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Author Topic: Brawlbox Resources & History  (Read 4510684 times)
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deadname mcredactedface
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Kind of want to start making mods for this again

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    « Reply #6870 on: November 18, 2011, 05:54:58 AM »


    How does one even do eye motion?
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    Eternal Yoshi
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    « Reply #6871 on: November 18, 2011, 06:05:06 AM »


    So Metal textures are more important than the bug that causes textures from imports to spaz out?
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    Naruto200Man
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    « Reply #6872 on: November 18, 2011, 06:17:43 AM »


    So Metal textures are more important than the bug that causes textures from imports to spaz out?

    It could be that the fact they don't have metal textures built in like brawl models that makes the textures bug out....
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    « Reply #6873 on: November 18, 2011, 06:46:11 AM »


    >_< On STAGE models?
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    TokoyamiTheDark
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    « Reply #6874 on: November 18, 2011, 07:15:24 AM »


    I'm having a tough time with the brand new Animation Porter, as I dunno what to do to swap animations. Say that I open FitSheik00.pcs in BB, then I go to the model editor. I want Zelda's animaions (I know the thing to avoid deformations) on Sheik, I open FitZeldaMotionETC, I right-click on one animation, then port it to Sheik's MDL0. But first, am I doing it right? It's because it's the MotionETC file that gets edited, not the MDL0. After doing this for all animations, what should I do? Take the MDL0 and import it on Sheik OR take the FitZeldaMotionETC and rename it to FitSheikMotionETC? Or must I do something else? I already asked in help threads, but no one answered my questions correctly, they were always going off topic, therefore not staying in the subject Im srs here I really need help...
    « Last Edit: November 18, 2011, 07:19:01 AM by TokoyamiTheDark » Logged

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    « Reply #6875 on: November 18, 2011, 11:10:58 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 :/

    Hey, better than nothing, right?
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    « Reply #6876 on: November 18, 2011, 05:38:24 PM »


    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


    shazam:
    http://wiki.tockdom.de/index.php?title=SRT0_%28File_Format%29

    Also the node adding thing is done, but the brres group node names aren't even read from the file (there's no string offset or anything, the names are generated and then written to the string table when you save, not sure why) so there's no point in renaming them.

    How does one even do eye motion?


    Can't do it from scratch yet

    So Metal textures are more important than the bug that causes textures from imports to spaz out?


    I fixed that bug. If it's still around for you, then figure out what you're doing wrong. Im srs here

    I&#039;m having a tough time with the brand new Animation Porter, as I dunno what to do to swap animations. Say that I open FitSheik00.pcs in BB, then I go to the model editor. I want Zelda&#039;s animaions (I know the thing to avoid deformations) on Sheik, I open FitZeldaMotionETC, I right-click on one animation, then port it to Sheik&#039;s MDL0. But first, am I doing it right? It&#039;s because it&#039;s the MotionETC file that gets edited, not the MDL0. After doing this for all animations, what should I do? Take the MDL0 and import it on Sheik OR take the FitZeldaMotionETC and rename it to FitSheikMotionETC? Or must I do something else? I already asked in help threads, but no one answered my questions correctly, they were always going off topic, therefore not staying in the subject Im srs here I really need help...


    It's not new at all and it's extremely self explanatory, so figure it out. I'm not going to hold your hand. Im srs here

    It could be that the fact they don&#039;t have metal textures built in like brawl models that makes the textures bug out....


    lolno

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    Naruto200Man
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    « Reply #6877 on: November 18, 2011, 05:57:47 PM »


    Thats right cause he's holding mines Happy Face
    JK BJ Tongue

    XD Sue a guy for trying to make the metal textures more important XD

    lol
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    YTPCD-i
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    « Reply #6878 on: November 18, 2011, 06:44:27 PM »


    It always says "Access is denied" when I try to check all files in the settings.
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    « Reply #6879 on: November 18, 2011, 06:50:27 PM »


    Run as Administrator.

    You can't check the stuff otherwise.
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    Eternal Yoshi
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    « Reply #6880 on: November 18, 2011, 07:42:50 PM »


    Well I'm almost stupmed.

    The stage models don't have (or need) bones since BB adds them, changing the texture format doesn't do any good, changing the shader type causes extreme lag and other abnormalities and that script NEVER EVER works, neither in 3DS Max 2010 or 3DS Max 9.

    Is there a manual way to do what the detach script does if it helps?

    Because otherwise, I am outta options and am probably going to bail due to the fact that no model has enough color nodes to cover stage polygons.

    Yes BB is up to date based on the BV DL.
    « Last Edit: November 18, 2011, 07:44:07 PM by Eternal Yoshi » Logged


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    « Reply #6881 on: November 18, 2011, 07:47:50 PM »


    Well I'm almost stupmed.

    The stage models don't have (or need) bones since BB adds them, changing the texture format doesn't do any good, changing the shader type causes extreme lag and other abnormalities and that script NEVER EVER works, neither in 3DS Max 2010 or 3DS Max 9.

    Is there a manual way to do what the detach script does if it helps?

    Because otherwise, I am outta options and am probably going to bail due to the fact that no model has enough color nodes to cover stage polygons.

    Yes BB is up to date based on the BV DL.
    EY... this BB version thats out isnt very stage MAKING friendly... thats all ill say
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    « Reply #6882 on: November 18, 2011, 07:57:20 PM »


    If that's the case, I'll go rig Solidus/Raiden or something.
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    Naruto200Man
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    « Reply #6883 on: November 18, 2011, 08:44:41 PM »


    If that&#039;s the case, I&#039;ll go rig Solidus/Raiden or something.

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    « Reply #6884 on: November 18, 2011, 08:55:43 PM »


    Is there a manual way to do what the detach script does if it helps?

    Maybe I'm reading your post wrong, but I searched a bit and found the same detach script, except it's a detachbyidmanual script, an earlier version but it's the only one that works any model I've worked with, not just .pmd models. If you want it, just let me know and I'll put up a download for it, since I have no idea where I found it...
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