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Author Topic: Guide to Stage Builder Block Based Stages  (Read 38823 times)
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ForOhFor Error
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    « Reply #45 on: February 13, 2011, 03:49:22 PM »


    ....are the bones all named differently?
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    Mewtwo2000
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    « Reply #46 on: February 21, 2011, 09:11:51 AM »


    Anyway, by doing this, you will get some weird effects when the match is slowed down (final smashes or end of fight). You definitely need a VIS0 animation. With it, you wouldn't need to move the models, just activating them when you need each frame to appear.
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    « Reply #47 on: February 23, 2011, 01:07:20 PM »


    Anyway, by doing this, you will get some weird effects when the match is slowed down (final smashes or end of fight). You definitely need a VIS0 animation. With it, you wouldn't need to move the models, just activating them when you need each frame to appear.

    Yeah I went back and turned all of them into vis models. Its alot easier by far.
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    ForOhFor Error
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    « Reply #48 on: February 23, 2011, 01:19:23 PM »


    Though it's a bit harder to actually get the VIS0 in the stage file.
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    « Reply #49 on: February 23, 2011, 01:24:28 PM »


    I just copy mewtwos what is love model data and replace another model data with it.
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    ADJSonic
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    « Reply #50 on: March 26, 2011, 03:10:52 PM »


    Anyway, by doing this, you will get some weird effects when the match is slowed down (final smashes or end of fight). You definitely need a VIS0 animation. With it, you wouldn't need to move the models, just activating them when you need each frame to appear.


    How do you make VISO animations... I mean what programs and crap...
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    « Reply #51 on: March 26, 2011, 08:42:00 PM »


    They're in existing files. FD has one. You have to replace the modeldata with one already having a VIS0 in it.
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    ADJSonic
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    « Reply #52 on: March 27, 2011, 06:01:19 AM »


    Thankx so much...That makes my life so much easier than resizing everything and bullcrap like that...

    How do VISO's work?  Lips Sealed
    « Last Edit: March 27, 2011, 03:42:30 PM by ADJSonic » Logged

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    « Reply #53 on: March 27, 2011, 04:08:02 PM »


    Um... just to say,
    I believe editing the rotation & scale in the 0 frame of the model makes it so you don't have to copy the animation.
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    « Reply #54 on: March 27, 2011, 07:16:55 PM »


    Ok got that off my belt... Umm why does my model still rely on the old textures even though i've renamed the texture 1 folder . raw models....?
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    « Reply #55 on: March 27, 2011, 08:58:44 PM »


    Um... just to say,
    I believe editing the rotation & scale in the 0 frame of the model makes it so you don't have to copy the animation.
    Have you tried that in-game?
    Because that is just changing the location. The game needs keyframes. The yellow frames.

    Ok got that off my belt... Umm why does my model still rely on the old textures even though i've renamed the texture 1 folder . raw models....?
    Try saving the file, closing, and reopening after changing those.
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    « Reply #56 on: March 28, 2011, 06:24:29 PM »


    Red Box of death...

    Object refrence not set to object... Yes the textures are named ccorrectly..
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    Mewtwo2000
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    « Reply #57 on: March 29, 2011, 06:51:17 AM »


    Are you sure they're the same in textures1, textures2 (if there's textures2), and materials1?

    They need to match. Be careful with spaces.
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    « Reply #58 on: March 29, 2011, 02:01:13 PM »


    OMGOSh i feel pathetic i didn't cange material1 to that name xD i feel stupid.

    NVM still didn't work... NOw it kept the old ones.... Rename the material1 to the same names as the textures correct.. If not what do i do?
    « Last Edit: March 29, 2011, 07:09:32 PM by ADJSonic » Logged

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    « Reply #59 on: April 04, 2011, 03:19:21 AM »


    What you need to rename are the texture names, inside the material names in materials1.

    materials1
    -materialname
       -texturename
    materials2
    -materialname
    textures1
    -texturename
    textures2
    -texturename

    The changes won't be visible until you restart brawlbox
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