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Author Topic: Brawlbox Resources & History  (Read 3859135 times)
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BlackJax96
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    « Reply #1680 on: June 28, 2011, 08:29:58 PM »


    I don't wanna save.
    I just wanna test the importing.

    There is one error I need to fix for importing. For some reason, sometimes bone names don't match up with the bone array at the beginning of <library_controllers> so instead of returning a bone, it returns null. I'm still trying to figure out why...
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    KingJigglypuff
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    « Reply #1681 on: June 28, 2011, 09:10:21 PM »


    I know I'm bringing it up again, but does the demo work with Pokepark Wii models?
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    BlackJax96
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    « Reply #1682 on: June 28, 2011, 09:20:09 PM »


    I know I'm bringing it up again, but does the demo work with Pokepark Wii models?

    I'm pretty sure Tcll's Pachi model is from Pokepark Wii, and Pachi's string offsets are way off from the actual string. You can open the models, but all the string will be null.
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    « Reply #1683 on: June 28, 2011, 09:21:25 PM »


    I'm pretty sure Tcll's Pachi model is from Pokepark Wii, and Pachi's string offsets are way off from the actual string. You can open the models, but all the string will be null.
    OK. I'll wait then.
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    « Reply #1684 on: June 28, 2011, 10:55:52 PM »


    Pokepark uses v11 MDL0's
    I'm working on support for v8-v12 on my converter,
    but that's when I actually get the chance to work on it again -.-*
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    « Reply #1685 on: June 29, 2011, 05:03:23 AM »


    when i was useing this version my motionpac became curruprt... idk if it was me or brawlbox but it shouldnt have happend...
    that motion file was very important is their a way to fix it? if u could help pm me
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    « Reply #1686 on: June 29, 2011, 10:46:44 AM »


    prbly was Brbx...

    it was a beta after all, so there's bound to be bugs...
    especially with exporting.
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    « Reply #1687 on: June 29, 2011, 12:12:37 PM »


    when i was useing this version my motionpac became curruprt... idk if it was me or brawlbox but it shouldnt have happend...
    that motion file was very important is their a way to fix it? if u could help pm me

    You sure its not the brawlbox? Try the one you used beforee this with the same files see if they are still corrupted.
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    « Reply #1688 on: June 29, 2011, 12:50:26 PM »


    btw Blackjax98

    are you going to a Guide for the new BrawlBox with all the new things and how to use them?

    also as soon you got it to work the .dae to mld0 importer guide for that + get a Model to have a Brawl char. boneset
    i can´t wait to get a real model of  Goku into brawl and hope fully with cp. falcon´s boneset
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    BlackJax96
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    « Reply #1689 on: June 29, 2011, 01:04:17 PM »


    btw Blackjax98

    are you going to a Guide for the new BrawlBox with all the new things and how to use them?

    also as soon you got it to work the .dae to mld0 importer guide for that + get a Model to have a Brawl char. boneset
    i can´t wait to get a real model of  Goku into brawl and hope fully with cp. falcon´s boneset

    Ok I'll make a typed tutorial for the new Demo things I've added and when I get an imported model to work in Brawl, I'll make a video tutorial for that and rigging models.
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    DoctorFlux(Mariodk)
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    « Reply #1690 on: June 29, 2011, 01:16:39 PM »


    Ok I'll make a typed tutorial for the new Demo things I've added and when I get an imported model to work in Brawl, I'll make a video tutorial for that and rigging models.
    awesome just that i needed(for get DBZ models Cheesy)
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    BlackJax96
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    « Reply #1691 on: June 29, 2011, 02:22:27 PM »


    Just made a minor update:
    Way more options on the context menu (right click one of the trans or rotate labels).


    And now you have to hold control and press left or right in the input box, and it will subtract or add 90 instead.
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    DoctorFlux(Mariodk)
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    « Reply #1692 on: June 29, 2011, 02:29:18 PM »


    blackjax96 did i tell you
    you is awesome?
    « Last Edit: June 29, 2011, 02:33:19 PM by MarioDK » Logged

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    BlackJax96
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    « Reply #1693 on: June 29, 2011, 02:31:48 PM »


    blackjax98
    Who's that? XD

    did i tell you
    you is awesome?
    Yeah, I think you did already, thanks. Smiley
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    LookItsLink
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    mhmm.

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    « Reply #1694 on: June 29, 2011, 02:51:32 PM »


    Can you make it so you can export a certain bone animation from every animation? For example exporting all the HeadN animations.
    And, if possible, adding an automatic importer to reimport the exported animations to new corresponding renamed bones.

    This would make one-slot size-mods a 2-click process.
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