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« Reply #12405 on: August 23, 2012, 02:22:33 PM » |
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*notices brawlbox was updated August 23rd*
O.o me must get it o.O
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« Reply #12406 on: August 23, 2012, 02:24:29 PM » |
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*notices brawlbox was updated August 23rd*
O.o me must get it o.O
lolfail the download link was broken. I didn't do anything to it.
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« Reply #12407 on: August 23, 2012, 02:33:04 PM » |
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lolfail
the download link was broken. I didn't do anything to it.
Then i could have failed XD, but what if I never go to update 0.67b from the minor fixes that it did got  ? (which I had -_-") But this download link fix might have given updates to others that did not got it previously XD
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« Reply #12408 on: August 23, 2012, 03:32:42 PM » |
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bj i isolated the problem is really the subroutines when codding on the previewer by replacing some stuff randonly the pac files stop working to fix this open the fitchar.pac directly on bb and add a subroutine put some random code save and they work again it happened to me 3 times already with ridley you should take a look what is happening with the subroutines.
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« Reply #12409 on: August 23, 2012, 04:06:39 PM » |
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BlackJax, where do you get the info for movesets from? I know it all originally came from Dantarion's wiki/text files, but where do you check for updates to all that information?
Basically I'm bored and am messing around with stuff in Sheik's moveset, specifically the neutral-B/needles. I think the 100F0300 "event" in SubRoutine6 controls either how many needles are shot based on how many "clicks" you charge, or how many you see in her hand after charging.
Once I find that out and can define the three unknown values that get set inside 100F0300, is there somewhere I can put that information so it'll be included in future BrawlBoxes? Helping the community and all that.
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« Reply #12410 on: August 23, 2012, 04:19:51 PM » |
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BlackJax, where do you get the info for movesets from? I know it all originally came from Dantarion's wiki/text files, but where do you check for updates to all that information?
Basically I'm bored and am messing around with stuff in Sheik's moveset, specifically the neutral-B/needles. I think the 100F0300 "event" in SubRoutine6 controls either how many needles are shot based on how many "clicks" you charge, or how many you see in her hand after charging.
Once I find that out and can define the three unknown values that get set inside 100F0300, is there somewhere I can put that information so it'll be included in future BrawlBoxes? Helping the community and all that.
I just update it as I go and figure out things. If you or anybody else knows something that's not already included, you can just pm me the details and I'll add em to the defaults.
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« Reply #12411 on: August 23, 2012, 06:00:04 PM » |
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Okay, got it.
I'm guessing you (BlackJax) have never bothered with this, but does anyone know what the first value in switch statements does? The second value is the variable being switched, but the first one just seems to be some meaningless number... A compare method between the variable and the cases, maybe? All the ones I've seen use 10000, which is evidently "equal to" if it really is a compare method.
EDIT: Yeah, okay, comparison methods are values 0 - 5, so it's probably not that. But I have no clue what it could be.
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« Last Edit: August 23, 2012, 06:52:40 PM by SomeKindOfMetroid »
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« Reply #12412 on: August 23, 2012, 07:40:57 PM » |
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I have no idea what it does :/ Looks like a variable number or status id or something.
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« Reply #12413 on: August 23, 2012, 08:03:58 PM » |
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We've been discussing this thing and "SomeKindOfMetroid" also thought of that, must be a status id, it is what controls the cases inside a "Switch" event
I have not messed with it as, I have no idea how to start a fresh Switch myself. Never to be compared to a If statement, it is more complex idk (thats just me)
Lets see how it goes.
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« Reply #12414 on: August 23, 2012, 10:00:01 PM » |
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Currently rewriting OpenGL stuff to use the OpenTK library so that shaders can be rendered in the viewer. I have to write code for every single OpenGL function, but I should be able to write code to write it for me.
It has to be done sometime, so the time is now.
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« Reply #12415 on: August 23, 2012, 10:10:10 PM » |
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Currently rewriting OpenGL stuff to use the OpenTK library so that shaders can be rendered in the viewer. I have to write code for every single OpenGL function, but I should be able to write code to write it for me.
It has to be done sometime, so the time is now.
yay!!! and thus color nodes shall be viewed in the model viewer :3
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« Reply #12416 on: August 24, 2012, 04:27:49 AM » |
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hey BJ, for the model importing, can't you make the default material and shader support transparency? or add a auto button like the metal thingy, shouldnt be so hard, and it'd be pretty cool
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« Reply #12417 on: August 24, 2012, 04:44:45 AM » |
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hey BJ, for the model importing, can't you make the default material and shader support transparency? or add a auto button like the metal thingy, shouldnt be so hard, and it'd be pretty cool
no he cant.. cause most models dont use transparency. if he makes 1 like the metal, then every material will make ur whole model invisible in-game...
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« Reply #12418 on: August 24, 2012, 05:17:47 AM » |
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so if a texture doesnt have transparency, but the shader/material are set up for transparency, it won't work? O.o
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« Reply #12419 on: August 24, 2012, 05:47:11 AM » |
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so if a texture doesnt have transparency, but the shader/material are set up for transparency, it won't work? O.o
exactly
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