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Author Topic: Brawlbox Resources & History  (Read 4513414 times)
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Tabuu Forte Akugun
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    « Reply #13395 on: March 01, 2013, 09:33:04 PM »


    Well, that was kinda cool.
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    BlueBrain
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    « Reply #13396 on: March 02, 2013, 09:10:23 AM »


    one quick question which only requires a yes or no to make me "happy":

    will it ever be possible to "render" the viewport to a png with a transparent background?
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    pikazz
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    « Reply #13397 on: March 02, 2013, 09:32:35 AM »


    something I would love is a boneadder to PSA!

    example, if I add one a bone on a model between boneID 24 and 25, that means all 25 and above bone have wrong "ID" to PSA lika bone to attack, bone reference ect in PSA.

    if we could make same there to "add a bone between 24 and 25", that would the PSA fit to the model again without having to manually correct all the bone index thats on 25 and after.

    I am bad to describe things but I would love something like that
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    DoctorFlux(Mariodk)
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    « Reply #13398 on: March 02, 2013, 09:57:55 AM »


    something I would love is a boneadder to PSA!

    example, if I add one a bone on a model between boneID 24 and 25, that means all 25 and above bone have wrong "ID" to PSA lika bone to attack, bone reference ect in PSA.

    if we could make same there to "add a bone between 24 and 25", that would the PSA fit to the model again without having to manually correct all the bone index thats on 25 and after.

    I am bad to describe things but I would love something like that
    or just a PSA porter(that kinda works like animetion porter but for PSA bone ID coding instead)
    like if making a PSA over lucario but not with lucario´s boneset but with Brawl Bone names
    so you can open first Lucario´s model(boneset) to load the IDs and the Bone names
    and then load the boneset you want to port the PSA to(that dont have same bone IDs but names)
    so all the "insert bone names" on Lucario´s changes IDs  to matchs the new boneset´s Bone names (and it will do it with anything: hurtbox,hitboxes,any stuff that has bone IDs)
    like Lucario´s Bone ID on TransN is : 7
    and if the new boneset´s transN ID is 10
    it will changes anything that is bone ID 7 to 10 cuz of the name of both bonesets is the same
    « Last Edit: March 02, 2013, 09:58:51 AM by Mariodk » Logged

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    BlackJax96
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    « Reply #13399 on: March 02, 2013, 03:43:21 PM »


    And I thought the day would never come.



    one quick question which only requires a yes or no to make me "happy":

    will it ever be possible to "render" the viewport to a png with a transparent background?


    yes.

    something I would love is a boneadder to PSA!

    example, if I add one a bone on a model between boneID 24 and 25, that means all 25 and above bone have wrong "ID" to PSA lika bone to attack, bone reference ect in PSA.

    if we could make same there to "add a bone between 24 and 25", that would the PSA fit to the model again without having to manually correct all the bone index thats on 25 and after.

    I am bad to describe things but I would love something like that


    mmmmk.
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    Hero ©
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    « Reply #13400 on: March 02, 2013, 03:48:24 PM »



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    BlueBrain
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    « Reply #13401 on: March 02, 2013, 03:49:06 PM »


    Im srs here

    epic.
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    Segtendo
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    « Reply #13402 on: March 02, 2013, 03:53:11 PM »


    .68's gonna be HUUUUGE.
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    « Reply #13403 on: March 02, 2013, 03:55:25 PM »


    holy sheet! moveable vertice points!
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    « Reply #13404 on: March 02, 2013, 04:04:17 PM »





    Truly an amazing feet.
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    Mewtwo2000
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    « Reply #13405 on: March 02, 2013, 04:13:00 PM »


    Professional, very professional. You're awesome and you know it, BJ96.
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    SmashClash
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    « Reply #13406 on: March 02, 2013, 06:30:33 PM »




    Indeed this.
    and
    Professional, very professional. You're awesome and you know it, BJ96.
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    Eternal Yoshi
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    « Reply #13407 on: March 02, 2013, 10:35:00 PM »


    Sooo.... when it comes to rigging, would I be able to fix stray verts that I only notice in BB due to animations? Would save time searching for it in 3ds Max and redoing all the Materials.
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    BlackJax96
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    « Reply #13408 on: March 02, 2013, 11:16:30 PM »


    Sooo.... when it comes to rigging, would I be able to fix stray verts that I only notice in BB due to animations? Would save time searching for it in 3ds Max and redoing all the Materials.

    Yes.
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    Iwvi
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    « Reply #13409 on: March 03, 2013, 12:16:11 AM »


    Last time I asked (yesterday?) you couldn't move vertices, but you can now, can't you?. Awesome BJ, you continue to surprise me.
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