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« Reply #14355 on: May 06, 2013, 06:29:54 PM » |
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WOW, seriously? That's funny. I recoded the wireframe stuff like you said.
Glad I was able to help I guess ^^
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« Reply #14356 on: May 06, 2013, 06:42:50 PM » |
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wat
Oh, did you think I was talking about brawl? nonono. I'm saying that's where it goes in the Rhythm Heaven Fever BRSAR... If you want it to sound correctly in-game. but it still gives me errors, so I'll keep at it though.
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« Reply #14357 on: May 06, 2013, 06:51:20 PM » |
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Oh, did you think I was talking about brawl? nonono.
I'm saying that's where it goes in the Rhythm Heaven Fever BRSAR... If you want it to sound correctly in-game.
but it still gives me errors, so I'll keep at it though.
Oh well I figured you meant some other rsar. But I didn't know which. Turns out I never downloaded the one you sent me because all the timers and wait times made me forget about it. Doing that now
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« Reply #14358 on: May 06, 2013, 06:52:49 PM » |
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Oh well I figured you meant some other rsar. But I didn't know which. Turns out I never downloaded the one you sent me because all the timers and wait times made me forget about it. Doing that now
I'm sorry. orz
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« Reply #14359 on: May 06, 2013, 07:04:27 PM » |
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I'm sorry. orz
Well, I "fixed" the error, but it didn't really fix the real problem. Unfortunately I don't think you're gonna be able to modify this RSAR. ;-; I'm just gonna release v0.68b how it is now and take a break for a while.
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« Reply #14360 on: May 06, 2013, 07:06:47 PM » |
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Darn, well thanks anyway!
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« Reply #14361 on: May 06, 2013, 09:03:37 PM » |
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Bone names don't appear when you hover over them.
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« Reply #14362 on: May 06, 2013, 09:23:26 PM » |
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Bone names don't appear when you hover over them.
Art thy settings as thus?
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« Reply #14363 on: May 06, 2013, 09:57:51 PM » |
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v0.68b has been updated.And with that, I'm gonna take a break from fixing bugs for a while. So if you find any, report them and then ignore them. Bone names don't appear when you hover over them.
I set them to not display by default since they were causing the last set GL color to overlay the whole screen. But as the pic above shows, you can turn them on Just be sure to save your settings so you don't have to turn it on every time you open the model viewer.
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« Reply #14364 on: May 06, 2013, 10:03:26 PM » |
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And many thanks for the quick bug fixes! Makes our lives easier.
Well, until I can get a better computer, guess I'll just keep 67b around for texuring, then do everything else in 68b. Oh joy.
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I'm no longer around. If you really need to get my attention, send a PM
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« Reply #14365 on: May 06, 2013, 10:05:25 PM » |
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Ahhhhhh okay. Thanks!!
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« Reply #14366 on: May 06, 2013, 10:15:55 PM » |
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Also, one last thing. Have any of you encountered the random RED X OF DOOM on the model previewer? It seems to randomly show up sometimes now that I implemented OpenTK. Like, you're workin and suddenly BOOM RED X IN YOUR FACE ERROR BUG GLITCH RED RING OF DEATH? Well, in v0.68b, I managed to catch that and reset the viewer back to how it is when it first starts up, saving the work that you currently have on-screen. You're welcome. btw redownload yet again, because I finished that fix just now XD almost forgot it.
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« Reply #14368 on: May 07, 2013, 06:11:12 AM » |
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That's not a bug; welcome to the future. Hexing vertices is completely unnecessary now that we have a perfect MDL0 rebuilder, a model importer, and a built-in vertex editor. I've even been thinking about removing the asset nodes altogether soon, since you can't edit them directly anyway. The only thing I would need to support would be renaming, exporting and replacing them.
I guess my main concern is if you wanted to merge certain vertex hacks together. Hex editing would be quicker in that situation.
But I guess that can be left up to v0.67b if hex editing vertices is obsolete now.
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« Reply #14369 on: May 07, 2013, 12:42:04 PM » |
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Hey BJ, just had an idea for a suggestion. Would it be possible to create a location/orientation/size marker for external GFX which works like the offensive collision hitboxes? It really just occurred to me that at the moment we're still guessing where GFX locations relative to bones are located. It really would take the guesswork out of finding the origin of the EGFX we're putting together, and it really doesn't matter if we can see the effect or not because if we're using it we should know what it is.
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