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91  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 16, 2013, 07:54:56 PM
Very nice! Putting GIFs together by myself was annoying, hehe. How was Didney Worl?
Didney Lan... Silly.
92  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 16, 2013, 07:48:18 PM
Well, that looks AWESOME! Very good job, my friend.
93  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 15, 2013, 06:59:27 PM
Both of them do the same import error...
Oh... >_>
Did you try turning it off and on again?
94  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 15, 2013, 06:37:45 PM
Hey BJ, just thought to report a small problem with the new BrawlBox.

When I tried to import a custom model of mine, the Microsoft .NET Framework 4 gives me an error when I try replacing an old model, such as ''The index was outside the limits'' or something like that, so I can't continue importing my model. However BB version v0.67 and v0.66 does it PERFECTLY and the new files are playable in game without any crashes. I wonder why v0.68 does that...
Are you using .68 or .68b?
95  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 13, 2013, 01:25:24 PM
Whenever I export a DAE, and import it into max, everything spazzes out.
Even if I import that same DAE into Brawlbox
What are the errors it throws? Or is it with the model in particular?
96  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 10, 2013, 09:01:44 PM
nope
It's elusive then. I have a theory...
When you export Marth's model, little elves that live in your computer go, "Nope!" and screw the crap out of the UV's, but only for the cape. I've seen them at work before, they're spiteful little things. Have you tried putting the comments, "I don't believe in elves." Three times in the DAE exporter? I think it would work. (I'm pretty sure it will work.)
97  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 10, 2013, 08:27:37 PM
I know about this, no it doesn't affect in-game, and it has nothing to do with shaders

It's fixed now for the next version
Hey BJ, did you figure out what causes Marth's cape UV's to be exported incorrectly?
98  Help & Tutorials / Model Tutorials / Re: Adding Wind Waker Cell-Shading to your Import. on: May 08, 2013, 10:47:09 AM
Looking at Dedede's .Pac file, he uses materials to do eye movements/blinking/looking/etc. If you try to apply Cel-Shading to that, his eyes will break. Completely. I've also found that trying to set up eye materials like this after you've broken them comes up with some pretty bad results, so to fix this you're just going to have to do everything again, but AVOID replacing Dedede's eye material and shader. That should fix it. Dedede actually doesn't look half-bad Cel-shaded, haha.
Oh, that would explain it. {(:{p OK, I'll have to remember that.
99  Help & Tutorials / Model Tutorials / Re: Adding Wind Waker Cell-Shading to your Import. on: May 08, 2013, 08:18:28 AM
Hey Spex. I followed your tutorial, and updated King DDD's Shaders, but his eyes are messed up. They look like this:
100  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68 Released on: May 02, 2013, 05:04:38 PM
Well I did install an anti-noob mechanism which will terminate the program in various ways depending on the user's noob level. Just be glad brstm audio stream doesnt give you blue screen, thats a sign of a very intense noob level.




Jk.

I didn't install it, Microsoft did
Mucrosoft!
101  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68 Released on: May 02, 2013, 10:26:17 AM
It can also be about the Opengl32.dll file, I tried with a diffirent dll file and the result were like yours, just slightly better
Pikazz, I love you sometimes. BTW maybe it's just my school's version of OpenGL in general, since I can't get some of that stuff to run sometimes either. (Espescially some of the stuff that I make that barely runs on my computer.)
102  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68 Released on: May 01, 2013, 11:16:12 PM
REFF and REFT editing together



I applaud you good sir. Now make the titty maker. >:|
103  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68 Released on: May 01, 2013, 08:59:01 PM
everything's always in C++

thanks
Do you hate C++ or something? Is it because it's so complex?
104  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68 Released on: May 01, 2013, 08:26:39 PM
Nobody's dead because of it.
So it's not a big deal
Rather dark humor though...
105  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68 Released on: May 01, 2013, 08:23:25 PM
So I'm pretty sure that the wireframe overlay is a problem with the .NET framework.
Because this is what I get at home:
And this is what I get at school:
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