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Author Topic: Brawlbox Resources & History  (Read 4509730 times)
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Sky Grounder
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    « Reply #8025 on: January 08, 2012, 07:05:53 AM »


    Also, in SCN0 -> Fogs, I looked for different values in stage files for the Unknown, and I found this:

    0 - (StgCrayon00S6 + 00S8) + (StgEmblemTsunagiA01 + A03 + B01 + B03 + C01 + C03)
    20000000 - StgCrayon00S4 + (StgEarth00HareAme + AmeHare) + StgHalberd00 + (StgPirates00L_12+13+21+31)
    60000000 - Somewhat common value
    80000000 - (StgOrpheon00Blackout01 + 03)
    E0000000 - Most common value

    I looked through ALL the stage files in \stage\melee to find the different values.
    « Last Edit: January 08, 2012, 07:11:15 AM by Sky Grounder » Logged

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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 #8026 on: January 08, 2012, 07:44:41 AM »


    pretty much Smiley

    shp0 is a shape animation...
    I havn't played around with these too much in blender,
    so I don't really know too much about them... >_>

    Isn't that like vertex maps and stuff, like what Source games such as TF2 use for facial expressions, as well as this
    short animation test I made
    utilising them, again, for the face.
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    « Reply #8027 on: January 08, 2012, 08:45:34 AM »


    Isn't that like vertex maps and stuff, like what Source games such as TF2 use for facial expressions, as well as this short animation test I made utilising them, again, for the face.
    hmm... maybe :/

    all I know about them is they modify a shape constraint *spell-check* on the object >_>

    other than that I really don't know anything about them...
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    Quote: Friedslick6
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    BlackJax96
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    « Reply #8028 on: January 08, 2012, 11:12:21 AM »


    not sure if someone asked already or you were going 2, but you should add Inverse kinematics for animating

    I've been working on it. The first step is quaternions and quaternion transform matrices, which I haven't gotten to work properly yet (it makes the rotate ball sorta lag around when you drag it, which is kind of a cool effect, but sometimes it flips out). :X
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    « Reply #8029 on: January 08, 2012, 11:20:07 AM »


    LOL SRT0
    SRT stands for Scale Rotate Translate.
    I just read that in the SDK. Im srs here
    if so, when must PAT0 stand fore Pattern Animation Texture Im srs here

    just a fun note~
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    « Reply #8030 on: January 08, 2012, 11:45:13 AM »


    I've been working on it. The first step is quaternions and quaternion transform matrices, which I haven't gotten to work properly yet (it makes the rotate ball sorta lag around when you drag it, which is kind of a cool effect, but sometimes it flips out). :X
    hmm...
    I've been looking at quaternions, but only for animation purposes...

    IDK enough yet to be of any help sadly -.-*
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #8031 on: January 08, 2012, 12:48:25 PM »


    Those acronym definitions sure are useful to know. They explain themselves well in most cases.

    I started to animate in 3DS Max for inverse kinematics rather than waiting for Brawlbox to have it, although that's definitely no reason not to implement it. The only edit needed on the numbers is that they have to be recorded from Parent view rather than World view, which is the view Brawl seems to use... isn't that the problem you're having Tcll?
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    « Reply #8032 on: January 08, 2012, 02:38:58 PM »


    Those acronym definitions sure are useful to know. They explain themselves well in most cases.

    I started to animate in 3DS Max for inverse kinematics rather than waiting for Brawlbox to have it, although that's definitely no reason not to implement it. The only edit needed on the numbers is that they have to be recorded from Parent view rather than World view, which is the view Brawl seems to use... isn't that the problem you're having Tcll?
    exactly

    although I thought you just had to subtract the bone matrix values from the animation values >_>

    but you may be right <_<
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #8033 on: January 08, 2012, 02:48:18 PM »


    exactly

    although I thought you just had to subtract the bone matrix values from the animation values >_>

    but you may be right <_<

    It's possible to set up a not-that-complex system of subtraction systems to get the right numbers. I almost did that until I messed around with the different views and managed to get XYZ numbers that didn't change according to their parent's values: Hence parent view. Dunno if Blender supports that view by default, but you'll get it to work one way or another.
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    BlackJax96
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    « Reply #8034 on: January 08, 2012, 03:03:39 PM »


    I'll probably just rise out of the shadows with quaternions, IKs, draggable bones, better interpolation and tangent editing one day. I've always wanted to do that. XD
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    DSX8
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    « Reply #8035 on: January 08, 2012, 03:05:18 PM »


    I'll probably just rise out of the shadows with quaternions, IKs, draggable bones, better interpolation and tangent editing one day. I've always wanted to do that. XD
    dont u always rise out of nowhere with new stuff we dont know about? Im srs here
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    BlackJax96
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    « Reply #8036 on: January 08, 2012, 03:06:52 PM »


    dont u always rise out of nowhere with new stuff we dont know about? Im srs here

    lolno I keep my people updated and stuff.
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    Gamma Ridley
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    « Reply #8037 on: January 08, 2012, 03:15:37 PM »


    better interpolation

    I love you. =D
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    BlackJax96
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    « Reply #8038 on: January 08, 2012, 05:16:33 PM »


    Well I finished parsing SRT0 files. Literally, no errors.
    Now I'm coding it to use the same keyframe collection chr0s use and working on rebuilding the data.
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    Xiggah
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    « Reply #8039 on: January 08, 2012, 05:24:21 PM »


    Well I finished parsing SRT0 files. Literally, no errors.
    Now I'm coding it to use the same keyframe collection chr0s use and working on rebuilding the data.

    Good work BJ! Another filetype checked off the list. And this means we can have full control over eye movement, right?
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