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Author Topic: Brawlbox Resources & History  (Read 3856017 times)
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DarkPikachu
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complexity == fun

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    « Reply #885 on: April 29, 2011, 09:05:25 AM »


    alright...
    so saying you get the model finished
    the next step could be either rigging or material sketching
    ...but let's say you do rigging for now and save the mats for later

    once you've finished the rig,
    you'll have to move onto weighting by selecting a group of verts that a specific bone will deform.
    keep note that a single vert can be deformed by multiple bones

    anyways... so we're finished with the internals now...


    I'm not an expert at materials yet so I'd recommend looking at tuts instead of coming to me Tongue
    but I can tell you a bit of how they work Smiley

    all I know is materials give the model it's color, specularity, and texture
    and it can also be used to reflect a different light color, or change a color based on a view
    materials basically deal with coloring and texturing

    shaders give the model advanced looks such as glass orbs that actually bend light
    or rendering hair or fur
    --nintendo achives the fur look by layering textured models
    bumpmaps are also used by shaders (this makes a model look as if it's indented)

    shaders also control texture layers
    like say we have 2 textures, 1 grass, 1 dirt

    using a bump map as an alpha, we can make part of an area dirt where as the rest is grass

    and that's only a few tricks shaders can do
    there's still alot more I'm learning... heh

    I just can't wait to get Riku in brawl:

    lol yes my windows is expired XDD
    « Last Edit: April 29, 2011, 09:08:40 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Velen
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    « Reply #886 on: April 29, 2011, 09:14:58 AM »


    alright...
    so saying you get the model finished
    the next step could be either rigging or material sketching
    ...but let's say you do rigging for now and save the mats for later

    once you've finished the rig,
    you'll have to move onto weighting by selecting a group of verts that a specific bone will deform.
    keep note that a single vert can be deformed by multiple bones

    anyways... so we're finished with the internals now...


    I'm not an expert at materials yet so I'd recommend looking at tuts instead of coming to me Tongue
    but I can tell you a bit of how they work Smiley

    all I know is materials give the model it's color, specularity, and texture
    and it can also be used to reflect a different light color, or change a color based on a view
    materials basically deal with coloring and texturing

    shaders give the model advanced looks such as glass orbs that actually bend light
    or rendering hair or fur
    --nintendo achives the fur look by layering textured models
    bumpmaps are also used by shaders (this makes a model look as if it's indented)

    shaders also control texture layers
    like say we have 2 textures, 1 grass, 1 dirt

    using a bump map as an alpha, we can make part of an area dirt where as the rest is grass

    and that's only a few tricks shaders can do
    there's still alot more I'm learning... heh

    I just can't wait to get Riku in brawl:

    lol yes my windows is expired XDD



    Well, I have excellent 3D perception, so figuring out where to place the bones and the weights for deformation be more or less a matter of trial and error.

    Mapping I can figure out after I make a base texture for the polygons. I may want to do something similar to Samus's metallic effect for Marina on her armor where needed.

    Though first I need to finish the blueprints.

    When I'm done, she'll have a structure similar to Peach's, minus the weapons (since her moveset would mainly consist of physical combat.
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    DarkPikachu
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    complexity == fun

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    « Reply #887 on: April 29, 2011, 09:32:35 AM »


    nice

    my perception's only moderate...
    so yes I suck and have to have help like a noob DX

    I'm about to send the model back to Milun
    and have him do a basic model of the mouth and eyes for me (my point applies here DX )
    I can edit parts from there...

    I'm farely good at rigging though...
    my prob is positioning the verts to be weighted and keeping the model looking well
    (even when being animated)

    the way you'll see Riku is in his Power form for Pika
    although he can't really control his electricity in that manner... heh

    yeh... for info on Riku, you can check my RP char bio thread:
    http://tcll5850.proboards.com/index.cgi?board=rpcharbios&action=display&thread=98

    anything beyond that is classified for the game I'm making Cool
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
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    complexity == fun

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    « Reply #888 on: April 30, 2011, 12:06:20 PM »


    hey BJ
    just thought you might like to know:

    REFF files are supported by Brbx
    they're just not implemented

    Pika's FS contains an REFF file (MiscData[1])
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlackJax96
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    « Reply #889 on: April 30, 2011, 12:29:43 PM »


    hey BJ
    just thought you might like to know:

    REFF files are supported by Brbx
    they're just not implemented

    Pika's FS contains an REFF file (MiscData[1])

    Yeah I know, there's no wrapper
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    Velen
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    « Reply #890 on: April 30, 2011, 01:51:11 PM »


    Yeah I know, there's no wrapper

    Wonder what we could edit if we could access what's in those Misc.Datas?
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    Naruto200Man
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    « Reply #891 on: April 30, 2011, 02:03:22 PM »


    Wonder what we could edit if we could access what's in those Misc.Datas?

    ^ probably stuff like the flags of the articals like marios fire ball, or stuff like that. Each character seems to have a uniqe artical or attack spasific to them. Some of which aren't editable or difficult to edit.
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    DarkPikachu
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    « Reply #892 on: April 30, 2011, 02:31:55 PM »


    Wonder what we could edit if we could access what's in those Misc.Datas?

    well so far I've seen:
    REFT - Textures/Pallets
    REFF - models and animations (unsure)
    RE3D - ??
    ATKD - AI
    AIPD - AI

    there's a few more >.>
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Velen
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    Insert totally self gratifying [censored] here. ; )

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    « Reply #893 on: April 30, 2011, 03:21:45 PM »


    ...Say, what would it take to get something like DS22's attempt at rigging Naruto to Ike's bone set to work in Brawl?

    Cause KJP has a Mewtwo project, and I think rigging Charizard's bones to Mewtwo's model would be beneficial.
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    « Reply #894 on: April 30, 2011, 03:57:18 PM »


    Mewtwo rigged with Charizard's boneset?
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    KingJigglypuff
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    « Reply #895 on: April 30, 2011, 04:08:23 PM »


    Mewtwo rigged with Charizard's boneset?
    Yea, would that be possible?
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    « Reply #896 on: April 30, 2011, 04:31:22 PM »


    I guess, but I don't know how it will work out.
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    DarkPikachu
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    « Reply #897 on: May 02, 2011, 01:12:47 PM »


    developer Q:

    do you think v11 mdl0's would work in brawl?? (if set up correctly)

    like...
    imagine Pika as a v11 instead of a v9
    would it work is the Q :/

    just a bit of inspiration there Wink

    I think if you get v11 mdl0's working in brbx, we can find out Grin
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
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    complexity == fun

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    « Reply #898 on: May 02, 2011, 04:03:36 PM »


    uugh...
    ok... I can't seem to get further

    I can't understand any of these sources I have,
    and I can't get any further than what I've posted way earlier
    (the images)

    I need to know how every value in the face-point is converted to the proper number

    normals are not handled like verts, or else I'd have a working conversion on those

    I need explanations of how things beyond what I've done are achived...
    help... please...

    and also... the transforms...
    how many other formats use them??

    I think blender uses them, but I'm not sure <.<
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Naruto200Man
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    « Reply #899 on: May 02, 2011, 05:13:26 PM »



    I think if you get v11 mdl0's working in brbx, we can find out Grin

    ^ you realise you were talking to yourself that post right? XD
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