|
|
« Reply #7110 on: November 26, 2011, 10:50:29 PM » |
|
I'll gladly help. Although I didn't think this would drag on for this long as compared to last time... Tell you what, I'll complete whatever you send me, even if it's the whole thing!
I'll make you the cleanup guy. Some people did 46 events following the parameters and others followed the dictionary itself, so there were some parts that overlapped (not by too much though) and some parts that have gaps. You get to go back and figure out what's left, excluding the last part that I'll comment for Enigmatic to do. Don't worry, I commented who did what chunks of the dictionary so it shouldn't be too hard. Give me a few minutes to pm you though, I'm still adding all the parts that everyone's finished (I was pm'd pretty recently by Pikazz and SqLeon).
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7111 on: November 26, 2011, 10:53:12 PM » |
|
I'll make you the cleanup guy. Some people did 46 events following the parameters and others followed the dictionary itself, so there were some parts that overlapped (not by too much though) and some parts that have gaps. You get to go back and figure out what's left, excluding the last part that I'll comment for Enigmatic to do. Don't worry, I commented who did what chunks of the dictionary so it shouldn't be too hard. Give me a few minutes to pm you though, I'm still adding all the parts that everyone's finished (I was pm'd pretty recently by Pikazz and SqLeon). Roger.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7112 on: November 26, 2011, 11:38:39 PM » |
|
BJ or Xiggah, I forgot to put in a comma at event 0x06101100 in the dictionary while putting in the parameter names. It should go right after "Affects Self?". Can one of you please fix it?
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7113 on: November 26, 2011, 11:41:15 PM » |
|
BJ or Xiggah, I forgot to put in a comma at event 0x06101100 in the dictionary while putting in the parameter names. It should go right after "Affects Self?". Can one of you please fix it?
Visual C# underlines any errors, so I already fixed it.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7114 on: November 26, 2011, 11:57:36 PM » |
|
Visual C# underlines any errors, so I already fixed it.
this is y u should get a job at a gaming company!!!
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7115 on: November 27, 2011, 12:57:43 AM » |
|
Curse you Tommo for making me think about OBJ models D:<
I kid.
It's not my fault Carnage's grammar is so terrible that I misunderstood his post trying to interpret it with the fact that his grammar sucks being taken into consideration. D:
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7116 on: November 27, 2011, 01:15:45 AM » |
|
i got a idea for you BlackJax96 that will be really helpful for ppl who trying to move a article to a other bone or edit articles
you can do a tab just for articles on the Fitchar.pac where you can move the article to a other bone just like if you move a GFX from a bone to a other (no hexing/tabuu needed and alot easyer) and also you can edit the article´s hitboxes and etc. without needing first to find the subrotation for it
also for i got a idea for model swaping like porting CF model to over Pit you can do so it is like my idea with move articles to a other bone but edit the Bone ID for the TransN, ThrowN, R/LhaveN inside the Fitchar.pac so porting will be alot easyer and faster to do
|
|
|
Logged
|
I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
|
|
|
|
|
|
« Reply #7117 on: November 27, 2011, 01:32:20 AM » |
|
It's not my fault Carnage's grammar is so terrible that I misunderstood his post trying to interpret it with the fact that his grammar sucks being taken into consideration. D:
soz for not being born in an english speaking country. My gramar wasnt bad :S i just writted obj instead of object i think it was clear since i was talking about getting models in the pcs file for character who dont have many external gfx models
|
|
« Last Edit: November 27, 2011, 02:45:46 PM by Carnage »
|
Logged
|
|
|
|
|
|
|
« Reply #7118 on: November 27, 2011, 01:40:42 AM » |
|
BJ96, have you talked to Shanus, Magus, or SHeLL about getting the PMBR list of parameters and whatnot? The one used by us may fairly further updated than any copy in the public.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7119 on: November 27, 2011, 07:27:22 AM » |
|
soz for not being born in a speaking english speaking country. My gramar wasnt bad :S i just writted obj instead of object i think it was clear since i was talking about getting models in the pcs file for character who dont have many external gfx models Yeah, I know, I wasn't criticising you... ... sorry
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7120 on: November 27, 2011, 11:29:53 AM » |
|
BJ96, have you talked to Shanus, Magus, or SHeLL about getting the PMBR list of parameters and whatnot? The one used by us may fairly further updated than any copy in the public.
No, I haven't. It would be good if I had the most updated txt files possible, since Brawlbox's internal dictionary will be permanent until another update. i got a idea for you BlackJax96 that will be really helpful for ppl who trying to move a article to a other bone or edit articles
you can do a tab just for articles on the Fitchar.pac where you can move the article to a other bone just like if you move a GFX from a bone to a other (no hexing/tabuu needed and alot easyer) and also you can edit the article´s hitboxes and etc. without needing first to find the subrotation for it
also for i got a idea for model swaping like porting CF model to over Pit you can do so it is like my idea with move articles to a other bone but edit the Bone ID for the TransN, ThrowN, R/LhaveN inside the Fitchar.pac so porting will be alot easyer and faster to do
I'll think about it.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7121 on: November 27, 2011, 08:47:21 PM » |
|
hey blackjax do you know how to have the char change face animations that dont have face bones?? like kirby??? he changes faces by using textures and idk what to do as far as that gos
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7122 on: November 27, 2011, 08:49:56 PM » |
|
hey blackjax do you know how to have the char change face animations that dont have face bones?? like kirby??? he changes faces by using textures and idk what to do as far as that gos
I think Kirby uses SRT0, which isn't editable yet. All face animations are controlled by either SRT0, SHP0, or VIS0, and VIS0 is so far the only fully editable one.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #7123 on: November 27, 2011, 08:56:50 PM » |
|
Just checked Kirby's FitMotion.pac. Kirby uses PAT0.
|
|
« Last Edit: November 27, 2011, 08:57:47 PM by Segtendo »
|
Logged
|
|
|
|
|
|
|
« Reply #7124 on: November 27, 2011, 09:07:44 PM » |
|
Just checked Kirby's FitMotion.pac. Kirby uses PAT0.
Well there you go.
|
|
|
Logged
|
|
|
|
|
|