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Author Topic: Brawlbox Resources & History  (Read 3813151 times)
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deadname mcredactedface
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Kind of want to start making mods for this again

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    « Reply #525 on: March 29, 2011, 06:50:27 PM »


    That's good. Stage builders now have to use blocks and all with a single bone, and that isn't movement friendly. Moving stages like Delphino work on Brawl because they're a single model, a.k.a a bone in common.

    We don't have many of these because of that.
    Or, y'know, they could just import a stage model.
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    « Reply #526 on: March 29, 2011, 07:25:50 PM »


    Or, y'know, they could just import a stage model.

    we're talking about stage models that don't exist :/

    I just previously posted somewhat how to get one working either with
    bone or object animation

    granted there would be cubes or w/e that do exist in other stages,
    but their materials worldn't work correctly, they'd have bone issues, etc...

    so yea...
    you never know what to really expect when using other models :/
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    Quote: Friedslick6
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    « Reply #527 on: March 29, 2011, 08:04:11 PM »


    Or, y'know, they could just import a stage model.

    He just said that even for simple models such as cubes/spheres there's a lot of work...
    Imagine a stage like Mute City.
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    deadname mcredactedface
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    Kind of want to start making mods for this again

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    « Reply #528 on: March 30, 2011, 05:42:52 PM »


    Don't gang up on me. I meant in future when the converter works, what's the point of importing cubes when you could import entire models instead?
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    BlackJax96
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    « Reply #529 on: March 30, 2011, 05:51:40 PM »


    Hey everyone quick update, I figured out how to create the correct headers for each node in the model but they're returning the wrong values, like 824327534 for the brres offset. I now know how to create instances of folders though so I just need to figure out this header issue (which will still probably take a while since I don't fully understand it yet) and that will automatically correct everything in the mdl0 so it can be saved/exported.

    If you didn't understand anything I just said, it's ok lol
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    « Reply #530 on: March 30, 2011, 05:58:58 PM »


    Don't gang up on me. I meant in future when the converter works, what's the point of importing cubes when you could import entire models instead?

    I know. But you're thinking too far in the future, while I'm on a thinking more in a short run.
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    « Reply #531 on: March 30, 2011, 05:59:29 PM »


    Hmm... as a fix, try running it through the auto-header fixer for imports (Probably terrible advise, but the worst thing it can to is not work)? Or can it not be saved at all in any form?
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    « Reply #532 on: March 30, 2011, 06:03:16 PM »


    Hmm... as a fix, try running it through the auto-header fixer for imports (Probably terrible advise, but the worst thing it can to is not work)? Or can it not be saved at all in any form?

    It can't be exported or saved at all.
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    « Reply #533 on: March 30, 2011, 06:09:55 PM »


    Hmm. Well, maybe make the converter run through the steps that fix the header for imports, as a built in thing. I assume that you know those steps, but just in case (Credit for this goes to RandomTBush):

    1. The bytes in dark grey need to be "00000009".
    2. The bytes in green need to be "FFFFFF80".
    3. The bytes in red need to be deleted.
    4. The bytes in black need to be "FFFFFFC0".


    5. The top set of bytes in blue needs to match the bottom set. NOT THE OTHER WAY AROUND. (Apocolypse3000 takes the credit for finding out about this.)


    6. From the beginning of the MDL0 file, jump ahead by the amount of bytes (in hex, of course) in purple minus "0x0C". (In this case, it would be "0x0124".) This should take you to the definitions header.


    7. Now you should be at the definitions header. They usually are set to "00000048". Put three sets (or 0x0C bytes) of "FFFFFFFF" before this.


    And you're done... with the MDL0 header, that is.
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    « Reply #534 on: March 30, 2011, 06:20:35 PM »


    Ok, I'll pre-set those values in the struct for the mdl0 header (if they aren't set already)
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    « Reply #535 on: March 30, 2011, 06:29:41 PM »


    Let me know how it goes. Especially if it fails in some humorous way XD
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    « Reply #536 on: March 30, 2011, 06:35:00 PM »


    My brain go hurt.
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    « Reply #537 on: March 30, 2011, 06:42:14 PM »


    Let me know how it goes. Especially if it fails in some humorous way XD

    Well it won't be enough to fix everything, I'll tell you that >_< It'll just be a few extra values set correctly. I think the problem is because I'm rebuilding the entire model and not each group inside the model seperately. I'll try that
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    « Reply #538 on: March 30, 2011, 06:45:44 PM »


    Sounds difficult.
    I wish you luck in that!
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    « Reply #539 on: March 30, 2011, 06:57:20 PM »


    Hmm. Well, maybe make the converter run through the steps that fix the header for imports, as a built in thing. I assume that you know those steps, but just in case (Credit for this goes to RandomTBush):

    1. The bytes in dark grey need to be "00000009".
    2. The bytes in green need to be "FFFFFF80".
    3. The bytes in red need to be deleted.
    4. The bytes in black need to be "FFFFFFC0".


    5. The top set of bytes in blue needs to match the bottom set. NOT THE OTHER WAY AROUND. (Apocolypse3000 takes the credit for finding out about this.)


    6. From the beginning of the MDL0 file, jump ahead by the amount of bytes (in hex, of course) in purple minus "0x0C". (In this case, it would be "0x0124".) This should take you to the definitions header.


    7. Now you should be at the definitions header. They usually are set to "00000048". Put three sets (or 0x0C bytes) of "FFFFFFFF" before this.


    And you're done... with the MDL0 header, that is.

    I found this useful Wink
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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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