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1351  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 23, 2011, 05:12:55 PM
^This.

If it works for me, it will work for you if you do it right. End of story.

I guess I did it right, then. Sweet! Thanks again, dude! You worked so hard on this, so I'm glad to know it works!
1352  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 23, 2011, 04:22:35 PM
the reason is many, I still CANT import DAE since the beginning of betatesting.
have the right things and everything!
but the problem is everything is set on 0 and definitions often disappeares.
looked at one of my FAIL MDL0 and one of BJ96 WORKING in BB MDL0 from same DAE, mine is 6 0000 strings lesser and only have half the weight.
can be open in 63 but not be viewed cause something isn't indexed right.

somehow I feel like my help doesn't help anyone or anything.

and many things irl, many many things bad irl


Don't worry Pikazz. I'm sure you helped somehow. I mean, BJ thanked you in the official release and everything.

On that note, you are using the released version, right?
1353  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 23, 2011, 04:15:42 PM
ok now whos gonna make a real tutorial on how to do this from start to finish and also a tutorial on how to rig .obj models to have bones??

Isn't there one in the OP?
1354  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 23, 2011, 03:58:21 PM
Do you mean the .Net framework? You can just google that.
1355  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 23, 2011, 03:56:14 PM
RTB. I looked at the vault, and all I see is a Shadow. Im srs here
1356  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 23, 2011, 03:45:27 PM
Right. Redownloading.
1357  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 23, 2011, 03:19:54 PM
I went to the bathroom.

I came back and my dreams came true.

Thank you, BJ. Thank you.
1358  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Release soon, get your models ready on: October 23, 2011, 01:16:33 PM
No more Shadows. Im srs here
1359  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Release soon, get your models ready on: October 23, 2011, 12:52:21 PM
What would you guys think of a Topic-Wide PSA collab for the first import?

We're allowed to be offtopic while BJ's offtopic, so I might as well ask.  Grin
1360  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 23, 2011, 12:14:28 PM


Hype time?


Hype time.
1361  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 23, 2011, 12:12:02 PM


Hype time?


Hype time.
1362  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 23, 2011, 11:59:46 AM
Why yes. That sounds about right. That's what happened with the Kit Ballard model.
1363  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 23, 2011, 11:25:26 AM
It doesn't matter what the bones are rigged to. Rigging them to pre-existing brawl characters bones allows for no need of animating, moveset making, etc. and are wifi compatible. Custom bone require entirely new animations and movesets.

...I think.

Most of the imports LC was talking about were probably the Bleach model imports, or maybe the Mario&Sonic character imports. They all had custom bones, and therefore needed every animation to be custom. That's why so many had T-stances. They weren't completely animated. The reason StarWaffle's Klonoa import took so long was because custom animations were necessary for everything....
1364  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 23, 2011, 10:29:04 AM
Im srs here What?

Tl;Dr

Same Bones + Different Model = Win.
1365  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 23, 2011, 09:40:15 AM
I suppose because it will be much more customizable than previous imports. This big "hook" behind this importer is that you can import everything: Bones, Textures, and Model. Added to that (If I heard right) you can throw in shaders from different games (I would guess it takes some amount of skill, though).

The reason people are so hyped is that you can import almost any model that can be converted to DAE (Essentially anything,) with a customized skeleton. The reason that so many imports failed in the past is because the skeletons didn't mesh with the parameters of the replaced models.

If you can rig a model to be EXACTLY like the one it's replacing, wouldn't that be the best?
Well, with this, you can do that.

If I've been paying attention all these posts, that is.
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