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Author Topic: Brawlbox Resources & History  (Read 4501757 times)
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Iwvi
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    « Reply #9015 on: February 13, 2012, 12:56:11 AM »


    That was a bit unrelated. I believe there exist a vertex of subzero over c. falcon. and to make a fake proyectile there are tutorials i believe. It is really easy, just animate the throwN bone where you want the projectile to go, then in PSA add an effect and a hitbox to it.

    Now back to topic:
    Do not know if it is fixed already but, there was an issue with brawlbox keyframes. Sometimes you input a value of say 10 in rotation, then after 5 frames, you put 10 again. Then the animation should remain rotated with a value of 10 for those 6 frames. However, brawlbox sometimes animates it with random numbers going down or up and back to the real value. like this for example: 10>9.54>9.49>9.5>9.67>10. Why does this happen? has it been fixed?
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    Blazingflare
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    « Reply #9016 on: February 13, 2012, 02:20:32 AM »


    I found a bug
    It may have been mentioned but the newest version isnt compressing the common3.pac file correctly Sad
    I know this because it caused my common3 to break the file size limit while my older version did not when I added one model hack over the beamsword with no other item hacks

    any plans to fix this yet ^   Undecided
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    « Reply #9017 on: February 13, 2012, 02:52:39 AM »


    i found a small error.... for stages, editing the StagePosition MDL0 wont allow u to save, due to an "Object Reference not set to an instance of an object"

    sometimes it gives u an error window with the details...
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    Mewtwo2000
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    « Reply #9018 on: February 13, 2012, 02:59:32 AM »


    Oh, yeah, I noticed that too.

    Maybe related to not having any object/polygon?
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    « Reply #9019 on: February 13, 2012, 03:05:57 AM »


    Oh, yeah, I noticed that too.

    Maybe related to not having any object/polygon?
    mmm could be, actually i think thats right, cause it doesnt have any polygons in them at all.
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    « Reply #9020 on: February 13, 2012, 03:19:01 AM »


    One thing I don't like about the current versions of Brawlbox is that it seems to rebuild everything always. Maybe that's the problem with the non-object mdl0s too.

    If I edit, for example, the bones in a MShadow model, the 'shadow property' of that model gets corrupted because of the rebuild. The material apparently gets remade and things aren't the same. Something similar happened when I tried to remove some objects or bones in a shadow bug background yesterday. The model worked and such, but it looked really different for some reason. And I'm not talking about exporting as .dae and importing back, but editing parts of an already mdl0 model. Editing the bones edits the values in materials and shaders, and that messes up non-standard things.

    The model rebuilder is great, but isn't that great when you cannot keep the exact values you were using, like the shadow material in the MShadow model.
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    « Reply #9021 on: February 13, 2012, 03:21:51 AM »


    One thing I don't like about the current versions of Brawlbox is that it seems to rebuild everything always. Maybe that's the problem with the non-object mdl0s too.

    If I edit, for example, the bones in a MShadow model, the 'shadow property' of that model gets corrupted because of the rebuild. The material apparently gets remade and things aren't the same. Something similar happened when I tried to remove some objects or bones in a shadow bug background yesterday. The model worked and such, but it looked really different for some reason. And I'm not talking about exporting as .dae and importing back, but editing parts of an already mdl0 model. Editing the bones edits the values in materials and shaders, and that messes up non-standard things.

    The model rebuilder is great, but isn't that great when you cannot keep the exact values you were using, like the shadow material in the MShadow model.
    mmm now that u mentioned that, some TvC stages do the same thing, some materials become messed up once rebuilded as a V9 MDL0, i've been scratching my head about that for quite awhile even tho it looks the exact same to the V11 model materials
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    « Reply #9022 on: February 13, 2012, 08:09:39 AM »


    Hey BJ, while you're working on the previewer, would it be possible for you to make it minimizable?

    It isn't too important, but it's kinda bothersome to have that window.... there all the time.

    Well unless you exit it or something.

    Just a thought.
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    « Reply #9023 on: February 13, 2012, 04:50:03 PM »


    Do not know if it is fixed already but, there was an issue with brawlbox keyframes. Sometimes you input a value of say 10 in rotation, then after 5 frames, you put 10 again. Then the animation should remain rotated with a value of 10 for those 6 frames. However, brawlbox sometimes animates it with random numbers going down or up and back to the real value. like this for example: 10>9.54>9.49>9.5>9.67>10. Why does this happen? has it been fixed?

    Switching to Bezier Curve interpolation anyway so that'll change, and tangents aren't currently editable which is why that happens.

    i found a small error.... for stages, editing the StagePosition MDL0 wont allow u to save, due to an "Object Reference not set to an instance of an object"

    sometimes it gives u an error window with the details...

    I think I know why that's happening, probably the same reason why single-bind influences will multiple bones are lost during the rebuild, which I fixed.

    One thing I don't like about the current versions of Brawlbox is that it seems to rebuild everything always. Maybe that's the problem with the non-object mdl0s too.

    If I edit, for example, the bones in a MShadow model, the 'shadow property' of that model gets corrupted because of the rebuild. The material apparently gets remade and things aren't the same. Something similar happened when I tried to remove some objects or bones in a shadow bug background yesterday. The model worked and such, but it looked really different for some reason. And I'm not talking about exporting as .dae and importing back, but editing parts of an already mdl0 model. Editing the bones edits the values in materials and shaders, and that messes up non-standard things.

    The model rebuilder is great, but isn't that great when you cannot keep the exact values you were using, like the shadow material in the MShadow model.

    I can fix that, I think.
    Just need to change some switches to know when to do a full rebuild and when to just post-process the nodes.

    Hey BJ, while you're working on the previewer, would it be possible for you to make it minimizable?

    It isn't too important, but it's kinda bothersome to have that window.... there all the time.

    Well unless you exit it or something.

    Just a thought.

    Lol sure, but I think I know the reason why you shouldn't minimalize it...
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    « Reply #9024 on: February 13, 2012, 06:28:47 PM »


    There shouldn't be a problem with the model always rebuilding (besides redundancy) unless it doesn't perfectly rebuild all the time. Being forced to rebuild on every model shows more errors and leads to a quicker correct rebuild. In theory.
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    « Reply #9025 on: February 13, 2012, 06:49:11 PM »


    Maybe give us an option box for when to fully rebuild?
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    « Reply #9026 on: February 13, 2012, 06:49:56 PM »


    Lol sure, but I think I know the reason why you shouldn't minimalize it...

    Why not? O_o
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    « Reply #9027 on: February 13, 2012, 06:51:26 PM »


    Why not? O_o

    Sounds glitch-related to me, but I'm not gonna try it out.
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    « Reply #9028 on: February 13, 2012, 07:08:37 PM »


    Maybe give us an option box for when to fully rebuild?

    I can't, really.
    If you move a bone in any way or add/delete any type of node, the model has to rebuild.
    Materials have to be rebuilt when bones are moved as well to align the data length to an offset divisible by 0x20.

    Mewtwo, if you could tell me exactly what's not working right, I can fix it for the next release... The model rebuilder should work perfectly.

    Why not? O_o

    Have you ever had the previewer open on a laptop, and then you close the laptop, and when you open the laptop back up and sign back in, the previewer like, dies and has a red X over it? It might do the same thing when it's minimalized. But maybe not, so I'll add the minimalize button anyway and try it out.
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    « Reply #9029 on: February 13, 2012, 07:11:17 PM »


    Have you ever had the previewer open on a laptop, and then you close the laptop, and when you open the laptop back up and sign back in, the previewer like, dies and has a red X over it?

    Can't say I have, honestly.

    Or maybe that did happen and I just attributed it to my laptop being a derp. I dunno.

    But, I mean, if it's going to break the thing it really isn't too important.

    But if you could get it to work, I would love you forever and ever and for all eternity.
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