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« Reply #11190 on: July 04, 2012, 08:40:48 PM » |
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tmp;dr BRSAR rebuilding has gone nowhere in the past month.  and an automatic shadow generator? That's almost as great , I mean freaking terrible as the automatic rigging program request! 
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« Reply #11191 on: July 04, 2012, 08:53:56 PM » |
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tmp;dr BRSAR rebuilding has gone nowhere in the past month.  and an automatic shadow generator? That's almost as great , I mean freaking terrible as the automatic rigging program request!  Just that last part. LOL!
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« Reply #11192 on: July 04, 2012, 09:06:08 PM » |
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Will the moveset rebuilder allow for the entirety of the move (effects and stuff) to be displayed in the Advanced Model Editor?
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« Reply #11193 on: July 04, 2012, 09:54:29 PM » |
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So I was right! But that would be cool, and it would be the final touches of an import, the only problem I see with the shadows is exactly how low-vertexed they are, even SM64 Mario's low poly version has more vertexes then that, and that's saying somthing if you've seen the low-poly version. (If you haven't, his arms, legs, shoes, hands, and head are boxes, that should explain enough  ) Because of this, making a custom shadow model could easily go over the size limit. So BJ, we'll be able to edit DDD, Nana, and a few other PSA's with this version right? One thing that could make moveset's cooler is if we could make a character do something different based on their total Damage %, Lucario's hit damage grows as his total damage gets higher, so doing something similar to another character would be sweet. That and I really want SM64 Mario to have a WaitDamage. XP Well I still have other aniamtions that I can replace, like ledge grabbing and whatnot. You can already change damage given or actions performed based on the damage taken with PSA 2.70. As for WaitDamage... do you mean you want Mario to have a new animation play when he's taken a lot of damage? That's also already possible.
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Now available in blue.
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« Reply #11194 on: July 04, 2012, 10:08:09 PM » |
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and I don't know about shadow generators, I'm talking about a function that just copies the model in FitCharacter.pac from the main model and replaces the shader model for it. (Whatever the 'second' model of the character is inside each FitCharacterXX.pac/pcs is used for.) So yeah, not talking about shadows cause that would be useless.
Everything you write is golden.
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Muslims are literally murderers
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« Reply #11195 on: July 04, 2012, 11:09:52 PM » |
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So I was right! But that would be cool, and it would be the final touches of an import, the only problem I see with the shadows is exactly how low-vertexed they are, even SM64 Mario's low poly version has more vertexes then that, and that's saying somthing if you've seen the low-poly version. (If you haven't, his arms, legs, shoes, hands, and head are boxes, that should explain enough  ) Because of this, making a custom shadow model could easily go over the size limit. ^Finally a response that is -not- a troll and/or sarcasm =_= Yes, I mean a function that makes a low-res version of the imported model and replaces the model of the character in modeldata[10](In fit character XX.pac) with said low-res model. Okay MAYBE it wouldn't be possible in brawlbox (Because that would take forever and a half to program and get working right) Perhaps with a script for 3DS Max? 3DS max already has functions for removing faces/polygons in it, it also already has cloning options, so making a low-res copy with a 3DS max script would be easy, or at least easier than doing it in brawlbox. Of course you'd have to actually rig the low-res clone, but it would still be a nice finishing touch, and maybe solve some lighting issues on some textures on the model in-game.
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« Reply #11196 on: July 04, 2012, 11:13:41 PM » |
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Just so were clear. Shadows use a completely different boneset from the original model o-o
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« Reply #11197 on: July 04, 2012, 11:23:45 PM » |
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Just so were clear. Shadows use a completely different boneset from the original model o-o
Exactly my point, you would still have to rig the low-res model and import it, it would just import over the low-res model using the low res-model's bones of the original character.
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« Reply #11198 on: July 04, 2012, 11:39:07 PM » |
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Will the moveset rebuilder allow for the entirety of the move (effects and stuff) to be displayed in the Advanced Model Editor?
Eventually yes. v0.67 though, not everything. Just stuff like collisions and hurt/hitboxes. Stuff you can't see normally.
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« Reply #11199 on: July 05, 2012, 10:05:45 AM » |
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You can already change damage given or actions performed based on the damage taken with PSA 2.70. As for WaitDamage... do you mean you want Mario to have a new animation play when he's taken a lot of damage? That's also already possible. I'm not sure if you understand what I'm saying, mostly because tons of people have thought I meant by he changes the animation after taking say 10% in one hit, which isn't what I'm asking. Plus I've tried to give him a WaitDamage, but the game kept crashing for different reasons, I'm guessing that the Wait subactions just aren't designed to change like I want them to.  If you do understand what I'm asking, then tell me and I'll try it, but I doubt it'll work. 
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I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.
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« Reply #11200 on: July 05, 2012, 11:22:41 AM » |
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While we're requesting totally plausible things, I'd like BrawlBox 0.68 to be able to create balanced movesets automatically.
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« Reply #11201 on: July 05, 2012, 11:24:20 AM » |
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While we're requesting totally plausible things, I'd like BrawlBox 0.68 to be able to create balanced movesets automatically.
lolwat
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« Reply #11202 on: July 05, 2012, 11:38:51 AM » |
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While we're requesting totally plausible things, I'd like BrawlBox 0.68 to be able to create balanced movesets automatically.
No, they're not plausible at all. I could say more, but I just won't.  lolwat
same
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« Reply #11203 on: July 05, 2012, 12:12:31 PM » |
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I'm not sure if you understand what I'm saying, mostly because tons of people have thought I meant by he changes the animation after taking say 10% in one hit, which isn't what I'm asking. Plus I've tried to give him a WaitDamage, but the game kept crashing for different reasons, I'm guessing that the Wait subactions just aren't designed to change like I want them to.  If you do understand what I'm asking, then tell me and I'll try it, but I doubt it'll work.  What did you do? In PSA rename something not being used as "WaitDamage" Then in BrawlBox, go edit an animation and call it "WaitDamage" Back in PSA for waits 1,2,and 3 have a line of code like you would for an alternate moveset like "set LAbit 100 or something" if damage > 100 go to then throw in the number for WaitDamage... If its that confusing, then maybe check out the Pokemon's subactions. They all have different waits when they get over 100 damage. But maybethats hard coding.
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The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/ If only hacking Brawl paid bills.
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« Reply #11204 on: July 05, 2012, 12:30:15 PM » |
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There are now 9 unique character specific nodes left to code. There used to be like, around 22 yesterday morning. Then I just need to support rebuilding multiple subaction groups in articles and then perform checks on nodes to see if they're external so BB doesn't build them twice. Oh and I have to make menus for different nodes... Then I think it'll be done. 
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« Last Edit: July 05, 2012, 12:32:41 PM by BlackJax96 »
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