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Author Topic: Brawlbox Resources & History  (Read 3861097 times)
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KTH
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    « Reply #12465 on: August 28, 2012, 01:45:43 PM »


    BlackJax, i wonder know if you can help me. I got a seriously weird problem.


    Im srs here

    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 »


    BlackJax, i wonder know if you can help me. I got a seriously weird problem.


    Im srs here

    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 »


    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 »


    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 »


    Get dem sexy shaders workin' dudeski. Awesome Face
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    « Reply #12470 on: August 28, 2012, 11:04:55 PM »


    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 »


    Quick question; what is OpenTK?
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    « Reply #12472 on: August 29, 2012, 01:03:05 PM »


    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 »


    I got a question.....when previewing a model is it possible to save the camera's angle?
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    « Reply #12474 on: August 29, 2012, 07:57:32 PM »


    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.
    « Last Edit: August 29, 2012, 07:59:33 PM by Fox » Logged

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    « Reply #12475 on: August 29, 2012, 08:01:32 PM »


    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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    « Reply #12476 on: August 29, 2012, 08:23:15 PM »


    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 »


    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.
    « Last Edit: August 29, 2012, 08:47:56 PM by Eternal Yoshi » Logged


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    « Reply #12478 on: August 30, 2012, 02:47:12 PM »


    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. Smiley

     
    EDIT : the v66b can open my edited version of "MoveDef_FitKoopa", hmm hard to understand why.
    « Last Edit: August 30, 2012, 02:52:26 PM by Novarek » Logged


    Next project after Blaze

    Model maker are now officialy wanted !

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    « Reply #12479 on: August 30, 2012, 03:36:50 PM »


    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. Smiley

     
    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
    « Last Edit: August 30, 2012, 03:40:17 PM by namq » Logged


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