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Author Topic: Brawlbox Resources & History  (Read 4509720 times)
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DarkPikachu
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complexity == fun

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    « Reply #13455 on: March 07, 2013, 10:43:45 PM »


    Sounds like the same problem as normals...
    the same issue happens with DP's scythe :/
    (normals get inverted)

    though I havn't tried it with the google code version yet :/
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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.

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    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.

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    Iwvi
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    « Reply #13456 on: March 07, 2013, 11:17:43 PM »


    With pit's bow, what rotates is the mesh (normals are fine), but bones stay the same place so animations look weird. I did not know you could fix that by re importing it. I wonder why it happens only with pit's bow
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    pikazz
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    « Reply #13457 on: March 08, 2013, 07:22:21 AM »


    there is something I would love and thats perfect DAE Exporting!

    what I mean is the bone tree in DAE exportion is pretty much glitchly. not a big deal but the small things make wonders :3
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    JoeTE
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    All life form data, successfully copied!

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    « Reply #13458 on: March 08, 2013, 09:41:07 AM »


    Since pikazz brought up "perfect DAE Exporting," I want to bring up another suggestion for the .DAE exporter.

    Would it be possible to update Brawlbox's .DAE exporter so that it exports the models with proper normals AND proper skin modifiers?

    The specific details of those problems can be found in this spoiler:
    When a Brawlbox .dae is imported into 3DS Max (and possibly any other 3D-modelling program,) all single-bind objects are imported without a skin modifier (though they still move with the .dae's skeleton.)
    Additionally, those objects have varying position and rotation values (whereas the non-single-bind objects are all placed at 0,0,0 with standard rotation values.)

    Then there are the normals... All objects that have a skin modifier are imported with "generic" normals. This is a problem because Brawl's models use specific normals. Not having them makes some models look wrong in-game (notable examples are the border between Sonic's face and quills, and Meta Knight's cape while using a Metal Box.)
    Oddly enough, all "single-bind objects with no skin modifier" in Brawlbox's .dae files are imported with proper normals. Likewise, proper normals are present in all of Brawlbox's .obj exports.

    Also, these problems happen in .DAE exports from ANY .mdl0, not just ones from Brawl's .mdl0's.

    If this is too much of a problem to do, or if it isn't possible, then feel free to skip over this suggestion.
    « Last Edit: March 08, 2013, 09:42:40 AM by JoeTE » Logged

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    BlackJax96
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    « Reply #13459 on: March 08, 2013, 06:17:03 PM »




    After I get multiple vertex selection working, I'll work on the blend button.

    Since pikazz brought up "perfect DAE Exporting," I want to bring up another suggestion for the .DAE exporter.

    Would it be possible to update Brawlbox's .DAE exporter so that it exports the models with proper normals AND proper skin modifiers?

    The specific details of those problems can be found in this spoiler:
    When a Brawlbox .dae is imported into 3DS Max (and possibly any other 3D-modelling program,) all single-bind objects are imported without a skin modifier (though they still move with the .dae's skeleton.)
    Additionally, those objects have varying position and rotation values (whereas the non-single-bind objects are all placed at 0,0,0 with standard rotation values.)

    Then there are the normals... All objects that have a skin modifier are imported with "generic" normals. This is a problem because Brawl's models use specific normals. Not having them makes some models look wrong in-game (notable examples are the border between Sonic's face and quills, and Meta Knight's cape while using a Metal Box.)
    Oddly enough, all "single-bind objects with no skin modifier" in Brawlbox's .dae files are imported with proper normals. Likewise, proper normals are present in all of Brawlbox's .obj exports.

    Also, these problems happen in .DAE exports from ANY .mdl0, not just ones from Brawl's .mdl0's.

    If this is too much of a problem to do, or if it isn't possible, then feel free to skip over this suggestion.


    First thing has already been fixed and idk how I'm supposed to fix the second thing for rigged models if it only works without a skin modifier.

    I'll work on the exporter some more though I guess.
    The importer too.
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    Don Jon Bravo
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    « Reply #13460 on: March 08, 2013, 06:21:12 PM »


    dont forget fix the rename bone thingy where you can rename a bone like the other bone like aayfire is doing for machamp for the arms
    excuse my grammer
    lazyness
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    BlackJax96
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    « Reply #13461 on: March 08, 2013, 06:33:58 PM »


    excuse my grammer

    No. This is unacceptable.
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    SmashClash
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    « Reply #13462 on: March 08, 2013, 06:37:17 PM »


    No. This is unacceptable.

    LEMON GRAB UNACCEPTABLE
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    DarkPikachu
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    complexity == fun

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    « Reply #13463 on: March 08, 2013, 06:54:02 PM »


    BJ...
    why not use weight paint??
    (instead of box selection)


    all you have to do is drag your clicked mouse over the vert and it'll automatically set the weight value for that vert :/


    I'm implamenting the weight color-scheme from blender into UMC:
    blue=0.0
    green=0.5
    red=1.0
    « Last Edit: March 08, 2013, 06:58:33 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.

    BlackJax96
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    « Reply #13464 on: March 08, 2013, 06:59:43 PM »


    BJ...
    why not use weight paint??
    (instead of box selection)


    all you have to do is drag your clicked mouse over the vert and it'll automatically set the weight value for that vert :/


    I'm implamenting the weight color-scheme from blender into UMC:
    blue=0.0
    green=0.5
    red=1.0

    I, as a person who rigs models, would prefer box selection.
    Although I could probably implement both.
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    DarkPikachu
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    « Reply #13465 on: March 08, 2013, 07:03:13 PM »


    I, as a person who rigs models, would prefer box selection.
    Although I could probably implement both.
    please do... weight-paint is so much easier Smiley

    though blender differs from my idea for you as it has a radius around the mouse and fades it's color to your weight as you move the mouse >_>
    « Last Edit: March 08, 2013, 07:04:06 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.

    pikazz
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    « Reply #13466 on: March 09, 2013, 11:13:33 AM »


    BJ96 you never ends to amaze me!

    may I request something?
    be able to add stuff in a PSA like articles, glidedata, action override folder and all the other stuff! even if the folder doesn't exist?

    I would love something like that :3
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    BlackJax96
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    « Reply #13467 on: March 09, 2013, 12:19:41 PM »


    Got the function that projects world coords to screen coords to work.



    BJ96 you never ends to amaze me!

    may I request something?
    be able to add stuff in a PSA like articles, glidedata, action override folder and all the other stuff! even if the folder doesn't exist?

    I would love something like that :3


    Sure, in Ikarus.
    I can't guarantee the game will read it though.
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    pikazz
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    « Reply #13468 on: March 09, 2013, 12:56:07 PM »


    Got the function that projects world coords to screen coords to work.



    Sure, in Ikarus.
    I can't guarantee the game will read it though.

    stop amaze me! Im srs here that looks so awesome!
    it feels like you are doing a model making program like 3DS Max, Maya, Blender ect instead for brawl hacking devise Im srs here

    reason why: I know how to give the characters IC to make them walljump, wallclimb and flight and want to test with other stuff too with example articles and action override
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    BlueBrain
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    « Reply #13469 on: March 09, 2013, 03:27:44 PM »


    vertices seem to be a bit off though... specially noticeable at her right foot tip
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