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« Reply #7980 on: January 06, 2012, 01:20:11 PM » |
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Quick question, could I take a characters boneset, say someone like fox. And rig Krystal to that skeleton, but still have the import of the character be over Zelda?
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« Reply #7981 on: January 06, 2012, 03:45:27 PM » |
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^If you want to add bones, fix gliches, deal with the fact you likely can't use sheik, and redo the PSA entirely, yes.
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« Reply #7983 on: January 06, 2012, 05:07:54 PM » |
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Hey can you add an option to the model importer to choose the UWrapMode and VWrapmode to whether we want it to repeat or clamp?
And can we choose the cull mode for the model importer? Certain models(Stage Models) aren't supposed to cull and these would save me a LOT of time if you can add them.
Both additions would help stage importers save a lot of time.
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« Reply #7984 on: January 06, 2012, 05:14:12 PM » |
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Hey BlackJax96, would you happen to know how to make emerald versions of model imports?
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« Reply #7985 on: January 06, 2012, 05:34:26 PM » |
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Hey BlackJax96, would you happen to know how to make emerald versions of model imports?
it's easy but still you can't do it for the moment, BJ96 have to fix texture matrice D:
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Stupid Tinypic :C
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« Reply #7986 on: January 06, 2012, 05:51:54 PM » |
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Okay, I'm following BJ's tutorial video to the letter, and I'm making sure that I've done the steps to all the new objects made by the detatch by id script. Everything works fine, but I get this error when I export the file from max. Any suggestions? just add those bones to an already existing skin modifier and try to export it again (but make sure none of those bones take over any weights).
^ Do that if that error ever shows. Also, when mirroring something that is rigged to HipN, it always rigs the mirrored side to XRotN (at least for me), so I use this script to change all the weights to HipN. The script is a .mcr, so you have to install it before you can use it and assign it to a keyboard shortcut. You can't just drag it into max and run it like a .ms script. Hey BlackJax96, would you happen to know how to make emerald versions of model imports?
Yes I do. Hey can you add an option to the model importer to choose the UWrapMode and VWrapmode to whether we want it to repeat or clamp?
And can we choose the cull mode for the model importer? Certain models(Stage Models) aren't supposed to cull and these would save me a LOT of time if you can add them.
Both additions would help stage importers save a lot of time.
Maybe
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« Reply #7987 on: January 06, 2012, 06:20:52 PM » |
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Okay, got it to import, I just quick rigged it to test that method you mentioned, now I got another problem :/ I will get a serious rig going once this problem is solved. The other warning said something about uv's or something.... Could that be part of the problem?
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« Reply #7988 on: January 06, 2012, 06:35:52 PM » |
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Hey BJ sorry if this has already been asked, but will it be possible to view GFX effects while working on a PSA in brawl box? I haven't been following the thread to much so I'm sorry if it has been said... I do notice the collisions are viewable though, which is sick!
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« Reply #7989 on: January 06, 2012, 06:38:56 PM » |
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Hey BJ sorry if this has already been asked, but will it be possible to view GFX effects while working on a PSA in brawl box? I haven't been following the thread to much so I'm sorry if it has been said... I do notice the collisions are viewable though, which is sick!
Eventually, but I need to figure out how to retrieve and then render them first. Edit: SRT0 parsing is about done now, just need to figure out how to get the offset count for each texture.
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« Last Edit: January 06, 2012, 11:44:38 PM by BlackJax96 »
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« Reply #7990 on: January 07, 2012, 01:03:31 AM » |
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Eventually, but I need to figure out how to retrieve and then render them first.
Edit: SRT0 parsing is about done now, just need to figure out how to get the offset count for each texture.
just to show what he means.... yes that stage srt0 files is from my aensland castle stage... xD
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« Reply #7991 on: January 07, 2012, 01:42:35 AM » |
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All right, I've officially got all the other program-related things out of my life, now just Brawlbox. But should I program the undo in 0.65 or in the beta release? EDIT: Here's how I think I'll go about Undo/Redo: each undo-able change in the scene would create an undo command. Off of the top of my head, I think the necessary undos wanted right now are manual keyframe changes, rotation changes made with the gizmo tool, (spinny thingy) and keyframe movement/deletion. Examples: - Action: Translation X from -3.14 to 8. Undo: Save Translation: Set Translation:X:-3.14
- Action: Delete Frame 4. Undo: Create Frame:Move to Frame 4:Insert Keyframe Values into Frame
- Action: Paste Frame. Undo: Save Previous Keyframe: Restore Previous Keyframe
Somewhat related, the scene data (keyframes values, visible polygons/textures/bones, camera position, IDK exactly what things should be undoable) could be converted to a simple compressed string to allow room for a complete undo/redo of any complex change, or if a saved-config feature is desired. Examples: - Polygon 1 visible, Polygon 2 - 15 invisible, Polygon 16 - 20 visible --> 1000000000000001111
- Current Model:LucarioID2,Camera(0,0,0)(0,0,0)(0,0,0),BGColor215-16-78 --> ..,a...?%n|AI3U
- Rot:X:8.271464;Y:-5.176613;Z:-0.08587035;Pos:X:";Y:-3.143758;Z:0.329522 --> ...01,a.... ...$...(?%n|AI3U>" '-A.WeAY|D$_UE.... (This is a straight-copy from a raw bone animation file)
But rather than the save-entire-scene-as-a-string for a user-config feature, each undo/redo should be a single command each.
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« Last Edit: January 07, 2012, 03:52:23 AM by Xiggah »
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« Reply #7992 on: January 07, 2012, 05:02:40 AM » |
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@Tcll
I believe your problem has something to do with the offset at the end of every .xml for riivolution uses. I'd ask Bionic on SWF for help with your editing
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« Reply #7993 on: January 07, 2012, 07:06:11 AM » |
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It takes time to learn how to make a Riivo XML, but the good thing about it is all the features, such as ocarina, external save data (make a savefile on your device), replace a certain part of a file (from offset x to offset y), create new files on the disc (temporary, of course), etc. Here's an example of how advanced you can make a XML: The first part defines the game (wiidisc, game ID). The second part defines options (sections (pages), options, choices). The third part defines what to patch. I have several hack packs on my PC, with their own savefile and codes. EDIT: Riivo also resizes the files so you don't need to think of filesize when making a CSS and such.
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« Last Edit: January 07, 2012, 08:36:25 AM by Sky Grounder »
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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