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Author Topic: Brawlbox Resources & History  (Read 3860268 times)
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DarkPikachu
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complexity == fun

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    « Reply #1560 on: June 22, 2011, 05:18:52 PM »


    the point is to make models un-shaded, so the normal shading doesnt apply anymore... this is usefull for characters like mario and luigi, cuz whatever u do with those straps from their pants, u'll still see them ^^

    you're prbly talking about something controlled by the shaders...
    or the nodes >_>

    note in brbx, the shaders are named improperly...
    the ACTUAL shaders are part of the materials
    what you're looking at in brbx is the nodes

    *sigh*
    kryal you idiot... this is exactly what I was trying to avoid DX
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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 #1561 on: June 22, 2011, 05:20:45 PM »



    you're prbly talking about something controlled by the shaders...
    or the nodes >_>

    note in brbx, the shaders are named improperly...
    the ACTUAL shaders are part of the materials
    what you're looking at in brbx is the nodes

    *sigh*
    kryal you idiot... this is exactly what I was trying to avoid DX

    That's not the problem at all. I'd post a picture if I had one.

    ...the "Scale All" button works now Awesome Face
    You can now scale an entire moveset up as much as you want. What it does is goes through each keyframe for the bone name you type in, removes the scale keyframes and then sets one scale keyframe right on the first frame.
    « Last Edit: June 22, 2011, 07:04:24 PM by BlackJax96 » Logged

    SmashClash
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    « Reply #1562 on: June 22, 2011, 08:55:59 PM »


    That's not the problem at all. I'd post a picture if I had one. ...the "Scale All" button works now Awesome Face You can now scale an entire moveset up as much as you want. What it does is goes through each keyframe for the bone name you type in, removes the scale keyframes and then sets one scale keyframe right on the first frame.
    Yay, Mass Produce Scaling.
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    TruePhilosopher
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    « Reply #1563 on: June 23, 2011, 12:06:12 AM »


    Yay, Mass Produce Scaling.

    I....I can't believe it!  Yesz!!!  AWESOME 2.0!
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    « Reply #1564 on: June 23, 2011, 01:10:48 AM »


    Excellent. For an example of what I'm talking about, look at Gengar before and after.
    Before.
    http://img405.imageshack.us/img405/2016/al1012240110binout.jpg

    After
    http://img695.imageshack.us/img695/7909/al1103290535binout.jpg

    I want to able to do that (or getting rid of the shaders in ther words) on the Mega Man model over Ness in my hex editor. How would I go about doing that?
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    VILE
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    « Reply #1565 on: June 23, 2011, 02:27:37 AM »


    Excellent. For an example of what I'm talking about, look at Gengar before and after.
    Before.
    http://img405.imageshack.us/img405/2016/al1012240110binout.jpg

    After
    http://img695.imageshack.us/img695/7909/al1103290535binout.jpg

    I want to able to do that (or getting rid of the shaders in ther words) on the Mega Man model over Ness in my hex editor. How would I go about doing that?


    Get the normals data and replace it all with 00's (not the header, though).
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    « Reply #1566 on: June 23, 2011, 04:25:42 AM »


    Get the normals data and replace it all with 00's (not the header, though).
    in hex or in brlbox??
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    DarkPikachu
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    complexity == fun

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    « Reply #1567 on: June 23, 2011, 06:53:56 AM »


    well, I just tested the normals and UV's:


    ^click to enlarge

    I've tested the normals in blender...
    apparently they're all inverted, meaning it regenerates the normals instead of reading them as is
    Q3D shows you the normals as they are in the obj (quite a mess)

    btw, making the normals 0 will make the model display the faces from the inside...
    or outside depending on the face position >_>

    the face will project toward the normal's position

    and you can also see I've gotten the UV's imported Smiley
    they should be imported perfectly Cheesy

    now I just have to work on seperating the objects

    note: this is still manual conversion
    I still need a good method of telling weather vectors are global or local

    I'm thinking to use a setting:
    < setting vertices:global;normals:global
    < setting uvs:global
    ; uvs will be applied to all channels

    but IDK yet...

    anyone got any better ideas??


    btw, I only write them as that because I'll be doing a sort of XML style with them

    < setting [ value goes here ]

    you can order the values in any way you prefer, as long as they're seperateded with a ;
    I'll have a better description in the documentation of what to do 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.

    KTH
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    « Reply #1568 on: June 23, 2011, 07:00:33 AM »


    Get the normals data and replace it all with 00's (not the header, though).

    Thanks, that should be help for my Doc Mario.
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    DarkPikachu
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    complexity == fun

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    « Reply #1569 on: June 23, 2011, 07:11:01 AM »


    well that went easier than expected... heh

    ^click to enlarge

    if you're curious as to why the object name is 32428,
    I have it named after it's offset in the DAT

    the DAT contains no strings, so this is the best option for naming the objects




    EDIT:
    btw KTH
    I just explained in my last post that changing the normals to 0 won't work
    « Last Edit: June 23, 2011, 07:31:21 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.
    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.

    KTH
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    « Reply #1570 on: June 23, 2011, 09:53:08 AM »


    btw KTH
    I just explained in my last post that changing the normals to 0 won't work

    Argh, ok.
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    « Reply #1571 on: June 23, 2011, 11:05:37 AM »


    in hex or in brlbox??
    hex, unless brawlbox is suddenly showing hex now.
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    DarkPikachu
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    complexity == fun

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    « Reply #1572 on: June 23, 2011, 12:15:27 PM »


    hex, unless brawlbox is suddenly showing hex now.

    what part of my previous posts do you not understand
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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 #1573 on: June 23, 2011, 12:42:40 PM »



    what part of my previous posts do you not understand

    Did you not see the picture of gengar?
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    DarkPikachu
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    complexity == fun

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    « Reply #1574 on: June 23, 2011, 01:35:09 PM »


    Did you not see the picture of gengar?
    indeed I did

    but setting the normals to 0 won't do that...

    we need to disable shadows in the material's shaders
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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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