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« Reply #12465 on: August 28, 2012, 01:45:43 PM » |
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BlackJax, i wonder know if you can help me. I got a seriously weird problem. I've seriously no idea why it's doing that. i've rigged correctly everything but...Nope. He still on this pose on BrawlBox, but on 3ds Max he look good.
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« Reply #12466 on: August 28, 2012, 01:46:42 PM » |
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BlackJax, i wonder know if you can help me. I got a seriously weird problem. I've seriously no idea why it's doing that. i've rigged correctly everything but...Nope. He still on this pose on BrawlBox, but on 3ds Max he look good. http://forums.kc-mm.com/index.php?topic=39985.msg1013455#msg1013455
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« Reply #12467 on: August 28, 2012, 04:51:44 PM » |
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Hey I really hate bringing this stuff up but I must be doing something wrong with brawlbox or something.
- crashes on adding "execute loop" to psa - crashes on adding various momentum functions to psa - crashes on trying to set file associations with tools tab - on adding textures of any kind to selmap get "unable to open file for write access" or "given key was not present in dictionary" (Looked it up and checked my Scn0 to no avail)
That's just the stuff I'm having issues with right now or just remember off the top of my head. I'm doing something wrong right? Though I have the feeling I'm going to have to completely rebuild my selmap again.
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« Reply #12468 on: August 28, 2012, 10:11:01 PM » |
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That's a lot of random crashing. I mean, Brawlbox doesn't even execute momentum events yet. lol Anyway, Brawlbox is now up-to-speed using OpenTK entirely. Everything works the same atm. Now time to start experimenting with shaders!
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« Reply #12469 on: August 28, 2012, 10:12:08 PM » |
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Get dem sexy shaders workin' dudeski.
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« Reply #12470 on: August 28, 2012, 11:04:55 PM » |
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That's a lot of random crashing. I mean, Brawlbox doesn't even execute momentum events yet. lol Anyway, Brawlbox is now up-to-speed using OpenTK entirely. Everything works the same atm. Now time to start experimenting with shaders! haha awesome
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« Reply #12471 on: August 29, 2012, 12:38:26 PM » |
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Quick question; what is OpenTK?
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« Reply #12472 on: August 29, 2012, 01:03:05 PM » |
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Probably sort of UN-related, but here goes: Original Source------------------------------------------------------------------------------------------------------------------------ Bunny Hood Dash & StopTurn Initial Velocity 2x StopTurn Deceleration 2x StopTurn Acceleration 2x Run Initial Velocity 2x Jump V Initial Velocity 2x Jump H Initial Velocity 2x Hop V Initial Velocity 2x Gravity 1.5x Terminal Velocity 1.5x Fastfall Terminal Velocity 1.5x Metal Box Jump V Initial Velocity 2.38x Hop V Initial Velocity 1.55x Gravity 2x Terminal Velocity 2x Fastfall Terminal Velocity 2x Super Mushroom Dash & StopTurn Initial Velocity 1.56x Run Initial Velocity 1.56x Jump V Initial Velocity 1.35x Hop V Initial Velocity 1.35x Gravity 1.42x Terminal Velocity 1.42x Air Mobility 1.56x Air Stopping Mobility 1.56x Maximum H Air Velocity 1.56x Fastfall Terminal Velocity 1.42x Model Size 1.7x Poison Mushroom Dash & StopTurn Initial Velocity 0.6x Run Initial Velocity 0.6x Jump V Initial Velocity 0.75x Hop V Initial Velocity 0.75x Gravity 0.7x Terminal Velocity 0.7x Air Mobility 0.6x Air Stopping Mobility 0.6x Maximum H Air Velocity 0.6x Fastfall Terminal Velocity 0.7x Model Size 0.5x ------------------------------------------------------------------------------------------------------------------------ the super/poison mushroom increase/decrease a character's size "attribute", and so does scale the hitboxes and hurt boxes on a character. I have asked some of the project m staff in the past and they said that editing the "size attribute" doesn't not scale the hit box. The make hit boxes gif in brawlbox scaling the character like the characters are in game. So the question is: Q: Editing the actual character's attribute (size) will affect also the hit boxes? They do affect the hurtboxes as far as I know.
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« Reply #12473 on: August 29, 2012, 07:39:04 PM » |
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I got a question.....when previewing a model is it possible to save the camera's angle?
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NNID: Cha0sKnight 3DS FC: 4768-7680-2509
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« Reply #12474 on: August 29, 2012, 07:57:32 PM » |
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I got a question.....when previewing a model is it possible to save the camera's angle?
I don't think that feature has been implemented yet because we haven't thought of that! Would love to see this feature in next BrawlBox.
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« Last Edit: August 29, 2012, 07:59:33 PM by Fox »
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« Reply #12475 on: August 29, 2012, 08:01:32 PM » |
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I don't think that feature has been implemented yet because we haven't thought of that! Would love to see this feature in next BrawlBox. It would be very useful for making CSPs.
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NNID: Cha0sKnight 3DS FC: 4768-7680-2509
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« Reply #12476 on: August 29, 2012, 08:23:15 PM » |
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It would be very useful for making CSPs.
There are number of reasons why camera shouldn't reset to X:0, Y:0, Z:0 every time the previewer is opened, it would be kind of tiresome when we had to zoom it out just to preview the models.
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« Reply #12477 on: August 29, 2012, 08:46:04 PM » |
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Probably sort of UN-related, but here goes: Original Source------------------------------------------------------------------------------------------------------------------------ Bunny Hood Dash & StopTurn Initial Velocity 2x StopTurn Deceleration 2x StopTurn Acceleration 2x Run Initial Velocity 2x Jump V Initial Velocity 2x Jump H Initial Velocity 2x Hop V Initial Velocity 2x Gravity 1.5x Terminal Velocity 1.5x Fastfall Terminal Velocity 1.5x Metal Box Jump V Initial Velocity 2.38x Hop V Initial Velocity 1.55x Gravity 2x Terminal Velocity 2x Fastfall Terminal Velocity 2x Super Mushroom Dash & StopTurn Initial Velocity 1.56x Run Initial Velocity 1.56x Jump V Initial Velocity 1.35x Hop V Initial Velocity 1.35x Gravity 1.42x Terminal Velocity 1.42x Air Mobility 1.56x Air Stopping Mobility 1.56x Maximum H Air Velocity 1.56x Fastfall Terminal Velocity 1.42x Model Size 1.7x Poison Mushroom Dash & StopTurn Initial Velocity 0.6x Run Initial Velocity 0.6x Jump V Initial Velocity 0.75x Hop V Initial Velocity 0.75x Gravity 0.7x Terminal Velocity 0.7x Air Mobility 0.6x Air Stopping Mobility 0.6x Maximum H Air Velocity 0.6x Fastfall Terminal Velocity 0.7x Model Size 0.5x ------------------------------------------------------------------------------------------------------------------------ the super/poison mushroom increase/decrease a character's size "attribute", and so does scale the hitboxes and hurt boxes on a character. I have asked some of the project m staff in the past and they said that editing the "size attribute" doesn't not scale the hit box. The make hit boxes gif in brawlbox scaling the character like the characters are in game. So the question is: Q: Editing the actual character's attribute (size) will affect also the hit boxes? They do affect the hurtboxes as far as I know. Hitboxes, no. Hurtboxes, Yes. BJ, why not have an option in the model viewer that changes the camera's default locations and rotations like you did with lighting? it'd address the issue.
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« Last Edit: August 29, 2012, 08:47:56 PM by Eternal Yoshi »
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« Reply #12478 on: August 30, 2012, 02:47:12 PM » |
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BrawlWox have some trouble to read a edited version of FitKoopa.pac ? I have plan to make some fix on my "blaze the cat" hack over Bowser, but loading the PSA in the model viewer make brawlbox crash. Also, when i load the FitKoopas.pac directly on brawlBox, the "MoveDef_FitKoopa" cannot be opened. With a clean version, it's fully work, so i have try to start from over and copy/past with "project smash attack" my code into the clean version and fix my bone glitch with BrawlBox, but, same result. I certainly do something wrong, please, i only need to know what for avoiding this trouble. And thanks for your hard work on your programme BJ. EDIT : the v66b can open my edited version of "MoveDef_FitKoopa", hmm hard to understand why.
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« Last Edit: August 30, 2012, 02:52:26 PM by Novarek »
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Next project after Blaze Model maker are now officialy wanted !
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« Reply #12479 on: August 30, 2012, 03:36:50 PM » |
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BrawlWox have some trouble to read a edited version of FitKoopa.pac ? I have plan to make some fix on my "blaze the cat" hack over Bowser, but loading the PSA in the model viewer make brawlbox crash. Also, when i load the FitKoopas.pac directly on brawlBox, the "MoveDef_FitKoopa" cannot be opened. With a clean version, it's fully work, so i have try to start from over and copy/past with "project smash attack" my code into the clean version and fix my bone glitch with BrawlBox, but, same result. I certainly do something wrong, please, i only need to know what for avoiding this trouble. And thanks for your hard work on your programme BJ. EDIT : the v66b can open my edited version of "MoveDef_FitKoopa", hmm hard to understand why. Edited files (psa ones) work weird or don't actually work. Fresh files is the way to go, but bowser has side b, down b and up b glitches, I would mot recommend using brawlbox for bowser. Edit: Some characters "MoveDef" file get weird yeah, when heavy edited in psa and opened on brawlbox. But it is cool that bb0.66b opens it as for reading it, might be good if that could be of some use for BJ96
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« Last Edit: August 30, 2012, 03:40:17 PM by namq »
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