|
 |
« Reply #15240 on: September 25, 2013, 08:40:02 PM » |
|
It's a matter of convenience, not skill.
[...]
Not having a feature like that certainly isn't the end of the world. But it is more convenient, and I'm sure BlackJax can determine on his own whether it's worth the time to implement it or not. Oh, I've worded myself incorrectly. I agree that it'd be a useful miscellaneous feature. But in terms of convenience *and* skill, uploading an image to an image hosting service and then downloading a resized version of that image reflects a lack of both.
|
|
|
Logged
|
At some point, you just have to bend down and tie your shoelaces.
|
|
|
|
|
 |
« Reply #15241 on: September 25, 2013, 10:13:20 PM » |
|
Oh, I've worded myself incorrectly. I agree that it'd be a useful miscellaneous feature. But in terms of convenience *and* skill, uploading an image to an image hosting service and then downloading a resized version of that image reflects a lack of both. that's the reason I said it had nothing to do with anything... (except the topic to a very minor point) XD
agreed it's pointless to do that  Picasa's not the best choice when you want to UL HQ w/o hastle >_< the desktop uploader converts everything to crummy JPG and the online uploader isn't very user friendly either... but it works... (BMP, TIF, and everything except PNG or GIF gets converted to JPG) ^ if it wasn't for me, PNG and GIF would also get converted >_<
Picasa == Monkeys
excuse me there... I had to rant... sorry :/
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #15242 on: September 26, 2013, 12:37:11 AM » |
|
Will weighted object importing in this be fixed so that one doesn't have to spend hours recreating a .mdl0 if they import a .dae for the vertex set? Which I can't make work anyways.
|
|
« Last Edit: September 26, 2013, 12:54:47 PM by spongeman131 »
|
Logged
|
|
|
|
|
|
 |
« Reply #15243 on: September 26, 2013, 06:08:51 PM » |
|
Here you go, an image resized and optimized with Brawlbox   Also added a texture re-encode function to the TEX0, REFT texture and TPL texture right click menus. All it does it open the texture bitmap in the texture importer and replaces it with the newly re-encoded texture. A mass-image-resize option won't be available in v0.69. I'm going to work on the Edit All dialog and Resize, Append and Merge for all animations (not just CHR0) for a later update so I'll add it then. Will weighted object importing in this be fixed so that one doesn't have to spend hours recreating a .mdl0 if they import a .dae for the vertex set? Which I can't make work anyways.
I've been working on it ever since v0.65. It only worked once in that unreleased beta of v0.68d but then was broken again by some unknown force. I'll try to get it working for v0.69 but that's what I've said every release, and I've had no luck.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #15244 on: September 26, 2013, 06:20:46 PM » |
|
The day BrawlBox reaches it's v1.00 will be a day long remembered...maybe....
|
|
|
Logged
|
I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.
|
|
|
|
|
 |
« Reply #15245 on: September 26, 2013, 07:08:47 PM » |
|
It'd be nice to have BRFNT support in the next version.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #15246 on: September 26, 2013, 07:11:35 PM » |
|
It'd be nice to have BRFNT support in the next version. Why the Hell would BJ take his time to support a font? When he has much more important things to implement into v0.69. 
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #15247 on: September 26, 2013, 07:41:19 PM » |
|
Why the Hell would BJ take his time to support a font? When he has much more important things to implement into v0.69. Y so srs BJ can work on it when he gets to it :3
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #15248 on: September 26, 2013, 07:53:11 PM » |
|
Why the Hell would BJ take his time to support a font? When he has much more important things to implement into v0.69.  Just saying it would be nice to have it. Not requesting or anything. Anyways, thank you BJ.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #15249 on: September 26, 2013, 07:55:54 PM » |
|
Here you go, an image resized and optimized with Brawlbox Thank you, BlackJax. (:
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #15250 on: September 26, 2013, 09:19:31 PM » |
|
It'd be nice to have BRFNT support in the next version.
I'm not sure how I'd render that. I think I have some specs so I could support some manual editing, but a preview probably won't happen unless it's easier to render than I thought. Anyways, thank you BJ.
Thank you, BlackJax. (:
no problem 
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #15251 on: September 26, 2013, 11:42:26 PM » |
|
Here you go, an image resized and optimized with Brawlbox Also added a texture re-encode function to the TEX0, REFT texture and TPL texture right click menus. All it does it open the texture bitmap in the texture importer and replaces it with the newly re-encoded texture. A mass-image-resize option won't be available in v0.69. I'm going to work on the Edit All dialog and Resize, Append and Merge for all animations (not just CHR0) for a later update so I'll add it then. I've been working on it ever since v0.65. It only worked once in that unreleased beta of v0.68d but then was broken again by some unknown force. I'll try to get it working for v0.69 but that's what I've said every release, and I've had no luck. it will be awesome if you add so when saving a screenshot you can choose to auto resize the image to 128x160 or 48x56 for CSP/Bps size like as if you resize the window to 128x160 or 48x56 and then take a screenshot but this time you dont have to resize the window that way its kinda faster&Easyer to make CSPs/BPs and get the best result in Resizing a image
|
|
« Last Edit: September 26, 2013, 11:44:59 PM by Mariodk »
|
Logged
|
I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
|
|
|
|
|
 |
« Reply #15252 on: September 27, 2013, 03:02:58 AM » |
|
ur fast Black Jax unless u had worked on the texture resizer before we were all hyped about it  anyways thanks
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #15254 on: September 27, 2013, 06:44:05 PM » |
|
it will be awesome if you add so when saving a screenshot you can choose to auto resize the image to 128x160 or 48x56 for CSP/Bps size like as if you resize the window to 128x160 or 48x56 and then take a screenshot but this time you dont have to resize the window that way its kinda faster&Easyer to make CSPs/BPs and get the best result in Resizing a image
So, a crop function. I'll think about it ur fast Black Jax unless u had worked on the texture resizer before we were all hyped about it  anyways thanks hueh hueh hueh you're welcome I was more-so guessing it was an extremely easy feature to add  just a simple scale is all 
tell me BJ, is it a smart scale, or a basic pixel resize?? (or did you add both) 
I dunno, I just create a new bitmap with the new dimensions and draw the texture to it with the highest quality and interpolation settings, then replace the source with the new bitmap. Took like 3 seconds to code and it works great. Will weighted object importing in this be fixed so that one doesn't have to spend hours recreating a .mdl0 if they import a .dae for the vertex set? Which I can't make work anyways.
Turns out all I had to do was add one line of code and now it works great, so it'll be working in v0.69. ALL THIS TIME I HAD NO IDEA WHAT WAS WRONG I'll never edit the object importer's code ever again.
|
|
|
Logged
|
|
|
|
|
|