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« Reply #9315 on: April 01, 2012, 05:59:29 PM » |
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I hope that's not an April Fools joke - I am so impatient when it comes to FINALLY be editing SRT0 after a year of wanting it. Great work efurryone! Lol well since we're jumping all the way up to v0.66, there's gotta be some room for updates like v0.66b. So I guess the tristripp3r will just have to wait just a little bit longer. Btw, ev3ryone would be just me. I'm the only one coding Brawlbox atm. ._.
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« Reply #9316 on: April 01, 2012, 06:13:57 PM » |
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Lol well since we're jumping all the way up to v0.66, there's gotta be some room for updates like v0.66b. So I guess the tristripp3r will just have to wait just a little bit longer. Btw, ev3ryone would be just me. I'm the only one coding Brawlbox atm. ._. I can wait for the tri strip3r =3 by the way, do you mean everything as in psa editing? because that would be a great awesome sauce thing =3 Are you planning to do any copy/paste coding with the psa editing, like chargeable specials and whatnot?
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« Reply #9317 on: April 01, 2012, 06:16:02 PM » |
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I can wait for the tri strip3r =3 by the way, do you mean efurrything as in psa editing? beclawse that would be a great awesome sauce thing =3
Are you planning to do any copy/paste coding with the psa editing, like chargeable specials and whatnot?
I didn't say anything about moveset editing and just wait and see.
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« Reply #9318 on: April 01, 2012, 06:21:36 PM » |
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I didn't say anything about moveset editing and just wait and see.
Okay, I'll wait then, as for the copy/paste thing you could just make them as seperate little add ons that you can drag and drop or something, dunno how you'd do it XP A nice tutorial on making eye animations would be lovely by the way, since I'm assuming that's one of the "everything"'s you were talking about finishing up. The animation types I mean
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« Reply #9319 on: April 01, 2012, 06:48:15 PM » |
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Common guys! lets all jump in the TIME MACHINE to travel when Brawl box .66 is finished!.
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« Reply #9320 on: April 01, 2012, 07:00:47 PM » |
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I'm going to 2013 to: have an awesomesauce version of brawlbox to prove the 2012 people WRONG
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I know for a fact that the vast majority of the public here cares more about free products than actual quality. I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling.
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« Reply #9321 on: April 01, 2012, 07:37:11 PM » |
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That's a purradox. If one were to travel forward and download BrawlBox v0.86 or whatever, bring it back on a USB drive, and upload it to the current Internet, what would be the point of its development? But then again, it has to be developed to be there in the future. Makes my head explode, and then I wouldn't be there to look forward to SRT0's in MKWii.
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« Last Edit: April 01, 2012, 07:39:01 PM by BigOto2 »
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« Reply #9322 on: April 01, 2012, 07:48:41 PM » |
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That's a purradox. If one were to travel forward and download BrawlBox v0.86 or whatever, bring it back on a USB drive, and upload it to the current Internet, what would be the point of its development? But then again, it has to be developed to be there in the future. Makes my head explode, and then I wouldn't be there to look forward to SRT0's in MKWii.
Simple, the one brought back by the time machine would only work for the person who used the time machine. Since ordinary people can't interact with stuff from the future and/or past without causing time space meltdowns XD
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« Reply #9323 on: April 01, 2012, 08:22:23 PM » |
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science: lamesauce besides, I'd use my super powers gotten from 5974 to fix those meltdowns.
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I know for a fact that the vast majority of the public here cares more about free products than actual quality. I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling.
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« Reply #9324 on: April 01, 2012, 10:11:59 PM » |
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HI guys :3
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« Reply #9325 on: April 01, 2012, 10:25:57 PM » |
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HI guys :3
HI guy >:3 I saw your post on SWF and stuff.
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« Reply #9326 on: April 01, 2012, 11:15:38 PM » |
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lol... yeh... it's not alot to brag about... I know -.-*
but it'll mean a better (looser way of coding) converter
also... I forgot to mention the TMP file is now only for session saves :|
I've finally figured out a way, somewhat, to put everything into a single data var... (it's quite simple really XD ... nothing but structured lists)
but... you're more skilled at materials than I am... I just know alot about the basics... heh >.>
think you could help me design a good material structure list??
NOTE: what I have already is 2 libraries... one for materials, and one for node structures (might scrap this idea)
after all... nodes just modify pre-defined GLSL code >_> ^IDRK, but I'm pretty sure <_< (laziness got in my way of looking it up... heh) I can show you Blender's src for Nodes if you're interested
anyways... back on topic now.. lol
I want the material's shader to be a seperate structure... (basically, I just want the material to have it's color values... and any extra data pertaining to that material) ^OBJ's MTL files use the material colors with the texture... but IDK if they go any further than that >_> (havn't fully studied... heh)
you'd know more about DAE materials than me... heh
and blah...
Blend files are just a garbled mess... (opened a small blend file with nothing in it, and got 481 structures excluding the SDNA) ^yea... a mess
I'm currently working on the new error system, and it's working quite well
<type 'exceptions.ValueError'> Location: C:\Documents and Settings\Tcll\Desktop\test.py Line: 16 Code: try: int(s) Error: invalid literal for int() with base 10: 'Str'
traceback: <traceback object at 0x011CA4E0>
I'm still working on it...
I've also redone alot of my MDL0 template... but the only problem is speed with the new Display List structure >_>
I'm using alot of eval's (internal vars) to shorten the processed values for each facepoint (the pre-process takes longer than expected) ^I can take a shower and get a drink and 'FitPikachu00.mdl0' will still be loading D: (but then again, my good compy fried it's CPU, leaving me with my Dino) DX
so that's what I'm dealing with ;_; OpenGL works perfectly JSYK it just laggs as expected -.-*
anyways... *doesn't know how to end* I'm ending this post here lol
EDIT: and a little info about the Time stuff below...
the time-space-continuem *spell check* wouldn't allow such behavior...
think of each second - each, mili-second - or actually, each pico-second (smallest I know) as a slot that holds info about what happened in that time...
what you'd have that you'd retrieve in the future would be nothing more than an index to what would be in the current time... (since both files in the preasent and future are the exact same)
basically saying, you'd have the same data you do now...
heh... I'd say my theory about time is a more legit theory than what's already out there... buuut it's only a theory -.-*
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« Reply #9327 on: April 02, 2012, 04:10:06 AM » |
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yeay for progress BJ96 I simply can't wait, wish I could program to help you :/ TCLL: not to be an attacker but your strong green color hurting my eyes on black D: but nice information :]
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Stupid Tinypic :C
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« Reply #9328 on: April 02, 2012, 04:50:00 AM » |
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TCLL: not to be an attacker but your strong green color hurting my eyes on black D:
^ agree... it is a bit TOOO bright when on a dark/black background... but hey, TCLL likes green... nothing we can do to help him with that
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« Reply #9329 on: April 02, 2012, 05:29:56 AM » |
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BJ any chance of fixing the polygon deleter on bb 0.66 it delets the polygons but if you save and try to open it again it crashes and the model doesnt even show up right now on 65c
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