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Author Topic: Brawlbox Resources & History  (Read 1465292 times)
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LegacyWolf
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    « Reply #15585 on: December 08, 2013, 05:28:12 AM »


    Brawlbox is getting better and better, i hope the BRSTM Volume feature is added soon.
    Lol.
    Lol.
    Lol.
    Lol.
    Lol.
    Lol.
    Lol.
    Lol.
    Lol.
    Lol
    whole page of Loling, had to join
    lol
    LoL.
    lol
    Lol.
    Lol
    lol
    Lol.
    Lol
    Lol.
    Am I doing it right?
    lol


    Lol.
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    shadowXtreme
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    « Reply #15586 on: December 08, 2013, 05:45:37 AM »


    So, Brawlbox improvements are over, great great work BlackJax, for every effort that you putted on BrawlBox  program Cheesy,. but I am kinda sad because tripstripper was never finished, I know, it is so hard to make -_-
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    DarkPikachu
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    « Reply #15587 on: December 08, 2013, 06:29:01 AM »


    Tcll, pls, stahp. You don't know what you're talking about.

    The whole reason I rewrote all the OpenGL stuff to use the OpenTK library was solely for the support of all modern OpenGL functions, including the ones to compile and render vertex, geometry and fragment shaders.

    I don't mind you being curious about how the TEVs work but it does strongly bother me when you say untrue things that confuse people. OpenTK has the capacity to render the MDL0 exactly as it appears in-game, but I never got around to coding it in.

    If you're gonna act like you know what you're talking about, do it in your own thread.

    Now that coding BB is off my back, maybe I can go update my MDL0 documentation thread with all I know later.
    well, I'm not gonna argue...
    all I'm gonna say is that if you're using stuff like glMaterialfv(), GL_TEXTURE_2D, glVertex3fv(), etc...
    then my word stands, and you're not using the modern functionality.

    I havn't looked at the src recently, but from the src I have looked at (0.65) you weren't using it.
    (so feel free to bamf me if you're using it now) Wink
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    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.

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    « Reply #15588 on: December 08, 2013, 07:47:36 AM »


    well, I'm not gonna argue...
    ...Proceeds to argue. Ha!
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    « Reply #15589 on: December 08, 2013, 08:27:38 AM »


    ...Proceeds to argue. Ha!
    HAY!

    datz mai lazt wurdz

    dah tahpik endzded wit dat. :3
    « Last Edit: December 08, 2013, 08:34:35 AM by FitDarkPika00.pcs » 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.

    BlackJax96
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    « Reply #15590 on: December 08, 2013, 02:05:52 PM »


    So, Brawlbox improvements are over, great great work BlackJax, for every effort that you putted on BrawlBox  program Cheesy,. but I am kinda sad because tripstripper was never finished, I know, it is so hard to make -_-

    Hey thanks man, I'm sorry I couldn't finish the tristripper, but you're right. It's a very daunting task, imo - the official NW4R sdk has an entire library dedicated to triangle optimization. There's no way I could make something like that without a lot of research, especially for free. If somebody were to just pop out of nowhere with a working tristripper implemented into Brawlbox and say "that was easy, what are you talking about", they've got my respect for sure. If Kryal were around, though, he'd probably be able to do it. He did a lot of stuff I still don't understand .-.

    well, I'm not gonna argue...
    all I'm gonna say is that if you're using stuff like glMaterialfv(), GL_TEXTURE_2D, glVertex3fv(), etc...
    then my word stands, and you're not using the modern functionality.

    I havn't looked at the src recently, but from the src I have looked at (0.65) you weren't using it.
    (so feel free to bamf me if you're using it now) Wink

    Of course I'm not using the custom shader pipeline! I JUST SAID
    The whole reason I rewrote all the OpenGL stuff to use the OpenTK library was solely for the support of all modern OpenGL functions, including the ones to compile and render vertex, geometry and fragment shaders. OpenTK has the capacity to render the MDL0 exactly as it appears in-game, but I never got around to coding it in.

    In other words, that means I set everything up for custom shaders, but I didn't use it in any stable releases because it was unfinished. At the moment everything related to custom shaders is commented out.
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    « Reply #15591 on: December 08, 2013, 03:07:54 PM »


    [censored] , I came for the Lol. but it's over. /:

    Also, tcll as annoying as ever.
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    BlackJax96
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    « Reply #15592 on: December 08, 2013, 03:14:26 PM »


    I updated the Google Code SVN with the latest sources for Brawlbox and Ikarus, and also added a rar version download to the OP in case you don't know how to download an svn.

    And if you don't have winrar and want a zip version, what is wrong with you. Get winrar.

    And with that, I am officially disconnected from all Brawl modding. Absolutely nothing more for Brawl from me guys. Now you gotta hope that in approximately 5 months, another prodigy shows up out of nowhere and keeps it going.
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    « Reply #15593 on: December 08, 2013, 03:18:50 PM »


    And if you don't have winrar and want a zip version, what is wrong with you. Get winrar.
    7zip master race. :I
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    BlackJax96
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    « Reply #15594 on: December 08, 2013, 03:46:15 PM »


    7zip master race. :I



    [censored] , I came for the Lol. but it's over. /:

    Also, tcll as annoying as ever.


    And what's funny is it was broken by something that was just as dumb as what started the chain in the first place.
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    « Reply #15595 on: December 08, 2013, 03:50:36 PM »


    HAY!

    datz mai lazt wurdz

    dah tahpik endzded wit dat. :3
    I'm just pokin fun Roll Eyes
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    « Reply #15596 on: December 08, 2013, 03:53:58 PM »


    Tcll, pls, stahp. You don't know what you're talking about.

    The whole reason I rewrote all the OpenGL stuff to use the OpenTK library was solely for the support of all modern OpenGL functions, including the ones to compile and render vertex, geometry and fragment shaders.

    I don't mind you being curious about how the TEVs work but it does strongly bother me when you say untrue things that confuse people. OpenTK has the capacity to render the MDL0 exactly as it appears in-game, but I never got around to coding it in.

    If you're gonna act like you know what you're talking about, do it in your own thread.

    Now that coding BB is off my back, maybe I can go update my MDL0 documentation thread with all I know later.

    I have no idea what all of this meant, but it sounded professional.
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    DarkPikachu
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    « Reply #15597 on: December 08, 2013, 05:53:00 PM »


    [censored] , I came for the Lol. but it's over. /:

    Also, tcll as annoying as ever.
    bite meh

    I'm just pokin fun Roll Eyes
    1 user likes this

    Of course I'm not using the custom shader pipeline! I JUST SAID
    THAINK YOW
    « Last Edit: December 08, 2013, 05:54:56 PM by FitDarkPika00.pcs » 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.

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    « Reply #15598 on: December 08, 2013, 06:04:32 PM »


    heh, i'd better learn some more c# then

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    « Last Edit: December 08, 2013, 07:31:43 PM by BrawlNubTheDestroyer » Logged



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    « Reply #15599 on: December 08, 2013, 10:38:52 PM »


    Brawlbox is getting better and better, i hope the BRSTM Volume feature is added soon.
    Lol.
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