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« Reply #60 on: October 03, 2014, 06:29:16 PM » |
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There already is undo and redo for vertex editing. Is there a problem with it? Bone transform and vertex transform edits are the only things that can be undone/redone.
I don't think it'd be much of a problem, don't worry about it.
I think he menas of editing vertices. When you eidt a vertice the acction can't be undone unless you restore the model to the original, losing ALL the work in it
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« Reply #61 on: October 03, 2014, 06:47:27 PM » |
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I just tested vertex undoing in v0.71 and turns out it doesn't work anymore! grand
I'll just list the fix for $3.50.
tree fiddy everything
speaking of that, a list of requests and their quotes is on the OP now.
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« Reply #62 on: October 03, 2014, 06:54:34 PM » |
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can I request something without paying for it? I mean, request anything and someone else (who have money and approve the idea, 'cause I don't) pay it?
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« Reply #63 on: October 03, 2014, 06:55:08 PM » |
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yeah
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« Reply #64 on: October 03, 2014, 07:13:40 PM » |
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ok so my idea is: a new feature in BB to edit "phisically" (Preview) the GFX in action (alongside the animations)....Is it possible?
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« Reply #65 on: October 03, 2014, 07:37:56 PM » |
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That's gonna be expensive. I don't know what all the REFF parameters do, even though they're all editable. I need to know what everything does exactly so I can render it properly. Also, that would be an Ikarus feature.
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« Reply #66 on: October 03, 2014, 07:42:36 PM » |
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oh, yeah, that is okay. I ouldn't pay for this anyways (I am 14)....Uhm, anoher feature I'd like to see is a "auto resize" feature to auto-resize HD textures. i.e A model texture is 16x40 and my custom texture is 1200x780, so it should be resized to guarantee safety from freezes
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« Reply #67 on: October 03, 2014, 07:49:41 PM » |
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Both of those dimensions aren't powers of 2 but for the sake of an example I see what you mean. The texture encoder window has a resize option available, and the right click menu for textures has a re-encode option which opens the texture encoder window.
You wouldn't want that as an automatic feature (trust me, it would get annoying), but you can do it manually pretty efficiently.
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« Reply #68 on: October 03, 2014, 08:06:13 PM » |
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Oh, okay. Best of.lucky to.you....looks.like you are starting doing money
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« Reply #69 on: October 03, 2014, 09:03:36 PM » |
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Dunno if LibertyErnie ever got back to you yet, but since i don't have sufficient privileges to give you commit access you could just fork, apply your changes, and submit a pull request for the repo and i'd merge it. Unless he did get back to you and give you access, in which case you can just ignore this Glad to see this is working out for the most part. Alot of the features in the OP seem pretty cool. Next time i get paid, i may end up buying some of em.
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« Reply #70 on: October 04, 2014, 09:34:09 AM » |
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Hi, it is me....again lol xD How.would it be to have a basic rigging tool in BB like the one in PMDEditor?
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« Reply #71 on: October 04, 2014, 03:27:21 PM » |
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Oh, okay. Best of.lucky to.you....looks.like you are starting doing money
thanks, yep it's starting to get going Dunno if LibertyErnie ever got back to you yet, but since i don't have sufficient privileges to give you commit access you could just fork, apply your changes, and submit a pull request for the repo and i'd merge it. Unless he did get back to you and give you access, in which case you can just ignore this Glad to see this is working out for the most part. Alot of the features in the OP seem pretty cool. Next time i get paid, i may end up buying some of em. I haven't heard from him yet, so I forked and submitted a pull request with a small fix so I could see how it works. I also made a comment on one of your recent commits. Hi, it is me....again lol xD How.would it be to have a basic rigging tool in BB like the one in PMDEditor?
I started on it a while back and almost finished basic weight editing (no fancy tools like blend, weight painting or soft selection, just raw vertex-by-vertex weight editing) but it couldn't be implemented because the primitives needed to be regrouped and re-stripped depending on how heavy the edits were. Since I can do that now, I could probably finish it up with a bit more work. Just finishing it would be $30, and adding the extra tools I mentioned would be another $60.
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« Reply #72 on: October 04, 2014, 03:51:55 PM » |
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Alrighty i went ahead and merged it. Github makes collaborating on stuff really easy, it's one of the things i like most about it.
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« Reply #73 on: October 04, 2014, 04:21:10 PM » |
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How much would it cost for BrawlBox to have a feature where you can import a model without changing the original's materials or shaders? Like, say you're working on an import and you've got all of its materials and shaders fixed up, but then you notice a rigging problem in-game, and you want to import a newly rigged model without having to redo the material and shader work again. Would a feature like that be possible?
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« Last Edit: October 04, 2014, 04:24:04 PM by ShinF »
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« Reply #74 on: October 04, 2014, 04:45:53 PM » |
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Alrighty i went ahead and merged it. Github makes collaborating on stuff really easy, it's one of the things i like most about it. I do like how easy it was. I can't use it for my game's development though because private repos aren't free How much would it cost for BrawlBox to have a feature where you can import a model without changing the original's materials or shaders? Like, say you're working on an import and you've got all of its materials and shaders fixed up, but then you notice a rigging problem in-game, and you want to import a newly rigged model without having to redo the material and shader work again. Would a feature like that be possible?
Yeah. It's on the OP: "Reimport MDL0 Button"
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