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Author Topic: Brawlbox Resources & History  (Read 4496053 times)
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xxmasal22xx
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    « Reply #1725 on: June 30, 2011, 03:55:18 PM »


    I dunno 'bout you guys but I've ported almost half of ZSS's moveset over to Nel using the animation porter and the other stuff.
    There's nothing wrong with the port animation button and nothing wrong with anything's bone structure. Son, I am disappoint in U!

    What i mean is that whenever i open a pokepark model in your brlbx, it only reads the first bone
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    BlackJax96
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    « Reply #1726 on: June 30, 2011, 04:17:35 PM »


    What i mean is that whenever i open a pokepark model in your brlbx, it only reads the first bone

    Don't add bones with FW's bone adder, zomg. It literally copies the entire MDL0 and pastes it at the end and then modifies that one's bone structure. It's extremely unstable.

    Pokepark models open fine for me when I open the raw models btw.
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    Eternal Yoshi
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    « Reply #1727 on: June 30, 2011, 05:14:26 PM »


    What about ones hexed for Brawl, like the floats in my stage?
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    BlackJax96
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    « Reply #1728 on: June 30, 2011, 05:26:41 PM »


    What about ones hexed for Brawl, like the floats in my stage?

    They should work.
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    Sky Grounder
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    « Reply #1729 on: June 30, 2011, 07:09:49 PM »


    I think the MDL0 viewer is broken:

    Left: BrawlBox Modset 4.2
    Right: BrawlBox 0.64 Modset Demo (Date: 29.06.2011 20:01)
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    « Reply #1730 on: June 30, 2011, 07:15:03 PM »


    Can you send me that model?
    nvm it happens for practically every model in common5.pac Im srs here
    « Last Edit: June 30, 2011, 07:23:27 PM by BlackJax96 » Logged

    Naruto200Man
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    « Reply #1731 on: June 30, 2011, 07:49:38 PM »


    Why am I getting a JIT Debugging Error in new bb when I try to port an animation =_=;

    Am I supposed to open the mdl0 of the character I'm porting to or the one I'm porting from...
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    BlackJax96
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    « Reply #1732 on: June 30, 2011, 07:57:41 PM »


    Why am I getting a JIT Debugging Error in new bb when I try to port an animation =_=;

    Am I supposed to open the mdl0 of the character I'm porting to or the one I'm porting from...

    From, and you shouldn't get an error even if you open the wrong model...
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    DoctorFlux(Mariodk)
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    « Reply #1733 on: July 01, 2011, 07:19:54 AM »


    i got a idea for this Brawlbox maybe it sounds impossible but i think it is not:
    fuse PSA with Brawlbox so we can preview hitboxes, click on a bone if we wanted to add dmg/GFX on that bone so we dont have to use a hex converter or something like that for find the bone we wanted to add a hitbox or GFX on
    and also do so Brawlbox can show us something like Articles
    if like we put a hammer over Side-B cape for mario we can see hammer is on RhaveN bone
    then it will be alot easyer to make animations if we wanted a Animation for a hammer attack so we can see the hammer while we make Animation for the hammer attack mario
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    SonicBrawler
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    « Reply #1734 on: July 01, 2011, 07:31:32 AM »


    that sounds epic. but is it possible?
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    « Reply #1735 on: July 01, 2011, 07:36:50 AM »


    If Tabuu's development continued it would be. :/
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    DoctorFlux(Mariodk)
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    « Reply #1736 on: July 01, 2011, 08:07:45 AM »


    too bad it will not be continued
    long time age it has be updated
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    complexity == fun

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    « Reply #1737 on: July 01, 2011, 11:20:37 AM »


    I'll tell you right now,
    it's a future idea we had a while back Smiley
    although, it won't be PSA, but more of an actual logic editor...

    one of my future project plans is a script editor for editing rel files

    I'm cancelling my logic brick editor simply because I'm not that good of a GUI programmer DX

    I could program a text editor/compiler (would compile upon Ctrl+S (save)) with syntax highlighting...
    that shouldn't be too hard Smiley
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    « Reply #1738 on: July 01, 2011, 01:49:43 PM »


    meaning....
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    « Reply #1739 on: July 01, 2011, 02:42:56 PM »


    if porting Animations
    the porter do so ThrowN´s keyframes is not they where it should be

    and thats makes it hard to port throws/Catchs Animations
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