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Author Topic: Brawlbox Resources & History  (Read 4513360 times)
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pikazz
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    « Reply #13410 on: March 03, 2013, 07:34:20 AM »


    I really love your progress BJ96 Cheesy

    but can you add something to the animation? a function we can edit the "smooth"/"tangent" in a animation?
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    Stupid Tinypic :C

    DarkPikachu
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    complexity == fun

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    « Reply #13411 on: March 03, 2013, 08:51:07 AM »


    I find it funny how I'm getting no hype what-so-ever for dev5 <:/

    ...
    who am I kidding...
    BJ...
    you're doing a great job. Smiley
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    Nobody Important

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    « Reply #13412 on: March 03, 2013, 09:15:52 AM »


    Holy.......
    Yep, You've made my day.
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    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

    Don Jon Bravo
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    « Reply #13413 on: March 03, 2013, 10:36:12 AM »


    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.
    ya searching for vertices only seen in brawl animations that need rig edits suck..,
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    GentlemanPotato
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    Hey, wanna be in my gang?

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    « Reply #13414 on: March 03, 2013, 12:45:19 PM »


    You continue to amaze us all BJ.
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    TravixMan Productions
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    « Reply #13415 on: March 03, 2013, 04:28:15 PM »


    This is gonna be big.  Awesome work as always, BJ!

    So since the BRSAR builder is done, does this mean we can finally implement sfx files into other games?  If so, then perhaps it would add more to MKW custom characters.  Smiley
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    DarkPikachu
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    « Reply #13416 on: March 03, 2013, 06:37:35 PM »


    I really love your progress BJ96 Cheesy

    but can you add something to the animation? a function we can edit the "smooth"/"tangent" in a animation?

    bezier, linear, and constant keyframing would also help

    EDIT:
    I should prbly explain that this deals with the keyframe interpolation...
    (these would refer to the keyframe flags)
    ^though IDK if the flags support that
    « Last Edit: March 03, 2013, 06:48:52 PM by DarkPika » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    E-scope12
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    « Reply #13417 on: March 04, 2013, 12:04:31 PM »


    I thought blackjax wasn't going to do moving vertices in brawlbox. I'm so excited for this.
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    DJ Lowgey
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    « Reply #13418 on: March 04, 2013, 12:56:48 PM »


    that rigging thing and vertice things is a nice feature but why we should rig characters in brawlbox?
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    Wulfbang Meow
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    « Reply #13419 on: March 04, 2013, 01:00:40 PM »


    BlackJax.. you make me feel more like an old[censored] the further you go with this. Im srs here

    you kids and your lingo.. yer fancy model imports and wutnot.. i remember when all we got wuz this little exe thingy and you had to make your transparencies magenta!

    you kids got it easy i tells ya.
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    Kyouma
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    « Reply #13420 on: March 04, 2013, 03:20:46 PM »


    one day, brawlbox will be the only thing we need for brawl hacking
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    mnsg
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    « Reply #13421 on: March 04, 2013, 03:28:25 PM »


    And I thought the day would never come.



    Well this sounds like promising news.  Hopefully, if all goes well, vertex hacking might not even need 3ds Max involvement.
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    DarkPikachu
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    « Reply #13422 on: March 05, 2013, 06:28:21 AM »


    that rigging thing and vertice things is a nice feature but why we should rig characters in brawlbox?

    well why shouldn't we D:

    rigging models in brbx only makes it that much more easier then rigging them in something else...
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlueBrain
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    « Reply #13423 on: March 05, 2013, 07:05:38 AM »


    rigging in brawlbox would work best for stray vertices fixing, the less usefull i find the vertice moving option, vertex editting is getting really old, nad you can do it in 3ds max with much more precision.
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    TravixMan Productions
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    « Reply #13424 on: March 05, 2013, 08:02:50 AM »



    well why shouldn't we D:

    rigging models in brbx only makes it that much more easier then rigging them in something else...
    I'm all up for it.  However, it should have the ability to detect inverted normals, for I cannpt find what they are in 3ds max.
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