Let's hope you can get new Actions working, pikazz. Then we wouldn't have to rely on LA-Bits for swapping Action scripts in a single Action, which really causes a clutter if you don't organize your coding. :\
On a different note...
I've begun work on Mega Charizard X's Final Smash.
Mega Charizard X furiously slashes at his victim for a bit... Before rearing back... And ramming his victim head on!
I hope I can get it to work and hope its not that advanced so it can be used much!
I know the knowledge OF the section[4] is old, but i don't think anybody actually took the time to see what they do for each characacter
its quite easy to see that too, but the funny thing is that some constants is used twice or more by other things! did expremient about that too years ago, got a constant spinning with huge wind to the left! and all the G&W turned yellow!
you can see how what is used by what in brawlbox ;3
so yea the fighters individual modules have constants too~ thats where i found this. So far for mario i got
==Mario== *all offsets relative to beginning of section[4]*
0x18 - Vertical momentum gained on FLUDD 0x28 - Vertical momentum gained on cape hitting foe? 0x44 - Z axis random of FLUDD water 0x5C - Y axis starting position of FLUDD water 0x78 - Divisor of FLUDD strength 0x80 - Z Rotation of water segments? 0x84 - Y Rotation of water segments?
Yea there are article related constants that aren't in the fighter .pac, which is good. because it opens a doorway to more interesting character edits.
tried to join PMBR, but appearntly I am not the one they are looking for so... "better luck next time" for me
a question through, is it possible to have one ISO thats only for regular brawl while another ISO thats only Project M? cant set it to work :Y (not asking for download it, more of how to set it uo)
I realize now that BrawlBox2Maya requires a bit of changes to BrawlLib to work, I have verified with Eternal Yoshi that it is bug free now, and it includes my dae+anim -> FBX mel scripts that I use for importing into UE4 as well!
I will probably get that in there this weekend or so.
so BB2M is complete now? 8D thats awesome news!
one question, is it only exportation to Maya, or can you export from Maya to BB too? that would be a another huge step!
wow! dant actually released something! 8D great work dant!
from what I read from the readme if I understood it correctly, it makes the Dol in the ISO to be with merged with the GCT and allow us to put codes "gameconfig.txt" which makes it faster to test things on Dolphin?
Now i am excited! It sound so amazing! I can see great power of you three! But i am Sad, it feels and Will probely be that i Will stand on the side and Watch, not Being able to help :C