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Author Topic: Brawlbox Resources & History  (Read 3863032 times)
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E-scope12
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    « Reply #13170 on: January 18, 2013, 05:20:59 AM »


    No offense amigo
    but what is with u and Delfino Plaza  I see what you did there ...
    i know for a fact you have been having problems with it Ages Ago...
    That wasn't the only one, F zero also & green hill zone as well.
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    E-scope

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    BlackJax96
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    « Reply #13171 on: January 18, 2013, 05:10:29 PM »


    Fixed the Scale issue, in order to make it smoother and less jumpy all you need to do is adjust the dst variable i lowered it to .5 and have no issues, the translation needs a similiar adjustment, i suggest you just play with them until you get it as smooth as you would like. an alternative and better solution would be to rewrite the entire function, only problem with that would be it would affect other functions, a rewritten one would follow this type of structure
    int DrawGLScene(GLvoid)      // Here's Where We Do All The Drawing
    {
        // Clear Screen And Depth Buffer
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        // Reset The Current Modelview Matrix
        glLoadIdentity();

    //NEW//////////////////NEW//////////////////NEW//////////////////NEW/////////////

      glPushMatrix();
        glTranslatef(-2.0f, 0.0f,-6.0f);      // Place the triangle Left
        glTranslatef(0.0f, fTranslate, 0.0f);   // Translate in Y direction
        Draw_Triangle();         // Draw triangle
      glPopMatrix();

      glPushMatrix();
        glTranslatef(0.0f, 0.0f,-6.0f);      // Center The Triangle
        glRotatef(fRotate, 0, 1.0f, 0);      // Rotate around Y axis
        Draw_Triangle();         // Draw triangle
      glPopMatrix();

      glPushMatrix();
        glTranslatef(2.0f,0.0f,-6.0f);      // Place the triangle Right
        glScalef(fScale, fScale, fScale);   // Scale In X,Y,Z Direction
        Draw_Triangle();         // Draw triangle
      glPopMatrix();


      fTranslate += 0.005f;    // Speed Of The  Translation
      fRotate    += 0.5f;      // Speed Of The Rotation
      fScale     -= 0.005f;    // Speed Of The Scaling


      if(fTranslate > 0.5f) fTranslate = 0.0f;   // Reset Translation
      if(fScale < 0.5f)     fScale     = 1.0f;   // Reset Scaling to 1.0f

    //NEW//////////////////NEW//////////////////NEW//////////////////NEW/////////////

        return TRUE;         // Keep Going
    }

    also found a way to easily use the openGL in the model previewer to import and export textured models to and from 3ds found here in this example http://www.morrowland.com/apron/tutorials/gl/gl_3ds_loader.zip


    You do realize that the dst variable only controls the height of the triangles on the edges of the axes? It has literally no effect on how the control works.

    I just want the controls to be usable like 3ds Max. Idc about how the control looks, that's easy to change...

    I'll be bluntly honest here, you haven't helped at all so far ;-;
    The scale and translation controls do not work properly. That is what I want working.
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    DSX8
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    « Reply #13172 on: January 20, 2013, 06:30:26 PM »


    any new progress mate? :3
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    BlackJax96
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    « Reply #13173 on: January 20, 2013, 06:34:20 PM »


    Well I got this shiny new button :3



    I wonder if anybody will actually donate... Tongue

    I also think I finished something important recently but I can't remember what so oh well.
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    BlueBrain
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    « Reply #13174 on: January 21, 2013, 02:41:09 AM »


    i would donate, if i had money that is... Im srs here
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    namq
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    « Reply #13175 on: January 21, 2013, 08:20:08 AM »


    Any VIP progress info for donators:awsomeface:
    Joking :-P.  need Ikaros <3 moveset editor, I Need it Smiley, I like char modding and also like to try new things, I will be one of the first people to download Ikaros :-)
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    BlackJax96
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    « Reply #13176 on: January 24, 2013, 04:42:47 PM »


    Friedslick. I love you.


    I feel like donators should be included in Brawlbox's about window or something. That'd be kool.


    Aaaaandmmmmyeah RSAR is at that state that pretty much all new additions to BB go through where progress goes really slowly but surely. I think the main problems I have at the moment are obtaining the correct loop point of a sound, writing imported sound data without that protected memory error, and setting the sample endpoint accurately (atm it might be a few samples off, although idk if that difference can even be heard).

    The SYMB ids are set to 0 and a rebuilt RSAR still works in game so hallelujah, one less thing to worry about.

    Also I have my chem final test tomorrow so wish me luck cuz dat [censored] cray
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    Carnage
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    « Reply #13177 on: January 24, 2013, 05:28:04 PM »


    good luck xD
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    Iwvi
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    « Reply #13178 on: January 24, 2013, 06:16:03 PM »


    Just a suggestion. When deleting a bone It'd be nice if the vertexes weighted to it changed to be weighted to the parent bone. Last time I  tried they where just rigid. And good luck with that final.
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    Don Jon Bravo
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    « Reply #13179 on: January 24, 2013, 06:18:15 PM »


    buena suerte
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    Chaos_Knight
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    I squid you not.

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    « Reply #13180 on: January 24, 2013, 06:39:09 PM »


    Good luck on your chem exam and remember to blow [censored] up. Im srs here
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    « Reply #13181 on: January 24, 2013, 07:09:27 PM »


    Do good, buddy.
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    BlueBrain
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    « Reply #13182 on: January 25, 2013, 08:55:02 AM »


    im with iwvi on the bone deleting thing, since the vertices affected by that bone just teleport to coordinate 0,0,0 xD
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    BlackJax96
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    « Reply #13183 on: January 25, 2013, 02:16:46 PM »


    I think the main problems I have at the moment are obtaining the correct loop point of a sound, writing imported sound data without that protected memory error, and setting the sample endpoint accurately (atm it might be a few samples off, although idk if that difference can even be heard).

    First and last problems are fixed! :O
    One more to go.

    Just a suggestion. When deleting a bone It'd be nice if the vertexes weighted to it changed to be weighted to the parent bone. Last time I  tried they where just rigid. And good luck with that final.

    I'll work on it I guess but it's a lot more confusing than it sounds with all the bone weight linkage and stuff.

    And I think I failed it lmao
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    libertyernie
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    « Reply #13184 on: January 25, 2013, 02:36:32 PM »


    Is there a reason that _strings in MSBinNode is set to internal? I couldn't make my own read-only version of MSBinEditor because of this. (Not a big deal, but still.)
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