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Author Topic: Brawlbox Resources & History  (Read 3859621 times)
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    « Reply #12300 on: August 17, 2012, 09:01:27 PM »


    I like the sound of it aswell :-)
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    Naruto200Man
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    « Reply #12301 on: August 17, 2012, 09:15:51 PM »


    There are no problems displaying the hitboxes on the right bone in the viewer.
    It uses the raw int data, there's no conversion

    and no and yes

    So if you figure out how to manipulate the hair/cape thing to our advantage
    Will there be a 3DS Max script to apply the physics or whatever needed for these things?
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    « Reply #12302 on: August 18, 2012, 05:21:10 AM »


    Falco rebuilt with the current version of BrawlBox crashes the game upon selecting the stage.

    From a vBrawl pac that was simply saved with no edits ftr.
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    « Reply #12303 on: August 18, 2012, 05:36:55 AM »


    I like the sound of this.
    Me too !
    But... hmmm... what is Tristripper ?
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    No more into brawl hacking as long as Fighter.pac remains not editable, also i don't have time for that anymore for the moment.
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    « Reply #12304 on: August 18, 2012, 05:45:53 AM »


    Me too !
    But... hmmm... what is Tristripper ?

    It shrinks the size of models, so they can have almost any filesize. If you didn't understand what I said, ask BlackJax.
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    « Reply #12305 on: August 18, 2012, 05:47:55 AM »


    It shrinks the size of models, so they can have almost any filesize. If you didn't understand what I said, ask BlackJax.
    more like shrinks the filesize of MDL0's and lowers the amount of faces too in a model, meaning that some high poly models will be playable with no lag.. depends on the model
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    « Reply #12306 on: August 18, 2012, 08:21:26 AM »


    yay for 3 strippers

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    « Reply #12307 on: August 18, 2012, 08:33:29 AM »


    >_>
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    « Reply #12308 on: August 18, 2012, 10:56:37 AM »


    Falco rebuilt with the current version of BrawlBox crashes the game upon selecting the stage.

    From a vBrawl pac that was simply saved with no edits ftr.

    Well how did you even save with no edits? BB won't even save if you don't change anything lol

    Me too !
    But... hmmm... what is Tristripper ?


    It's a function that converts triangles into compressed primitive types called Tristrips & Trifans, which use approximately 3x less facepoints as Triangles, meaning less data for the Wii to render and a smaller filesize.
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    « Reply #12309 on: August 18, 2012, 10:57:46 AM »


    it works the same as to how you`d get 2 triangles from 4 points
    Instead of 2 tris from 6 points

    Post Merge: August 18, 2012, 11:02:44 AM
    actually BJ
    If you study gfx systems...
    Tristrips are converted to triangles (just like anything else) just before being rendered

    Post Merge: August 18, 2012, 11:08:21 AM
    forgot to get to my point Tongue

    It`s not so much the data being rendered more so that it`s being stored to RAM
    « Last Edit: August 18, 2012, 11:08:21 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.
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    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.

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    « Reply #12310 on: August 18, 2012, 11:43:55 AM »


    Ok now i understand why there are lots of votes for it.
    Will it help to make more detailed textures ? I mean, will it prevent wii to slow down if textures or files it has to load and display are too big ?
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    No more into brawl hacking as long as Fighter.pac remains not editable, also i don't have time for that anymore for the moment.
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    « Reply #12311 on: August 18, 2012, 12:14:04 PM »


    There is a very funny variable in use by Manaphy though.
    I am bery instrested by the Manaphy.

    sadly, I saw something related to Manaphy's Heart in Sora_Melee D:
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    Stupid Tinypic :C

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    « Reply #12312 on: August 18, 2012, 03:39:03 PM »


    So I doubt anyone else had my problem >_>
    I just poked around and found out what it was.

    The bone ID list on smash boards is no longer relevant in psa with brawlbox.
    the id of the bone is the number it is in the bone tree <_<

    So if X bone is 40 in the bone tree then bone ID is 40...
    Yay for lazilly trying things I didn't think of trying before.

    Time to finally get to work on bushy brow psa...
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    « Reply #12313 on: August 18, 2012, 06:04:07 PM »


    @Chaoszard:
    Keep in mind that all data displayed in the scene has to be loaded into the wii`s RAM first

    If the RAM fails to maintain enough space for the current display and any other loaded/unloaded data (such as menu+battle data or battle+FS data),
    The wii will freeze
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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.

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    « Reply #12314 on: August 19, 2012, 06:57:17 AM »


    Well how did you even save with no edits? BB won't even save if you don't change anything lol

    Whenever I say "no edits" I mean a very slight change that shouldn't compromise the file in any way ftr, in pretty much every case I change the kb angle of a collision so that it'll save.
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