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« Reply #13440 on: March 07, 2013, 02:23:19 PM » |
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Because it's better than being a dumbass.
Gotta give it to ya there.
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« Reply #13441 on: March 07, 2013, 06:29:59 PM » |
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That aside, can we vertex the MDL0s that aren't Brawl? (Such as Mario Kart, Tales of Symphonia, etc)
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« Reply #13442 on: March 07, 2013, 06:42:59 PM » |
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I dunno if I'll have vertex moving ready for v0.68. Rigging works great though; saves fine. That aside, can we vertex the MDL0s that aren't Brawl? (Such as Mario Kart, Tales of Symphonia, etc)
Why wouldn't you be able to?
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« Reply #13443 on: March 07, 2013, 06:51:24 PM » |
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I dunno about that. Last time I tried on both Naruto CoNR and Sonic Colors Brawlbox froze when I tried to save it. Same with Link in Skyward Sword. (Although Link and his fancy controls might call for a specialized BRRES, making this the exception)
It's been a while though. I might need to try again.
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« Reply #13444 on: March 07, 2013, 06:54:32 PM » |
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I dunno about that. Last time I tried on both Naruto CoNR and Sonic Colors Brawlbox froze when I tried to save it. Same with Link in Skyward Sword. (Although Link and his fancy controls might call for a specialized BRRES, making this the exception)
It's been a while though. I might need to try again.
What are you talking about. Vertex moving doesn't even save and the version on the Google Code svn is already outdated.
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« Reply #13445 on: March 07, 2013, 07:08:36 PM » |
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My mistake actually. Vertexing should work. Importing new models was failing.
My bad.
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« Reply #13446 on: March 07, 2013, 07:17:19 PM » |
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My mistake actually. Vertexing should work. Importing new models was failing.
My bad.
Well don't bother telling me about bugs in the non-final copy, cuz chances are I already know/knew about them and have most likely already fixed them. Like that importing problem. And no, vertexing doesn't currently work. 
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« Reply #13447 on: March 07, 2013, 07:20:05 PM » |
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Well don't bother telling me about bugs in the non-final copy, cuz chances are I already know/knew about them and have most likely already fixed them. Like that importing problem. And no, vertexing doesn't currently work.  No worries. This importing problem was maybe two versions ago? It's been a while since I tried. I haven't really tried vertex moving on anything either. It should just eventually work, in theory. Speaking of importing though, would .68 be able to handle saving to BRRES that come from random MDL0-using games?
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« Reply #13448 on: March 07, 2013, 07:21:18 PM » |
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No worries. This importing problem was maybe two versions ago? It's been a while since I tried. I haven't really tried vertex moving on anything either. It should just eventually work, in theory.
Speaking of importing though, would .68 be able to handle saving to BRRES that come from random MDL0-using games?
always has been able to since BB67... xD
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« Reply #13449 on: March 07, 2013, 07:49:07 PM » |
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No worries. This importing problem was maybe two versions ago? It's been a while since I tried. I haven't really tried vertex moving on anything either. It should just eventually work, in theory.
Speaking of importing though, would .68 be able to handle saving to BRRES that come from random MDL0-using games?
always has been able to since BB67... xD
yiiiep
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« Reply #13450 on: March 07, 2013, 07:56:13 PM » |
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yiiiep
Cool. Might as well ask about Pit's Bow too.
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« Reply #13451 on: March 07, 2013, 08:09:49 PM » |
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Cool. Might as well ask about Pit's Bow too.
I have no idea.
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« Reply #13452 on: March 07, 2013, 08:18:41 PM » |
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I have no idea.
Huh. I probably should've checked beforehand. Wouldn't have needed to ask. Seems that, yes, it's still broken. Importing Pit's bow after exporting brings it in backwards. If you export THAT and import it though, it comes out fine. So I guess you don't have to fix it?
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« Reply #13453 on: March 07, 2013, 08:42:31 PM » |
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Huh. I probably should've checked beforehand. Wouldn't have needed to ask.
Seems that, yes, it's still broken. Importing Pit's bow after exporting brings it in backwards.
If you export THAT and import it though, it comes out fine. So I guess you don't have to fix it?
Sounds like the same problem as normals...
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« Reply #13454 on: March 07, 2013, 08:52:26 PM » |
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Good thing it doesn't rotate it a radian, or you'd have to export and import it 2*Pi times, whatever that is 
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