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Author Topic: Pay me to program for you (Expired)  (Read 38019 times)
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pikazz
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    « Reply #165 on: January 08, 2015, 03:15:53 AM »


    I have now completely payed off all my required payment for Ikarus, sorry for taken a bit time but now all my stuff is payed off :3
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    namq
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    « Reply #166 on: January 08, 2015, 10:09:05 PM »


    On Han 15th I'll finish mine aswell, took a whole, but almost done!
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    Ebola16
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    « Reply #167 on: January 09, 2015, 12:38:49 AM »


    Yay fixing bone replacement! Next bone-related request:
    Import and Export a bone while retaining its child bones. Perhaps adding "Import bone with children" and "Export bone with children" options?

    Example: Bone A has 73 children. It would be really nice if we could import Bone A and retain those 73 children
    Currently, the best way to get the 73 children in their proper place is to create new bones, name ALL of them, export ALL 73 children, and replace the new bones with the individual exported children...
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    « Reply #168 on: January 10, 2015, 10:43:21 PM »


    Idk if this was requested, I think it has been but gonna check.

    Ability to copy a hitbox, and if we loaded the model which shows the bone name instead of Id, would it be possible to paste that hitbox on another fighter subaction who also has the model loaded, so that the hitbox is attached to the same bone without the need of manually finding the id and edit it on the config hitbox table?

    Something like that might be simple but I am not programmer, u let me know BJ

    Yeah, that should be simple enough. You just want to copy and paste the code and have it automatically reassign the bone id? As long as you use the /bone() psa script command in the event syntax, I can do that. $5?

    Yay fixing bone replacement! Next bone-related request:
    Import and Export a bone while retaining its child bones. Perhaps adding "Import bone with children" and "Export bone with children" options?

    Example: Bone A has 73 children. It would be really nice if we could import Bone A and retain those 73 children
    Currently, the best way to get the 73 children in their proper place is to create new bones, name ALL of them, export ALL 73 children, and replace the new bones with the individual exported children...

    I can do just the basic export and import with retaining children for $5, but what should I do with rigged bones? Editing rigged bones is a nightmare. That'll cost more.

    I have now completely payed off all my required payment for Ikarus, sorry for taken a bit time but now all my stuff is payed off :3

    WEEEW

    Ikarus thread gon' be back in business in a second here

    On Han 15th I'll finish mine aswell, took a whole, but almost done!

    OYE
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    « Reply #169 on: January 10, 2015, 11:05:43 PM »


    What Ikarus is back
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    Ebola16
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    « Reply #170 on: January 10, 2015, 11:11:06 PM »


    I can do just the basic export and import with retaining children for $5, but what should I do with rigged bones? Editing rigged bones is a nightmare. That'll cost more.
    Noob time: I'm not sure how properly rigged bones translate into values that can be edited by Brawlbox, but as long as the imported children retain their rotation, translation and other values that should accomplish what I want.

    I make models compatible with PSA's by adding missing bones along with their translation and rotation values. I've had a lot of success doing this but the process would be much faster with the ability to import bones with children. (Making alts for the 300+ bone Baphomet PSA may be feasible after adding my requested feature).

    Does this address your concern over rigged bones?
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    « Reply #171 on: January 15, 2015, 06:00:23 AM »


    Thank you pikazz!   I just made my last payment aswell, hope Ikarus turns out to be superbly great!
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    BlackJax96
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    « Reply #172 on: January 16, 2015, 08:07:44 PM »


    Awww yiss guys, dis gon b GUD.

    Noob time: I'm not sure how properly rigged bones translate into values that can be edited by Brawlbox, but as long as the imported children retain their rotation, translation and other values that should accomplish what I want.

    I make models compatible with PSA's by adding missing bones along with their translation and rotation values. I've had a lot of success doing this but the process would be much faster with the ability to import bones with children. (Making alts for the 300+ bone Baphomet PSA may be feasible after adding my requested feature).

    Does this address your concern over rigged bones?


    So you're just adding extra bones to fill bone index spots for different PSAs? So I just won't worry about bone rigging then. Just don't delete rigged bones, and don't expect imported bone trees to be rigged. My original quote still stands.

    What Ikarus is back


    yop
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    « Reply #173 on: January 27, 2015, 11:35:27 PM »


    Are there any requests that have been presented and paid for but are missing on the OP? I don't know if I've forgotten any. If you're waiting for something to be done, double check that's it's there.

    I'm still working to get the them done. Ikarus has taken a bit of a priority now though.
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    « Reply #174 on: January 30, 2015, 03:35:18 PM »


    Are there any requests that have been presented and paid for but are missing on the OP? I don't know if I've forgotten any. If you're waiting for something to be done, double check that's it's there.

    I'm still working to get the them done. Ikarus has taken a bit of a priority now though.
    Never mind the last comment, I'm just asking, how do people pay you exactly? Do they send you the money or something, like in an envelope? I already know how to texture and vertex characters, but I can't import them, I cannot use 3ds max on my 32-bit operating system.
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    « Reply #175 on: January 30, 2015, 03:41:03 PM »


    Never mind the last comment, I'm just asking, how do people pay you exactly? Do they send you the money or something, like in an envelope? I already know how to texture and vertex characters, but I can't import them, I cannot use 3ds max on my 32-bit operating system.
    off-topic, but 2010 is 32 bit as well
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    « Reply #176 on: February 01, 2015, 12:10:31 PM »


    off-topic, but 2010 is 32 bit as well
    Okay, thanks for the info. I've been trying to find a good link for that too.
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    « Reply #177 on: February 07, 2015, 03:10:04 PM »


    GUYS

    MULTIPLE INDEPENDENT VIEWPORTS.



    As you can see, you can have whatever settings applied independently in each one.
    Still some more things to do but it's pretty much done.

    SOMEBODY BOUGHT THIS FOR $5.

    IT'S NOT WORTH $5 but I won't go back on what I already sold.

    I AM dumb.
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    pikazz
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    « Reply #178 on: February 07, 2015, 03:25:32 PM »


    THATS SO GOOD! 8D

    sadly you got ripoff D:
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    BlackJax96
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    « Reply #179 on: February 08, 2015, 02:09:56 PM »


    sadly you got ripoff D:

    oh well. I thought I could do it one way and it was bought before I realized that way wouldn't work.



    You can drag and resize the viewports:




    I made it go full retard
    « Last Edit: February 08, 2015, 02:17:18 PM by BlackJax96 » Logged

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