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Author Topic: Brawlbox Resources & History  (Read 4515066 times)
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BlackJax96
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    « Reply #8700 on: February 01, 2012, 05:09:40 PM »


    u and ur damn curfews boi Im srs here

    if u can fix it by the end of today... will u have my babies? Awesome Face

    Im srs here
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    ✿Zelia✿
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    « Reply #8701 on: February 01, 2012, 05:10:32 PM »


    Im srs here
    Ok, this made me lmao. xD
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    « Reply #8702 on: February 01, 2012, 05:14:31 PM »


    If BJ has someone's babies, then his progress with Brawlbox might slow down... try adoption for now AWESOME 2.0!
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    « Reply #8703 on: February 01, 2012, 05:14:38 PM »


    shame brawlbox 65 still doesnt like extrabones :S guess we cant add the auto metal to waluigi since he is 50% made of dummy bones :S but it will be a very good adition xD
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    DSX8
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    « Reply #8704 on: February 01, 2012, 05:33:25 PM »


    If BJ has someone's babies, then his progress with Brawlbox might slow down... try adoption for now AWESOME 2.0!
    mmm u r correct with that... i guess he can hold off on having babies with me till he's done with BB coding x33

    lol
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    Mewtwo2000
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    « Reply #8705 on: February 01, 2012, 05:34:15 PM »


    I've got another issue for you to fix xD

    I've not looked into it enough to say if it's importing, or exporting, but one of them isn't perfect when we talk about materials. Everything in the material itself seems okay when importing, but some values for the individual textures inside are misplaced. For example, when you tried to replace one material with a metal material, you needed to change all the 'XF Texgen Flags' manually. The 'has texturematrix' value was missing sometimes too. Everything else seems to be always fine by the way.
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    BlackJax96
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    « Reply #8706 on: February 01, 2012, 05:38:06 PM »


    I've got another issue for you to fix xD

    I've not looked into it enough to say if it's importing, or exporting, but one of them isn't perfect when we talk about materials. Everything in the material itself seems okay when importing, but some values for the individual textures inside are misplaced. For example, when you tried to replace one material with a metal material, you needed to change all the 'XF Texgen Flags' manually. The 'has texturematrix' value was missing sometimes too. Everything else seems to be always fine by the way.

    Yeah I noticed the flags not being read and I've been working on it.
    And HasTextureMatrix is always false if all the objects using that material are single-binds.
    Single Bind objects don't need a texture matrix because there isn't a position/normal matrix.
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    « Reply #8707 on: February 01, 2012, 05:44:54 PM »


    Ooo, I wonder if I could look into the source code and find what causes these errors.... it sounded like a fun idea.
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    Mewtwo2000
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    « Reply #8708 on: February 01, 2012, 05:45:30 PM »


    Yeah, but that's not what I meant. What I mean is that, for a material with 2 normal-controlled coordinates, when they're not singlebind, and thus have 'yes' in the texture matrix option, when importing the whole material into another material or model, one of the textures has 'yes' in the texture matrix option, and the other one has a 'no'. So, in order to have it right, you have to switch to 'yes' manually. Same to the Texgen Flags.

    What I mean is that, the unread, or missaligned, or whatever data, isn't only the texgen flags alone, but the 'uses texture matrix' is included in the problem too.
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    BlackJax96
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    « Reply #8709 on: February 01, 2012, 05:47:02 PM »


    Yeah, but that's not what I meant. What I mean is that, for a material with 2 normal-controlled coordinates, when they're not singlebind, and thus have 'yes' in the texture matrix option, when importing the whole material into another material or model, one of the textures has 'yes' in the texture matrix option, and the other one has a 'no'. So, in order to have it right, you have to switch to 'yes' manually. Same to the Texgen Flags.

    What I mean is that, the unread, or missaligned, or whatever data, isn't only the texgen flags alone, but the 'uses texture matrix' is included in the problem too.

    o i c.
    Well I'll see what's up with it.

    Ooo, I wonder if I could look into the source code and find what causes these errors.... it sounded like a fun idea.

    Don't see why not.
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    « Reply #8710 on: February 01, 2012, 06:30:27 PM »


    Would it be possible one day to edit the main.dol with BB? Just me being my annoying curious self. Would be sweet to edit stuff like in-game names (custom results screen and PKMN Stadium names anyone?) and other text not covered by MSBin files. =)
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    « Reply #8711 on: February 01, 2012, 07:06:42 PM »


    All right BJ, I sent the code for the Undo feature. Time to get the stage collision editor undo up next.
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    « Reply #8712 on: February 01, 2012, 07:11:37 PM »


    Small feature request, can you make it so that holding ctrl translatates the bone instead of rotateing it? it would make stage editing so much easier!
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    BlackJax96
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    « Reply #8713 on: February 01, 2012, 07:16:44 PM »


    Small feature request, can you make it so that holding ctrl translatates the bone instead of rotateing it? it would make stage editing so much easier!

    Working on it, but it's not as easy as it sounds XD

    All right BJ, I sent the code for the Undo feature. Time to get the stage collision editor undo up next.

    mmmmmk.

    Oh btw, can someone send a good shader for stages that only uses 1 texture ref?
    « Last Edit: February 01, 2012, 07:19:32 PM by BlackJax96 » Logged

    Xiggah
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    « Reply #8714 on: February 01, 2012, 07:33:56 PM »


    Working on it, but it's not as easy as it sounds XD

    Oh btw, can someone send a good shader for stages that only uses 1 texture ref?

    Maybe I'm being naive, and ignoring the 2d-3d difference, but shouldn't it be similar to the code moving the stage collision editor?

    Also, I'll do a quick stage check since Mewtwo2000's offline.
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