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« Reply #45 on: November 21, 2010, 05:02:33 AM » |
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Oh,is drag and drop rotation annoying and do you hate it? I advise you not to use Modset.  Aside from the constant random 360 and 720 rotation spikes I got that made me spend 4 times as long on something simple from me obviously doing something wrong, I love it. xP Not to my preference with the interpolation. The rotation spikes could be avoided. The interpolation sucks more then anything at times. Any chance of this modset without the interpolation?
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« Last Edit: November 21, 2010, 05:05:33 AM by dingoberriz »
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« Reply #46 on: November 21, 2010, 05:19:14 AM » |
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« Reply #47 on: November 21, 2010, 10:14:27 AM » |
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ah, thats what the yellow circle does. Nice tutorial. And Bero, would you like to make your own thread here similar to the one @ smashboards?
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« Last Edit: November 21, 2010, 10:21:31 AM by LordNOaH »
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« Reply #48 on: November 21, 2010, 10:43:16 AM » |
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Drag and Drop Translation = Stage Hacker Preference Drag and Drop Rotation = Animation Hacker Preference Stage hackers would prefer drag and drop for translations. That's why it would be suggested. Though not anywhere as annoying as bone rotation for animations, I'm sure it would make stage hackers quite a bit happier. I'm saying that based on the fact that I hate the draggable bones and interpolation. Makes character animation not worth doing for me.  What I would prefer is seeing all of the models (like in collision editor) while still being able to edit the position (like in model previewer). It would save a huge amount of trouble. Oh, and viewing all of the models animated at the same time (instead of one at once) Probably hard to do, but it'd be worth it for stage hackers. Could you do that, Bero?
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 FC: 2191-7379-6272
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« Reply #49 on: November 21, 2010, 10:47:19 AM » |
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Drag and Drop Translation = Stage Hacker Preference Drag and Drop Rotation = Animation Hacker Preference Stage hackers would prefer drag and drop for translations. That's why it would be suggested. Though not anywhere as annoying as bone rotation for animations, I'm sure it would make stage hackers quite a bit happier. I'm saying that based on the fact that I hate the draggable bones and interpolation. Makes character animation not worth doing for me.  Oh, and viewing all of the models animated at the same time (instead of one at once) Probably hard to do, but it'd be worth it for stage hackers. This would lag really hard. An alternate option to this would be a modification to the collision editor that allowed you to chose animation files and frames to view for each model.
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« Reply #50 on: November 21, 2010, 03:38:59 PM » |
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@RydiaFromFF2 At last,tutorial for modset! Thank you!
@LordNOaH Umm... I think it's good to have a thread about modset here,but it's a bit hard for me to look after it...
@ForOhFor Error That will use large amount of memory. I think it's not hard though.
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« Reply #51 on: November 30, 2010, 07:19:06 AM » |
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This is going to really help me on things. And I'm not sure if this is on topic or not, but I have two suggestions: -More BRSAR compatibility. -Have an "Undo" option.
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« Reply #52 on: November 30, 2010, 10:00:46 AM » |
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. -Have an "Undo" option.
oh GOD do we ever need an undo button... Hell undo 1 step is enough for me.
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« Reply #53 on: December 01, 2010, 05:20:38 PM » |
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For the draggable bones if you don't like what you've done and you're still holding the mouse hit exit and it will return to its original rotation.
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« Reply #54 on: December 25, 2010, 11:44:58 AM » |
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We need an Undo button
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« Reply #55 on: January 01, 2011, 06:25:47 PM » |
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Hey there, any progress on my animation porting idea? :s
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« Reply #56 on: January 01, 2011, 06:39:21 PM » |
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any note on adding new file formats?? REFF REFT more info here: http://tcll5850.webfreehosting.net/sbf.htmthere's a bunch of them... note: this data has to be UD'd (it is very old) EDIT: if anyone has used HexEdit before, I have a template on the REFT format  <?xml version="1.0"?> <!DOCTYPE binary_file_format SYSTEM "BinaryFileFormat.dtd"> <binary_file_format name="REFT" type_name="" comment="" expr="" default_byte_order="big" default_read_only="false" default_char_set="ansi"> <define_struct type_name="data" comment="" expr=""> <data type="int" name="string_len" format="unsigned" len="2" display=""/> <data type="string" name="image_name" format="ascii" len="string_len" display=""/> <data type="int" name="image_offset" format="unsigned" len="4" display=""/> <data type="int" name="image_len" format="unsigned" len="4" display=""/> <jump offset="image_offset + header.header_len + 24" comment="" origin="start"> <struct name="image_data" type_name="" comment="" expr=""> <struct name="header" type_name="" comment="" expr=""> <data type="int" name="unk" format="unsigned" len="4" display=""/> <data type="int" name="width" format="unsigned" len="2" display=""/> <data type="int" name="heigth" format="unsigned" len="2" display=""/> <data type="int" name="image_len" format="unsigned" len="4" display=""/> <data type="int" name="format" format="unsigned" len="4" display="hex" byte_order="little"/> <data type="none" name="pad" len="16"/> </struct> <data type="string" name="data" format="default" len="image_len-32" display="data"/> </struct> </jump> </define_struct> <struct name="header" type_name="" comment="" expr="({this.num_files} files)"> <data type="string" name="magic" format="ascii" len="4" display=""/> <data type="int" name="unk1" format="unsigned" len="2" display="hex"/> <data type="int" name="unk2" format="unsigned" len="2" display="" comment="I think this may be an index..."/> <data type="int" name="filesize" format="unsigned" len="4" display=""/> <data type="int" name="unk3" format="unsigned" len="2" display=""/> <data type="int" name="num_files" format="unsigned" len="2" display=""/> </struct> <for name="file" count="header.num_files || header.num_files - 1" stop_test="header.num_files == 0" type_name="" comment=""> <struct name="file" type_name="" comment="" expr="{this.header.filename}"> <struct name="header" type_name="" comment="" expr=""> <data type="string" name="magic" format="ascii" len="4" display=""/> <data type="int" name="filesize" format="unsigned" len="4" display=""/> <data type="int" name="header_len" format="unsigned" len="4" display=""/> <data type="int" name="pad1" format="unsigned" len="8" display="hex"/> <data type="int" name="string_len" format="unsigned" len="2" display="hex"/> <data type="int" name="pad2" format="unsigned" len="2" display="hex"/> <data type="string" name="filename" format="ascii" len="string_len" display=""/> <data type="string" name="pad3" len="header_len - (string_len + pad1 + 16)" format="default" display=""/> </struct> <struct name="data_table" type_name="" comment="" expr="({this.img_cnt} images)"> <data type="int" name="table_len" format="unsigned" len="4" display=""/> <data type="int" name="img_cnt" format="unsigned" len="2" display=""/> <data type="int" name="pad" format="unsigned" len="2" display="hex"/> <for name="image" count="img_cnt || img_cnt - 1" stop_test="img_cnt == 0" type_name="" comment=""> <use_struct name="image" expr="{this.image_name} {this.image_data.header.width}x{this.image_data.header.heigth}" type_name="data" comment=""/> </for> </struct> </struct> </for> <data type="none" name="bug_fix" comment="this just stops the error you get without this..."/> </binary_file_format>
ask me if you don't know what to do with this  but I've finally completed it... there shouldn't be no errors in it btw... :/
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« Last Edit: January 01, 2011, 08:43:15 PM by Tcll »
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« Reply #57 on: January 01, 2011, 10:19:29 PM » |
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oh yea... something else I wanted to add... a little something for CHR0 files... v0.63b is the only one to support this, it seems to be broken in all the following versions... I liked being able to open a chr0 in brbx and select a bone, to have a list of all the key-frames and bone positions displayed on the right side... like this:  if you could please add that back in, and have support for quaternions as well, it'd be much appreciated.  (I'd suggest adding a selection flip-switch button (eular/quat)) I ask for quat because Blender doesn't support a eular bone animation system...  (when inputing exact coords through the IPO editor) it's quite a hastle having to DL a euler to quat converter that gives coords the just twists the mesh into not what brbx displays when animating...
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« Last Edit: October 06, 2022, 12:02:13 PM by DarkPikachu »
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« Reply #58 on: January 01, 2011, 11:10:42 PM » |
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@Tcll: sorry to break it to ya but the creators of BB are on a different forum, smashboards to be exact... Hopefully some one from here that has a account on smashboards can pass your work on to them.. It seems you've worked hard and I wouldn't want that to go to waste 
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« Reply #59 on: January 02, 2011, 08:40:04 AM » |
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@Tcll: sorry to break it to ya but the creators of BB are on a different forum, smashboards to be exact... Hopefully some one from here that has a account on smashboards can pass your work on to them.. It seems you've worked hard and I wouldn't want that to go to waste 
lol thanx  I have an SWF acct... mind linking me to the thread  I'll link this thread there  and I hate to break facts, but this was actually an easy task XD
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