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Author Topic: Brawlbox Resources & History  (Read 4510019 times)
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DSX8
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    « Reply #6855 on: November 17, 2011, 08:59:13 PM »


    Yeah, characters are 257 and stages/items are 256.
    I'll add some kind of import settings screen sometime... Im srs here
    i say do that after metal shaders and SHP0's r fully fixed Tongue

    shame u dont kno much bout SRT0's... they'll be really useful x3  (i wonder if its possible to have them be previewed in its own way like with CHR0 files....)
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    « Reply #6856 on: November 17, 2011, 09:01:10 PM »


    i say do that after metal shaders and SHP0's r fully fixed Tongue

    shame u dont kno much bout SRT0's... they'll be really useful x3  (i wonder if its possible to have them be previewed in its own way like with CHR0 files....)

    I just coded some more stuff to parse SHP0s and they might be a little bit more complicated than I thought. There are lists of Vector3s... I think Brawl might literally "morph" between faces with SHP0... O_o

    Also, it's a good thing I have a copy of the v0.63d modset source.

    Ok, apparently there are null influence entries written in NodeMix. v0.65 has more error handlers than v0.63d does. I'll see if I can stop the null entries, although they're removed if you save the MDL0 again in v0.65 after changing one thing and then changing it back to force a rebuild.
    « Last Edit: November 17, 2011, 09:16:32 PM by BlackJax96 » Logged

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    « Reply #6857 on: November 17, 2011, 09:09:53 PM »


    Apart from more programming demands, are you sure it would be too much of a hassle to set up a donation paypal for yourself? Because you really should get one.
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    BlackJax96
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    « Reply #6858 on: November 17, 2011, 09:13:15 PM »


    Apart from more programming demands, are you sure it would be too much of a hassle to set up a donation paypal for yourself? Because you really should get one.

    It's not a hassle, it's just that I can't. I apparently need a checking account, and my parents were "thinking" about it for a really long time but they couldn't make up their minds. Then it became a huge deal out of nowhere and I really never figured out why they can't get me a checking account. I can't use their account because they think they're going to get hacked. Im srs here
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    « Reply #6859 on: November 17, 2011, 09:14:39 PM »


    Parents, eh?

    One question, what are you all talking about with this SHP0 business? I've never heard that one before.
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    « Reply #6860 on: November 17, 2011, 09:16:53 PM »


    It's not a hassle, it's just that I can't. I apparently need a checking account, and my parents were "thinking" about it for a really long time but they couldn't make up their minds. Then it became a huge deal out of nowhere and I really never figured out why they can't get me a checking account. I can't use their account because they think they're going to get hacked. Im srs here

    That's a shame. I suppose you could always ask donaters to buy you stuff over the internet... but if I ever get donation money from my Brawl hacks, you better be ready to get some cash!

    And .shp0 files are basically vertex morphs, used to create face expressions rather than switch between different face polygons.
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    « Reply #6861 on: November 17, 2011, 09:36:16 PM »


    lol apparently I fixed the null influence thing sometime while updating Brawlbox without even knowing it.
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    DSX8
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    « Reply #6862 on: November 17, 2011, 09:44:00 PM »


    lol the null influence for that object adder? or... for the SHP0?
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    « Reply #6863 on: November 17, 2011, 09:45:27 PM »


    lol the null influence for that object adder? or... for the SHP0?

    No, with imported models. It's why you couldn't view them correctly in v0.63d.
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    DSX8
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    « Reply #6864 on: November 17, 2011, 09:45:58 PM »


    No, with imported models. It's why you couldn't view them correctly in v0.63d.
    oh i see... good job then!
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    « Reply #6865 on: November 17, 2011, 10:17:12 PM »


    And .shp0 files are basically vertex morphs, used to create face expressions rather than switch between different face polygons.
    Yeah i kinda worked it after reading around in your Pony thread, but okay. :O
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    « Reply #6866 on: November 17, 2011, 10:55:51 PM »


    So, am I able  to use custom bones on imports?
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    Mewtwo2000
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    « Reply #6867 on: November 18, 2011, 02:24:15 AM »


    I know a little about SRT0 files, I've edited them sometimes to change their speed. But I don't guess an editor is necessary for the moment, all we need to make things easier is just a bunch of menus under 'add', including MDL0, CHR0, CLR0, PAT0...

    With a blank node creator for more things than just models and CHR0s things would be easier enough.

    Another thing to look into in the future: CLR0s... They really need some attention, the last time I checked the nodes couldn't be exported, and they're simple enough to be fixed. Also, there exist some kind of double-layer CLR0s that aren't supported right now, it would be something for the future too (battlefield's sky is an example).

    But now the most important thing is metals!! xD
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    « Reply #6868 on: November 18, 2011, 05:23:10 AM »


    I know also a bit about SRT0, similar to PAT0 which I know much about.
    could change which texture would be affected, where it goes, scale, rotate ect :3
    but I only now little, not every hex :/

    but do the metal first, that's the most important!

    (can't wait for custom eye motion either :])
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    « Reply #6869 on: November 18, 2011, 05:48:00 AM »


    And .shp0 files are basically vertex morphs, used to create face expressions rather than switch between different face polygons.

    or the boob bouncing in DoA ? XD (dead or alive)
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