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Author Topic: Brawlbox Resources & History  (Read 3881068 times)
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mnsg
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    « Reply #12105 on: August 06, 2012, 08:06:44 PM »


    Do you think it'll ever be possible for vertex editing to be implemented onto BrawlBox?  It would seem pointless to have the ability to see vertex points if you can't even edit them.
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    ForOhFor Error
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    « Reply #12106 on: August 06, 2012, 09:46:06 PM »


    Do you think it'll ever be possible for vertex editing to be implemented onto BrawlBox?  It would seem pointless to have the ability to see vertex points if you can't even edit them.
    It's been stated multiple times that it lagged the model viewer too much.
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    BlackJax96
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    « Reply #12107 on: August 06, 2012, 10:51:21 PM »


    I'm removing most values that you can't edit manually (such as offsets, sizes, counts) from the properties window of all file formats that are 100% known. That would include MDL0 and all its contents. I'm only going to display what's necessary to mod the game without needing the knowledge of hexing.
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    Sky Grounder
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    « Reply #12108 on: August 07, 2012, 04:22:26 AM »


    I'm removing most values that you can't edit manually (such as offsets, sizes, counts) from the properties window of all file formats that are 100% known. That would include MDL0 and all its contents. I'm only going to display what's necessary to mod the game without needing the knowledge of hexing.
    Sounds good. And I guess you'll still make the RealIndex for LightSets/Fogs visible, cuz those are needed right?

    Are the RealIndex in the Lights/Ambience/Cameras even used then?
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    « Reply #12109 on: August 07, 2012, 04:49:35 AM »


    Sounds good. And I guess you'll still make the RealIndex for LightSets/Fogs visible, cuz those are needed right?

    Are the RealIndex in the Lights/Ambience/Cameras even used then?
    technically no.. u only need them for LightSet and Fog data... i've noticed that characters fog has a RealIndex of 4, and Pokemon Trainer is 5.. altho i'll let BJ let me kno if im right or not xD
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    « Reply #12110 on: August 07, 2012, 05:14:58 AM »


    technically no.. u only need them for LightSet and Fog data... i've noticed that characters fog has a RealIndex of 4, and Pokemon Trainer is 5.. altho i'll let BJ let me kno if im right or not xD
    Yeah, I figured that aswell. Knowing the general Indexes can be very useful for stagemakers:
    LightSet RealIndex 20 - Characters
    Fog RealIndex 4 - Characters
    Fog RealIndex 5 - Pokémon Trainer

    And any other value depends on a MDL0's LightSet/FogSet index value. It's as simple as that (fortunately).
    And since the SCN0 indexes are located within the MDL0 materials, it's possible to make the light(s) affect only certain materials Tongue

    But what does the NormMapRefLight1, 2, 3, 4 do?

    EDIT:
    There's Part2 stuff in MDL0s, but I've never seen it being used. What does it do?
    « Last Edit: August 07, 2012, 05:23:39 AM by Sky Grounder » Logged

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    « Reply #12111 on: August 07, 2012, 05:32:02 AM »


    Yeah, I figured that aswell. Knowing the general Indexes can be very useful for stagemakers:
    LightSet RealIndex 20 - Characters
    Fog RealIndex 4 - Characters
    Fog RealIndex 5 - Pokémon Trainer

    And any other value depends on a MDL0's LightSet/FogSet index value. It's as simple as that (fortunately).
    And since the SCN0 indexes are located within the MDL0 materials, it's possible to make the light(s) affect only certain materials Tongue

    But what does the NormMapRefLight1, 2, 3, 4 do?

    EDIT:
    There's Part2 stuff in MDL0s, but I've never seen it being used. What does it do?
    Part2 in the MDL0 is for V10 and V11 MDL0's i believe.

    as for the NormMapRefLight 1-4, i have no clue.
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    « Reply #12112 on: August 07, 2012, 05:45:59 AM »


    It's been stated multiple times that it lagged the model viewer too much.
    Not much of a suprise. A model can have thousands of vertices. The least laggy way to add vertex editing (that I could think of) would probably be to only make 1 vertice entry visible at a time (even then, thousands of vertices may be rendered).

    Part2 in the MDL0 is for V10 and V11 MDL0's i believe.
    Such as fur data?
    « Last Edit: August 07, 2012, 05:56:16 AM by Sky Grounder » Logged

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    « Reply #12113 on: August 07, 2012, 07:28:51 AM »


    Such as fur data?
    yeah pretty much
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    « Reply #12114 on: August 07, 2012, 07:21:48 PM »


    PSA:
    I can make weightknockback/knowbackgrowth ---> "Variable instead of Value" (or even use scalar)

    Brawlbox:
    I cannot change "Value" to Variable or anything inside it.

    Not a major bug, nothing that many might be interested in but...  On the stuff I'm working this is very important.  I'm trying to make complex stuff to see brawlbox potential and it really has promising potential, just need to be sure if in 0.68 you can add the ability to change "Value" to other stuff in the baseknockback and knockback growth

    This also applies to "Bone/Id" and "Flags" but in there I have no need to put a variable.  In damage, trajectory, offsets, tripping rate, Directional influence etc I can change this.  I see that I cannot do this because it uses 2 different values in Bone/Id, WeightKB/KBGrowth and Shield Damage/BaseKB.  

    In PSA I can do this, but again, I won't use PSA for this thing as I have only edited my fresh files with brawlbox (did used PSA1.3mod in one file aftwer rebuilded to check something, but was only to modify some stuff).

    If this can be looked at, I can get on some interesting stuff.  Thanks BJ96!  I'm getting a teaser of what I'm doing soon :-)

    EDIT:

    tested ingame and what I wanted with the damage worked flawlessly.  Now I needed the system/mechanic I added to fix the KBG for me as it did with the damage.
    « Last Edit: August 07, 2012, 07:51:21 PM by namq » Logged


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    « Reply #12115 on: August 07, 2012, 08:18:40 PM »


    Alright, so something I've been meaning to point out (though there's probably some simple solution that I didn't see yet again) Float variable add takes a hex input, but doesn't allow letters. like, I'll put 70 in to add, and it'll come out to 112, but I cant get 90, because in hex it's 5A. not a big deal to me since I con get a number that's close enough, but I thought I'd bring it up.
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    BlackJax96
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    « Reply #12116 on: August 07, 2012, 08:26:26 PM »


    Alright, so something I've been meaning to point out (though there's probably some simple solution that I didn't see yet again) Float variable add takes a hex input, but doesn't allow letters. like, I'll put 70 in to add, and it'll come out to 112, but I cant get 90, because in hex it's 5A. not a big deal to me since I con get a number that's close enough, but I thought I'd bring it up.

    Nothing in Brawlbox uses hex input though. It's all decimal.
    Just remove the \unhex command from the syntax.

    Next version, I'll just remove hex display completely to avoid confusion.

    I cannot change "Value" to Variable or anything inside it.

    Fixed, didn't really need the huge mind blowing paragraph you gave me lol
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    namq
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    « Reply #12117 on: August 07, 2012, 09:33:35 PM »


    tyvm mister ^^
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    jackk314
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    « Reply #12118 on: August 07, 2012, 10:12:53 PM »


    I'm getting this error in the when I edit anything about my moveset (it just started giving me this usually it doesn't happen)

    System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
    at System.Collection.Generic.SortedList`2.get_Item(TK ey key)
    at BrawlLib.SSBB.ResourceNodes.MoveDefNode.OnRebuild( VoidPtr address, Int32 length, Boolen force)
    at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(V oidPtr address, Int32 length, Boolen force)
    at BrawlLib.SSBB.ResourceNodes.ARCNode.OnRebuild(Void Ptr address, Int32 length, Boolen force)
    at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(V oidPtr address, Int32 length, Boolen force)
    at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(B oolean force)
    at BrawlLib.SSBB.ResourceNodes.ResourceNode.Merge(Boo lean forceBuild)
    at System.Windows.Forms.ModelMovesetPanel.SaveMovese t
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    « Reply #12119 on: August 07, 2012, 10:16:05 PM »


    Can you send me the moveset you're working with?
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