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Author Topic: Brawlbox Resources & History  (Read 3852300 times)
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RandomTBush
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    « Reply #4800 on: October 11, 2011, 04:10:36 AM »


    Stage builder blocks are glitching too, maybe it's easier to reverse-engineer that model instead of doing so with a character.

    About your answers (thanks for them by the way)

    2- I'm not home now to test, but I'm pretty sure the size of the model did change too, not only the offsets. And didn't add anything, only changed the material type, or one of the flags. I'll take a look later again anyway.

    3- Why isn't it set up? Wasn't it important enough for the test, or it just can't be done yet?
    1. Well, it seems that even models that are rigged to only one bone seem to have the same problem with polygon-based lag.

    2. Yeah, the file size changed because the model gets rebuilt a bit differently than what the official MDL0s are like (mainly the materials), so it either adds in or removes a bunch of "00" bytes.

    3. Shaders can be set up, but for the test it just uses the default, flat shader that BrawlBox automatically creates for it.

    (EDIT: Bleh. Repairing Jigglypuff didn't work out properly. I'll try again to figure it out tomorrow.)
    « Last Edit: October 11, 2011, 04:34:03 AM by RandomTBush » Logged


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    « Reply #4801 on: October 11, 2011, 05:08:44 AM »


    Anyway, I have now successfully (if you can say that) broken Jigglypuff's model -- I added in a shader, then deleted it immediately afterwards, so that only the offsets are changed and NOTHING ELSE, and it is now causing polygon lag with none of Jiggly's original polygons showing up in-game. Wish me luck, I'm gonna reverse-engineer this back into working condition.  Kirby Dance
    that's awesome! :3

    tried same thing on an simple model (an unedit sandbag lol)
    and added 2 bones and removed them directly and saved.
    only changes for me was the brres offset, bounds in header AND 3 00 turned into 61 in shading O_o
    how did you add shaders? :[
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    « Reply #4802 on: October 11, 2011, 05:14:12 AM »


    Awesome! Keep up the good work, guys! I'm exited to have my very own MDL0s soon! I just hope the new BrawlBox could be released in an unexpected moment. Also, RTB, some models have no shading, it depends how they were made. One of my OCs over Lucas, called... Lucas, has no shading AT ALL because he was made in a TWW style of my own. So, characters I make this way don,t have any shadings, even when trying to put some on.
    « Last Edit: October 11, 2011, 05:16:23 AM by TokoyamiTheDark » Logged

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    « Reply #4803 on: October 11, 2011, 09:21:43 AM »


    (EDIT: Bleh. Repairing Jigglypuff didn't work out properly. I'll try again to figure it out tomorrow.)
    copy a material from someone who doesn't use flat shading, and edit it to fit your char Wink

    the shader in that would then work with your char Smiley

    EDIT:
    or just copy the shader from the material and paste it over your char's material >_>

    EDIT2:
    JIC you're wondering, this is what a material shader looks like:
    « Last Edit: October 11, 2011, 09:32:50 AM by Tcll » Logged


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    « Reply #4804 on: October 11, 2011, 10:02:51 AM »


    I've finally done another DAE model in 3DS Max, this time its Terra in her Esper Form. No one did it already, so... why not? I really like the Dissidia games, so I took her model and rigged her over Sheik's bones, but I accidently made some part bigger when trying to fit the bones inside the model Mario Facepalm
    Only the 1st Ponytail bone survived, the others (02, 03 and 04) did not "survived" because they got deleted by 3DS Max when I saved because they were nowhere to be found... Ouchies...Will it still work anyways in the new BrawlBox?
    « Last Edit: October 11, 2011, 10:10:26 AM by TokoyamiTheDark » Logged

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    « Reply #4805 on: October 11, 2011, 10:35:18 AM »


    Tokoyami, not to be rude or anything but could we keep the topic a bit more centered on the actual project ? Smiley
    I know you can't wait to use it and want to start making models already, for when it comes out, but do consider that your projects are none of our business.

    If you want to make a separate thread to talk about it or request help, be my guest. But posts here should be related to the project. Even if it's just "can't wait until it comes out" stuff.

    Thanks. ~
    « Last Edit: October 11, 2011, 10:36:41 AM by Miacis Ballard » Logged

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    « Reply #4806 on: October 11, 2011, 11:05:52 AM »


    You won't believe how many times that's been said love...
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    « Reply #4807 on: October 11, 2011, 11:07:11 AM »


    I've even told him that help threads exist for a reason, yet he still asks questions in here...
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    « Reply #4808 on: October 11, 2011, 11:35:53 AM »


    Wow, the model is really perfectly. Except the shader.

    Well...I think it's the time to leaving SSBB Hack...
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    « Reply #4809 on: October 11, 2011, 11:39:34 AM »


    Wow, the model is really perfectly. Except the shader.

    Well...I think it's the time to leaving SSBB Hack...
    Are you kidding me?

    Exporting in vertex hacks will not be a pain in ass anymore.

    Geez, why do stage modders and vertexers think this will be so effortless to use? No, it will be not. So please stop whining and wait till it's released and then your modding will get a bit easier too. Newbies will have hard time using it, so it's not like your work will become worthless in a single second. It will be still appreciated by many.
    « Last Edit: October 11, 2011, 11:43:45 AM by Jaklub » Logged

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    « Reply #4810 on: October 11, 2011, 11:48:47 AM »


    And? What is the rapport?

    I think people going prefered more import model applying into Brawl model. The vertex going die and the stage builder too. With the newest Brawlbox that should be more easy maybe for the vertex but no one don't care cause the model DAE to Mdl0.
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    « Reply #4811 on: October 11, 2011, 11:50:13 AM »


    I think people going prefered more import model applying into Brawl model. The vertex going die and the stage builder too. With the newest Brawlbox that should be more easy maybe for the vertex but no one don't care cause the model DAE to Mdl0.
    Someone has to get those model to work well in Brawl, you know.
    Someone has to assemble those stages, you know.

    Someone has to do it well, you know.

    well, 'has' is a bad word, more like should, as no-one is forced to mod, right? But you get the point I hope
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    « Reply #4812 on: October 11, 2011, 11:59:18 AM »


    And? What is the rapport? I think people going prefered more import model applying into Brawl model. The vertex going die and the stage builder too. With the newest Brawlbox that should be more easy maybe for the vertex but no one don't care cause the model DAE to Mdl0.
    vertexs is wifi Friendly(if not bone renamed)
    import i dont think will be Wifi Friendly even with same boneset as a brawl char. and there is many ppl who use only vertexs and play at tourneys
    « Last Edit: October 11, 2011, 12:00:21 PM by Mariodk » Logged

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    « Reply #4813 on: October 11, 2011, 12:00:54 PM »


    import i dont think will be Wifi Friendly even with same boneset as a brawl char. and there is many ppl who use only vertexs and play at tourneys
    I think the Kit import is rigged to ZSS's bones.
    So, if we did that to other characters, we'd have perfectly playable imports.
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    « Reply #4814 on: October 11, 2011, 12:02:31 PM »


    vertexs is wifi Friendly(if not bone renamed)
    import i dont think will be Wifi Friendly and there is many ppl who use only vertexs and play at tourneys
    actually it will be wifisafe since the wifi problems are renamed bones since this makes the model get a brawl character boneset then it shouldnt desync wifi

    Also just a quick question this brawl box wont be able to rip animations from other games? like SSBM or something like that would it? Its just model import right?(wich is amazing BTW xD)
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