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Author Topic: Brawlbox Resources & History  (Read 3884575 times)
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Justin712
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    « Reply #2130 on: July 13, 2011, 05:17:57 PM »


    So Justin, any word on that tutorial? Just askin.

    Yep, I'm workin' on it. Not sure when I'll have it ready yet.
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    « Reply #2131 on: July 13, 2011, 10:23:51 PM »


    Yep, I'm workin' on it. Not sure when I'll have it ready yet.

    Aight, cool. Take your time Smiley
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    « Reply #2132 on: July 14, 2011, 10:58:32 PM »


    hey BJ...
    I've just done some figuring Cheesy

    the node table in the object header indexes a portion of the node table below the main header

    I don't think the first value would index in the main node table as there are 16bit indecies,
    and the first value only supports 8bit indecies...

    so the last Idea I have is it indexes a definition directly...
    the definition would take you to the node, which would take you to the bone...

    note, this is only a hypothesis, but it's the best I got
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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.

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    « Reply #2133 on: July 15, 2011, 07:07:44 AM »


    Justin712 sent me the fully functional Naruto rig, but with the latest modset, I get this error:
    Code:
    ************** Tekst van uitzondering **************
    System.AccessViolationException: Poging tot het lezen of schrijven van beveiligd geheugen. Dit duidt er vaak op dat ander geheugen is beschadigd.
       bij BrawlLib.SSBB.ResourceNodes.MDL0ShaderNode.OnRebuild(VoidPtr address, Int32 length, Boolean force)
       bij BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(VoidPtr address, Int32 length, Boolean force)
       bij BrawlLib.Wii.Models.ModelEncoder.WriteShaders(ModelLinker linker, Boolean force, Byte*& pGroup, Byte*& pData)
       bij BrawlLib.Wii.Models.ModelEncoder.Build(ModelLinker linker, MDL0Header* header, Int32 length, Boolean force, MDL0Node model)
       bij BrawlLib.SSBB.ResourceNodes.MDL0Node.Go(VoidPtr address, Int32 length, Boolean force)
       bij BrawlLib.SSBB.ResourceNodes.MDL0Node.BuildFromScratch()
       bij BrawlLib.Modeling.Collada.ImportModel(String filePath)
       bij BrawlLib.SSBB.ResourceNodes.MDL0Node.FromFile(String path)
       bij BrawlBox.BRESWrapper.ImportModel()
       bij BrawlBox.BRESWrapper.ImportModelAction(Object sender, EventArgs e)
       bij System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
       bij System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
       bij System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
       bij System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
       bij System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
       bij System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
       bij System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
       bij System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
       bij System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
       bij System.Windows.Forms.Control.WndProc(Message& m)
       bij System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       bij System.Windows.Forms.ToolStrip.WndProc(Message& m)
       bij System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
       bij System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
       bij System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
       bij System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
    Does anyone know why I get this?

    EDIT:
    I have to admit that my laptop has been partially broken since begin June (I mostly fixed it, but I still get an error with BBox 0.63 when trying to save something that hasn't been changed, saying it is currently used by another process).
    « Last Edit: July 15, 2011, 07:58:11 AM by ds22 » Logged

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    « Reply #2134 on: July 15, 2011, 09:08:38 AM »


    blackjax, would it be possible to add zero function to polygons?  So you don't have to manually hex them out?
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    « Reply #2135 on: July 15, 2011, 01:56:52 PM »


    well BJ...
     was wrong about the weight table under the 'Object' header...

    it seems that table links directly to the definitions...

    only thing is:
    '00 00'-'00 16' are type 5 defs
    '00 17'-'01 0B' are type 3 defs
    end of table

    I've looked through the definitions with my template (yes it works now),
    and the ordering of the type 5's are wierd

    it goes from '01 0B' (type 3) to: (type 5)
    '01 11'-'01 19'
    '01 1B'-'01 1C'
    '01 1F'-'01 20'
    '01 22'-'01 23'
    end

    here's the full type 5 structure:
    05 00 00 00 05
    05 00 01 00 06
    05 01 11 00 07
    05 01 12 00 08
    05 00 02 00 09
    05 00 03 00 0A
    05 00 04 00 0B
    05 01 13 00 0C
    05 01 14 00 0D
    05 01 15 00 0E
    05 00 05 00 0F
    05 00 06 00 10
    05 00 07 00 11
    05 01 16 00 12
    05 00 08 00 13
    05 01 17 00 14
    05 01 18 00 15
    05 00 09 00 16
    05 01 19 00 17
    05 00 0A 00 18
    05 01 1B 00 1A
    05 00 0B 00 1B
    05 00 0C 00 1C
    05 00 0D 00 1D
    05 00 0E 00 1E
    05 01 1C 00 1F
    05 00 0F 00 20
    05 01 1F 00 23
    05 00 10 00 24
    05 00 11 00 25
    05 01 20 00 26
    05 00 12 00 27
    05 01 22 00 29
    05 00 13 00 2A
    05 00 14 00 2B
    05 00 15 00 2C
    05 00 16 00 2D
    05 01 23 00 2E
    after that is type 3 ('00 17'-'01 0B')
    and the corresponding weights/bone ID's

    I still havn't found how the facepoints link up with these yet >_>
    but I have found that the type 3 count is 244 ( < 255 ),
    so there may be a possibility of a type 3 index w/in the facepoints >_>

    however, the highest I've seen in the facepoints so far is '18' == 24,
    and 244 == 'F4', out-ruling that possibility

    so yea...
    I still don't know yet

    EDIT:
    the highest value is '1B'
    « Last Edit: July 15, 2011, 03:26:45 PM 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.

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    « Reply #2136 on: July 16, 2011, 02:22:50 AM »


    I have a question that I hope isn't to intrusive.

    Is there a way to scale existing Mdl0s without using keyframes and bones?

    I have Simon Belmont's model from Castlevania Judgement that needs to be scaled to 11 times his size.

    I don't want to use Fortwaffle's tool because the tool causes Simon's face to "mesh" incorrectly when it's scaled.

    Like is there a way to scale Simon's model via vertices, normals, and such?
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    « Reply #2137 on: July 16, 2011, 06:33:47 AM »


    I think I may have an accurate theory as to how the first value works...
    if I were to order the used bone matrices and then index them with the first value...
    IDK for sure yet though >_>





    _________________________________________________ __________________________________________

    I have a question that I hope isn't to intrusive. Is there a way to scale existing Mdl0s without using keyframes and bones? I have Simon Belmont's model from Castlevania Judgement that needs to be scaled to 11 times his size. I don't want to use Fortwaffle's tool because the tool causes Simon's face to "mesh" incorrectly when it's scaled. Like is there a way to scale Simon's model via vertices, normals, and such?

    if you scale the verts, you'd have to scale the rig, as well as (I think) re-apply the weights
    scaling the rig may fix that though >_>
    « Last Edit: July 16, 2011, 07:08:55 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.

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    « Reply #2138 on: July 16, 2011, 07:44:51 AM »


    Just a question:
    If I imported a model of someone who normally holds a sword but the model doesn't, how could I attach a sword?
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    « Reply #2139 on: July 16, 2011, 12:11:45 PM »


    Just a question:
    If I imported a model of someone who normally holds a sword but the model doesn't, how could I attach a sword?
    well if it has a sword model in the fighter .pac  or in the FitMotionEtc file, then u'd have to add a bone to the model to where it has the same bone name as his sword..

    ^ i could be wrong... but its just a theory of mine ^^"
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    « Reply #2140 on: July 16, 2011, 02:04:43 PM »


    Thanks for the input.

    For the sake of understanding, here's a comparison.

    On the left is the model scaled to 11x by Fortwaffles resizer thing.

    On the right is the model scaled to 11x by using an animation.



    Trying to make sure it's permanently scaled like that outside of animation so it's big enough for Brawl.

    Yes I know that the eyes look weird. So do most eyes in BB except for Snake's.
    « Last Edit: July 16, 2011, 02:05:48 PM by Eternal Yoshi » Logged


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    « Reply #2141 on: July 16, 2011, 02:21:33 PM »


    Thanks for the input.

    For the sake of understanding, here's a comparison.

    On the left is the model scaled to 11x by Fortwaffles resizer thing.

    On the right is the model scaled to 11x by using an animation.



    Trying to make sure it's permanently scaled like that outside of animation so it's big enough for Brawl.

    Yes I know that the eyes look weird. So do most eyes in BB except for Snake's.


    Just scale the t=stance then. That way, by default the animations AND the model are the right size.
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    « Reply #2142 on: July 16, 2011, 02:54:05 PM »


    So that method will keep the model scaled even when the animation prohibits me from doing so?

    Like if He gets thrown or caught by flame choke?
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    « Reply #2143 on: July 16, 2011, 03:39:52 PM »


    Thanks for the input.

    For the sake of understanding, here's a comparison.

    On the left is the model scaled to 11x by Fortwaffles resizer thing.

    On the right is the model scaled to 11x by using an animation.



    Trying to make sure it's permanently scaled like that outside of animation so it's big enough for Brawl.

    Yes I know that the eyes look weird. So do most eyes in BB except for Snake's.

    hmm wow... i see wat u mean... when i try to do that with TvC models, they become like stick figures... its... weird... o-e
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    « Reply #2144 on: July 16, 2011, 03:45:32 PM »


    lol
    you named the animation derp >_>

    ehhhhh.....

    how long before I can perfectly port a character over to a different character? Awesome Face
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