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Author Topic: Brawlbox Resources & History  (Read 3854130 times)
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BlackJax96
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    « Reply #1695 on: June 29, 2011, 02:57:03 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.

    One slot size mods already are a two click process. Just click the Scale All button, enter a non-existent name, and it will create the bone entry in each animation and scale it. Then all you have to do is edit the bone you want to scale to match that bone name.

    Exporting and re-importing a CHR0 entry might be harder than it sounds too.
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    KTH
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    « Reply #1696 on: June 29, 2011, 03:58:32 PM »


    BlackJax96 : So you can add Translation on when he create Bone on all animation plz?
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    BlackJax96
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    « Reply #1697 on: June 29, 2011, 04:05:40 PM »


    BlackJax96 : So you can add Translation on when he create Bone on all animation plz?

    K.
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    KTH
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    « Reply #1698 on: June 29, 2011, 04:09:03 PM »


    K.

    Thank you.
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    lithium
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    « Reply #1699 on: June 29, 2011, 07:37:54 PM »


    so ya i dont think it was the exporting that had currupted my file
    becuse i could save it just fine untill i switched an animation that i have used a few times
    but this time when i was useing this version and siwtched that animation
    a window showed up with alot of text that i didnt understand and when i tried saveing again (i think but cant remmember for sure) it told me some kind of corruption had happened...
    now... what i think happened was that i some how made the file larger and resulting in the issues as that motion pac was larger then the other versions of the same motion pac
    the main issue tho is i relly like this version of brawl box but it has corrupted numerous files (just motion pac not model files) and now im scared to use it
    @blakjax98- so i dont think it was the exporting that was the issue... also i need to do a one size slot for a charmander hack
    will lookitslink idea work? it would help alot
    @lookitslink- ur working on lizardman??? cant wait to see that got any previews???
    « Last Edit: June 29, 2011, 08:05:37 PM by lithium » Logged

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    « Reply #1700 on: June 29, 2011, 08:08:39 PM »


    @lookitslink- ur working on lizardman??? cant wait to see that got any previews???
    Wrong thread dude Im srs here
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    lithium
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    « Reply #1701 on: June 29, 2011, 08:16:26 PM »


    i was asking him for a link to the right thread... that is if one even exsists  I see what you did there ...
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    « Reply #1702 on: June 29, 2011, 08:17:39 PM »


    http://forums.kc-mm.com/index.php?topic=6841.0
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    lithium
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    « Reply #1703 on: June 29, 2011, 08:20:48 PM »


    thanks overloard =)
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    « Reply #1704 on: June 29, 2011, 08:55:24 PM »


    Umm..... I'm trying to use this set to get offsets and something isn't adding up.

    Is the Mdl0 offset displayed in decimal? If so, then why is the offset not lining up with the data?

    For example, the Mdl0 offset displayed is -73824....
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    BlackJax96
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    « Reply #1705 on: June 29, 2011, 09:03:23 PM »


    Umm..... I'm trying to use this set to get offsets and something isn't adding up.

    Is the Mdl0 offset displayed in decimal? If so, then why is the offset not lining up with the data?

    For example, the Mdl0 offset displayed is -73824....



    Did the model rebuild? If the model rebuilt, that's probably why... If not, I have no idea why the mdl0 offset is so off. All the mdl0 offsets are the same as 63d for me.

    Ok KTH, I added your request and even moar.
    Just under the Scale All button is now the Edit All button. When you click it, you get this epic window:


    Checking "Replace" will erase all keyframes and place 1 keyframe at the first frame with your values.
    Checking "Add" will add your values to every keyframe.
    Checking "Subtract" will subtract your values from every keyframe.
    If you don't want to edit a certain value, just check "Add" and put 0 as the value.
    « Last Edit: June 29, 2011, 09:14:31 PM by BlackJax96 » Logged

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    « Reply #1706 on: June 29, 2011, 09:41:05 PM »


    I didn't rebuild. All I did was open it in the .pac file.
    It's Ness' model BTW.
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    BlackJax96
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    « Reply #1707 on: June 29, 2011, 09:45:30 PM »


    I didn't rebuild. All I did was open it in the .pac file.
    It's Ness' model BTW.

    Check it against 63d, they should be the same. (If not, I'll check it out)
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    « Reply #1708 on: June 29, 2011, 09:47:22 PM »


    Sorreh Im a Noob,  but ,

    are any closer to DAE To MDL0 Conversion? :3
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    « Reply #1709 on: June 29, 2011, 09:51:16 PM »


    Check it against 63d, they should be the same. (If not, I'll check it out)

    I'm looking at the shaders, which I don't think are really displayed in older versions.... Are they labeled Materials2?

    I found another way to go to the area. I used the Mdl0 offset and convert that to hex and the Ctrl+F the result, only with less FFs.
    « Last Edit: June 29, 2011, 10:00:35 PM by Eternal Yoshi » Logged


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