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Author Topic: Brawlbox Resources & History  (Read 4518429 times)
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Ricky (Br3)
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    « Reply #2910 on: August 21, 2011, 08:18:00 AM »


    You got an rebuilt mdl0 to work?

    By the way, why do you still use the old, textured Melee FD lol
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    « Reply #2911 on: August 21, 2011, 08:24:46 AM »


    Her hair is black Awesome Face

    JK, congrats on getting her model to work right in game.
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    « Reply #2912 on: August 21, 2011, 08:32:37 AM »


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    Naruto200Man
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    « Reply #2913 on: August 21, 2011, 09:53:41 AM »


    Find the true meaning behind this image and you win. The prize is beyond epic, believe me. XD


    Pikachu is about to rape a chick from a completely different anime, now gimme my damn cookie Cheesy

    lol kidding =_=; she'd probably kill pika just for looking at her.

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    « Reply #2914 on: August 21, 2011, 10:16:46 AM »


    Oh, so the rebuilder's done?
    I assume that that's a recolor of Nel, and not another bug.

    Right?
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    BlackJax96
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    « Reply #2915 on: August 21, 2011, 11:04:43 AM »


    Yeah the relocation offsets weren't being built in the right order, but even that isn't the problem. The model rebuilder only works when you don't change any bones around.

    That model worked because I didn't change any bones, I just rebuilt the model. I tried changing the bone tree around a little bit last night after I left, and it didn't work in game. I've fixed EVERY SINGLE LITTLE GLITCH there is to fix, and it still doesn't work.

    I think the problem has to do with the either DrawOpa/Xlu the Node Table...
    Edit: I'm also going to check for problems with Tabuu.

    You got an rebuilt mdl0 to work?

    By the way, why do you still use the old, textured Melee FD lol

    Haven't gotten around to changing it "Wherever Vyse goes, cool follows."
    « Last Edit: August 21, 2011, 11:09:16 AM by BlackJax96 » Logged

    Naruto200Man
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    « Reply #2916 on: August 21, 2011, 11:09:09 AM »


    So that means bones like haveN Trans N, Hip N, etc will have to be added in 3DS max? Or just use a skeleton from a brawl character?

    Also, can't wait to see what you do with the real-time psa editer, especially the visible hitboxes part that will help me with using offsets and [censored] >=D

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    BlackJax96
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    « Reply #2917 on: August 21, 2011, 11:10:31 AM »


    So that means bones like haveN Trans N, Hip N, etc will have to be added in 3DS max? Or just use a skeleton from a brawl character?

    No, if we can't even edit the bone tree, there's no way imported models will work (since the entire bone tree will be built from scratch). I have to fix this problem.
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    Naruto200Man
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    « Reply #2918 on: August 21, 2011, 11:13:51 AM »


    Back to the drawing bored then >_<
    Either that or you could take a break and get started on something easier ^+^
    Like that other cool thing u were thinking about doing Tongue
    Just an idea XD

    So wait, what if we use a DAE of a brawl character and vertex that into whatever we want/can vertex it into and not touch the bones at all. Would the DAE importer work then?

    I mean as long as it's just a vertex of the character, we aren't touching the bone tree and [censored] at all right?
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    SmashClash
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    « Reply #2919 on: August 21, 2011, 11:53:14 AM »


    I hope it's released before September. =D
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    DarkPikachu
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    complexity == fun

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    « Reply #2920 on: August 21, 2011, 12:08:30 PM »


    hey 404...
    would you happen to know how to do:

    #degrees
    rotateX = 64
    rotateY = 32
    rotateZ = 0

    X,Y = (top_view)

    I'm trying to implement rotation using the number pad AND mouse movement with MMB
    « Last Edit: August 21, 2011, 12:10:30 PM by Tcll » Logged


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    « Reply #2921 on: August 21, 2011, 02:06:08 PM »


    hey 404...
    would you happen to know how to do:

    #degrees
    rotateX = 64
    rotateY = 32
    rotateZ = 0

    X,Y = (top_view)

    I'm trying to implement rotation using the number pad AND mouse movement with MMB
    No clue. I only have front view working, in fact. I basically ignore the Z translation for now.
    XD

    Sorry.
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    Justin712
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    « Reply #2922 on: August 21, 2011, 02:12:25 PM »


    Yeah, that's a good question. If you import a custom character with a brawl skeleton does it show up in game?  If that's the case, that's not a debilitating problem. I could rig some characters if you need me to.
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    « Reply #2923 on: August 21, 2011, 02:20:10 PM »


    Yeah, that's a good question. If you import a custom character with a brawl skeleton does it show up in game?  If that's the case, that's not a debilitating problem. I could rig some characters if you need me to.

    What I meant was if it's a vertex of one character and I use the bones of another character from brawl without touching the bone tree in BB any it could still work?
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    BlackJax96
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    « Reply #2924 on: August 21, 2011, 02:27:15 PM »


    Back to the drawing bored then >_<
    Either that or you could take a break and get started on something easier ^+^
    Like that other cool thing u were thinking about doing Tongue
    Just an idea XD

    So wait, what if we use a DAE of a brawl character and vertex that into whatever we want/can vertex it into and not touch the bones at all. Would the DAE importer work then?

    I mean as long as it's just a vertex of the character, we aren't touching the bone tree and [censored] at all right?
    Yeah, that's a good question. If you import a custom character with a brawl skeleton does it show up in game?  If that's the case, that's not a debilitating problem. I could rig some characters if you need me to.

    I dunno, I guess we'll know once I finish writing the objects/shaders :O
    It will show up in game once the model importer is complete though, I'll make sure of it Wink

    Btw I have a model that you could rig sometime in the future, after I apply all the textures, seperate all the objects by texture and fix the normals. That is, only if you want (I'll get to rigging it... eventually :/ )
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