he'd probably be able to do it. He did a lot of stuff I still don't understand .-.
well, I'm not gonna argue... all I'm gonna say is that if you're using stuff like glMaterialfv(), GL_TEXTURE_2D, glVertex3fv(), etc... then my word stands, and you're not using the modern functionality.
I havn't looked at the src recently, but from the src I have looked at (0.65) you weren't using it. (so feel free to bamf me if you're using it now)
Of course I'm not using the custom shader pipeline! I JUST SAID
The whole reason I rewrote all the OpenGL stuff to use the OpenTK library was solely for the support of all modern OpenGL functions, including the ones to compile and render vertex, geometry and fragment shaders. OpenTK has the capacity to render the MDL0 exactly as it appears in-game, but I never got around to coding it in.
In other words, that means I set everything up for custom shaders, but I didn't use it in any stable releases because it was unfinished. At the moment everything related to custom shaders is commented out.
well, on the bright side this gives dev5 a boost to support game logic and game scripts... (I havn't JUST been thinking about Modern OpenGL implamentation)
anyways... it was good havin ya part of the hacking community. (even though I went homeless and knew very little to do much of anything here)
I'm gonna miss ya
I'll still be around and coding, I'll just be coding something different now. I'm surprised you've been so persistent in modding for so long.
Just a quick question BJ, how many characters does Ikarus support?
It supports reading all of them, it supports reading the articles of only the 5 characters I mentioned in the description, and it doesn't support saving the movesets of any of them.
lol Brbx doesn't even support Modern OpenGL TO use them XD (well, it can use them, but not in any decent fascion)
looks like I'm the only one working on the TEV's now ;_; well... this ain't the first time I've been in this position... heh
Tcll, pls, stahp. You don't know what you're talking about.
The whole reason I rewrote all the OpenGL stuff to use the OpenTK library was solely for the support of all modern OpenGL functions, including the ones to compile and render vertex, geometry and fragment shaders.
I don't mind you being curious about how the TEVs work but it does strongly bother me when you say untrue things that confuse people. OpenTK has the capacity to render the MDL0 exactly as it appears in-game, but I never got around to coding it in.
If you're gonna act like you know what you're talking about, do it in your own thread.
Now that coding BB is off my back, maybe I can go update my MDL0 documentation thread with all I know later.
until then, let us enjoy this hiatus, and get some other things accomplished ^_^
If you're talking about me, no. It's not a hiatus. I've taken hiatuses before. This time I'm out for good. But if you're talking about SSB in general, then yeah I'm sure modding will continue on in Brawl and SSB4.
I was going to say my thoughts and then the site was like "lol nope *dead*" for the past few days. I was like oh okay. I'll wait.
Anywho. I haven't been around as long, so I don't know you yourself as well as others do and certainly won't get any of that 400 pages of memories you compiled, but I can say that you are superb at what you do and Brawlbox is an amazing tool. I respect and applaud you for keeping with it for so long. wow.
As for your game, you have my best wishes that it comes out as awesome as you intend it to. I myself am working my way into game development, so can understand how huge of a journey it's going to be and salute you for endeavoring into it nonetheless. Especially at so early an age. Keep it up, BlackJax.
I'm glad that you all understand. Thanks for all the support, compliments and good wishes. You guys are all awesome.
I'll update my thread for my game as soon as I get more new content rolling again, and I'll keep updating it, so you can follow my progress there. It's definitely going to be another learning experience for me. I'm going to code it in C++ and I haven't coded anything in C++ up until now. I've only read it.
Here's a compilation of random memories from the first 400 pages. Don't forget why I started this thread! Good times guys, good times MANY SHENANIGANS WERE HAD
Anyway thanks guys, I did my best and I had a lot of fun but nothing lasts forever. Like I said, I'll still be around, but I won't code anything more for Brawl modding.
Hey everyone. I thought about this for a long time, and it's probably going to disappoint all of you. It was a tough decision, and probably a selfish one, too.
I'm going to stop coding Brawlbox and Ikarus completely on December 1st. I'll upload everything I have to the svn and anybody is free to try to pick it up and continue it.
I'm done with everything related to Super Smash Bros. Like Kryal did, I have to abruptly and completely cut the ties with it and not look back. It's like some weird addiction that needs to be stopped. Starting Ikarus at this point was unfortunately a naive idea, imo. I originally said I would put off leaving until next year because it was far away. Like it would never come. I like to procrastinate.
Coding Brawlbox was fun when I first started because I was learning C# and coding the model importer, which was really exciting.
But it's not that exciting anymore, and I need to move on now. I've been bound to programming Brawlbox and now Ikarus for all this time because I didn't want to disappoint anyone and I do enjoy programming. I'm also very comfortable with the BrawlLib's source code now.
But I realized I have to stop being so selfless and I have to leave my comfort zone. I need to do what I want to do, not what everyone wants me to do. So that's why I decided to quit so soon. I want to focus on designing my game now, full-time.
I'm thankful today for the past 4 years of coding and modding around here, and I hope everyone is thankful for what I've done as well.
I'll still be around the forums and I can still answer questions, I guess. I apologize for making all the promises I won't keep.
Are there any chances of BrawlCmd being used? I'll learn C# to try and help out, but I'd mainly like to be able to do (de)compression of some of the files through CLI in the future.
I don't update BrawlCmd and I don't know if it supports decompression or compression. It should be on the SVN so you're free to update it if you want. All you probably need to do is add some command to call BrawlLib's compression and decompression functions.
Out of curiosity, why has moveset editing been moved to a different project? It's not really a big deal to me, but I'm kinda curious as to why it's not all in one convenient program.
Brawlbox has really become a general Wii modding program now, while Ikarus will be a Brawl-only animation and moveset creation program that reads directly from the extracted Brawl iso, like what you have on your SD card.
I could explain more but you'll understand what I mean once Ikarus is released.
Like I said, the moveset file seems to work hand-in-hand with the REL. "Hardcoded" stuff is in the REL.
I'm worried that characters like Samus and Bowser have offsets into their moveset file written in the REL, meaning that any rebuild of the moveset file would make those offsets in the REL point to the wrong spot. >.>
Yes we are and I'm sure I can speak for everyone here and who have even delved into brawl modding that we are all very thankful for all your hard work, and that we love you!