Oh, you should've mentioned your OS. Microsoft dropped support for XP, and in order to implement the new updater we had to as well. You need to upgrade.
Anyway, I just didn't realize that the Release build settings weren't set to AnyCPU with "Prefer 32 bit" set to true.
BrawlLib, however, still uses framework 4.0 so that it's still supported on XP (even though BrawlBox isn't). Because of that, I can't check "Prefer 32-bit", and I'm not sure if that will affect anything. We'll see how it goes when it's released.
Dimenssions are ok, all 256 x 256, i ve made 2 models, one without outline using BBx 67b and works good on game, this one was made with outline on bb 73b but looks like that in game, the material for the outline are on "cull outside" thats the reason just the head looks good, if i made this on 67b goods looks on game, but there is a lot of lag, and i want to optimize it with this version, here is the pcs if anyone can see it, but i ve see all and all seems in order. http://www.mediafire.com/download/1uzumw6lzgdvx9g/FitLucas03.pcs Post Merge: February 12, 2015, 03:39:28 PMon brawlbox 0.73b, yeah i not replace any material and just in shader 0 i put the textureref0 on True
It doesn't seem like a material issue actually, it does seem like an issue with culling. It's like the head outline is culled one way and the rest is culled the other. I'm not talking about material culling, I'm talking about the actual object's facepoint order per face.
The weird part is that a problem like that would display in BrawlBox. You're gonna have to test it by making a copy of the outline material PER object. Don't assign all the objects to one material. Then try changing the culling on each separate material. Another thing you can try to do is reoptimize the object and check "Force CCW".
Also, you don't need UVs, colors or normals on any of those outline objects, nor a texture. Set the outline material's Light Channel 1 material color to black, change the material color source to register, and remove the texture reference. I think Brawlbox allows you to delete the UV and color references from the object. If not, I'll see if I can make sure it's working for the next release. I'll also add support for deleting the normal reference.
I took a look at the model but I didn't see anything wrong right off the bat and I don't have time to test any changes atm, so it's up to you or somebody else to fix it.
It's not texture size or culling, it's definitely a material/shader issue. Are the material and shader the BrawlBox defaults? Which Brawlbox version did you import it with?
Speaking of this... How much would it cost to get two separate character models to play their own animations? i.e... Ganon doing one of his animations, and Link doing one of his own at the same time. Or is this even a possibility?
That's pretty much the same concept as playing multiple animations in the viewport at once, except handling multiple external files is involved too. I'm thinking that might be a bit of a pain to implement.
I would say that's the steal of the year, but I got my ThinkPad on sale for $160 (normally $400), so not quite.
I get money very (VERY) randomly. Even considering co-op with another user may feel like I'm ripping them off.
Maybe next year, Doq...
OI M80
I don't know how much longer I'll be programming BrawlBox since I'm going to college and want to develop my game more, so next year might be wishful thinkiiiiiiiiiiiiiiiing... (I know it's a saying but this is true)
my deal still stands though, but only until March 1st.
and since i dont like how the materials r made during import in 74b, i've been sticking with 73b for importing and editing materials in. sucks that in 74b, when a material has AlphaBlend enabled, it doesnt show it being enabled and also displays different settings, which really seems whacked up.
Ok I'm doin it. How much for software rendering in BrawlBox, specifically the model viewer? (prolly won't be able to pay all of it but we'll see)
OOOH. That's the most intensive task I have listed on the OP.
It's listed as costing $350, but I was debating about putting it on sale soon for a short time. Since you asked, I'll do it for $275 (until the end of February, then it'll be $350 again).
Maybe you can team up with some others and pay monthly? Like what pikazz and namq did to get Ikarus back on track.
How much would it be to be able to screenshot to an animated gif with a transparent background, BJ?
I would've done that a long time a ago, but the problem is that GIFs don't actually use an alpha value per pixel, they use a specific color as the transparent color per frame.
So it works good with pixely artwork, but antialiased stuff looks dumb around the edges. You can see the background color that's used as transparency.
This is what I'm talking about (ignore the orange border):
(putting the next two pics in spoilers because they're kinda seizurey)
And I had to turn down the image quality just to get that. Using better pixel quality produces this:
But if you scale up the image with the same low pixel quality, it still doesn't work:
I assume that it has to do with the quantization making the colors not match properly if the quality is too high or the dimensions are too big.
BrawlBox uses one of the only GIF encoders I could find that worked called NGif. There's not any better encoder available it seems.
So what I'm trying to say is that it's not really worth the trouble to take the time to support. Animated GIFs and transparency don't work well together, I think because the format is pretty old.
Ok, so saving the RSAR isn't working anymore. I'll take a look at it. Also, don't bother reporting bugs if you're not using the most recent version. We make changes and fixes to all sorts of random stuff in every update.