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Author Topic: Brawlbox Resources & History  (Read 3863891 times)
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DSX8
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    « Reply #4590 on: October 08, 2011, 05:18:20 PM »


    I don't even remember... but that's better this way Wink Now I know you're beta testing, as this dude told me it was finished but released to only a select few... I can't believe I was fooled like this...Mario Facepalm
    made u feel like a complete fool most likely lol
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    « Reply #4591 on: October 08, 2011, 05:20:35 PM »


    I don't even remember... but that's better this way Wink Now I know you're beta testing, as this dude told me it was finished but released to only a select few... I can't believe I was fooled like this...Mario Facepalm

    What a liar. Im srs here
    If release info is not posted in this thread by ME, then it's a lie (or true if it's actually true lol). "Wherever Vyse goes, cool follows."
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    DSX8
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    « Reply #4592 on: October 08, 2011, 05:21:31 PM »


    ^ says the good talented young man "Wherever Vyse goes, cool follows."
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    « Reply #4593 on: October 08, 2011, 05:37:12 PM »


    If release info is not posted in this thread by ME, then it's a lie (or true if it's actually true lol). "Wherever Vyse goes, cool follows."
    this has to be quote once! "Wherever Vyse goes, cool follows."
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    « Reply #4594 on: October 08, 2011, 05:56:33 PM »


    this has to be quote once! "Wherever Vyse goes, cool follows."
    Make that twice!
    What a liar. Im srs here
    If release info is not posted in this thread by ME, then it's a lie (or true if it's actually true lol). "Wherever Vyse goes, cool follows."
    "Wherever Vyse goes, cool follows."
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    « Reply #4595 on: October 08, 2011, 06:36:18 PM »


    may I ask you RTB whats need to be changed?

    kinda despretade for my sandbag D:
    I cannot guarantee that this will work for everything, but from what I've seen, it seems to have something to do with the PrimitivesLength1/PrimitivesLength2 and the DataOffset values compared to where in the MDL0 file it is... or something? I'm not exactly sure what. Either way, if the PrimitivesLength1/PrimitivesLength2 are too short, it seems to cause graphical glitches, from my tests with the Paper Fan trophy. While I fixed my two ports by adding 0x20 to the PrimitivesLength1/PrimitivesLength2 values, removing 0x20 from the DataOffset, and trimming those 0x20 bytes from above the actual polygon data and attaching it to the very bottom of the polygon data, it hasn't seemed to work for BlackJax96's Flandre model, or your Sandbag with Mario's hat, so there's something that's still missing, it seems...
    « Last Edit: October 08, 2011, 06:37:11 PM by RandomTBush » Logged


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    « Reply #4596 on: October 08, 2011, 07:14:00 PM »


    I cannot guarantee that this will work for everything, but from what I've seen, it seems to have something to do with the PrimitivesLength1/PrimitivesLength2 and the DataOffset values compared to where in the MDL0 file it is... or something? I'm not exactly sure what. Either way, if the PrimitivesLength1/PrimitivesLength2 are too short, it seems to cause graphical glitches, from my tests with the Paper Fan trophy. While I fixed my two ports by adding 0x20 to the PrimitivesLength1/PrimitivesLength2 values, removing 0x20 from the DataOffset, and trimming those 0x20 bytes from above the actual polygon data and attaching it to the very bottom of the polygon data, it hasn't seemed to work for BlackJax96's Flandre model, or your Sandbag with Mario's hat, so there's something that's still missing, it seems...
    attching only the polygons at the end? or everything with it? O.o

    that means the primitive1/2 is one of the needles! but seems more on some other D:
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    « Reply #4597 on: October 08, 2011, 07:29:17 PM »


    Basically transferring 32 bytes of "00" from earlier in the polygon data to the end of the polygon data (before the next section).

    But I'm gonna see what happens if I take those unknown values in the definition header data from another character (I'll choose Leonardo, from TMNT:SU) and transfer it to Pikachu, and see if that makes any difference. If it doesn't, then we might be able to cross that out as a cause of the problem.

    (EDIT: Whoa, I've caused another polygon explosion for Pikachu. Hrm...)

    (EDIT 2: Oh, it's because I made it not read the colour values, thus glitching up the other polygons. I'll try a few more things in about an hour.)
    « Last Edit: October 08, 2011, 08:27:48 PM by RandomTBush » Logged


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    « Reply #4598 on: October 08, 2011, 07:59:13 PM »


    Basically transferring 32 bytes of "00" from earlier in the polygon data to the end of the polygon data (before the next section).

    But I'm gonna see what happens if I take those unknown values in the definition header data from another character (I'll choose Leonardo, from TMNT:SU) and transfer it to Pikachu, and see if that makes any difference. If it doesn't, then we might be able to cross that out as a cause of the problem.
    that might be something!

    but I wonder what happens if we make all my sandbags polygons together instead for one back and 2 in the middle and update those 2

    OMG POLYGON STYLE! IMPLOSION EXPLOSION!
    can you prt screen where you changed it the unknown? O.o
    « Last Edit: October 08, 2011, 08:02:57 PM by pikazz » Logged

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    « Reply #4599 on: October 08, 2011, 08:21:57 PM »


    « Last Edit: October 08, 2011, 08:23:28 PM by Segtendo » Logged

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    « Reply #4600 on: October 08, 2011, 08:23:01 PM »


    Shoot. I didn't knew, thanks for telling me Wink
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    BlackJax96
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    « Reply #4601 on: October 08, 2011, 08:25:12 PM »




    Shoot. I didn't knew, thanks for telling me Wink


    LOL


    ...wut?
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    DSX8
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    « Reply #4602 on: October 08, 2011, 08:27:33 PM »




    lolwut o.o
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    « Reply #4603 on: October 08, 2011, 08:29:17 PM »



    Lolyespleasemore.
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    « Reply #4604 on: October 08, 2011, 08:29:48 PM »




    alternate costume for get out frog nowz
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