Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 623 624 625 [626] 627 628 629 ... 1046
Author Topic: Brawlbox Resources & History  (Read 3852594 times)
0 Members and 1 Guest are viewing this topic.
E-scope12
Extreme Kitten
*******
Offline Offline

Posts: 471


Turnabout Storm

  • Awards Famous Hacker RAGE!! Hyperactive Contributor

  • View Profile WWW Awards
    « Reply #9375 on: April 03, 2012, 11:26:45 AM »


    Bit flags aren't really that hard, once you know how they work. (Note - some of these notes may be wrong)            Flags 1            0000 0000 0000 0111 - Unknown 1 (3 )            0000 0000 0011 1000 - EndPoints fixed in order, bits right to left            0000 0000 0100 0000 - Fixed Lighting            0000 0000 1000 0000 - Unknown 2            0000 0111 0000 0000 - StartPoints fixed in order, bits right to left            0011 1000 0000 0000 - Unknown 3 (3)            0100 0000 0000 0000 - Unknown 4            1000 0000 0000 0000 - Unknown            Flags 2            0000 0000 0000 0001 - Do not use Unk6 - 8            0000 0000 0000 0010 - Use Unk10            0000 0000 0000 0100 - Unknown            0000 0000 0000 1000 - Use Unk11 - 12            0000 0000 0001 0000 - Unknown            0000 0000 0010 0000 - Unknown You just have to look for patterns.


    What does the model previewer look like? Can you take a picture of The Background of Delfino Plaza in the model previewer?
    Logged

    E-scope

    [PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.]
    [/url]

    Carnage
    God Kitten
    *******
    Offline Offline

    Posts: 7551


    (retired)

  • Awards Constructive Super Saiyan Topic Heart Container Starstormer

  • View Profile Awards
    « Reply #9376 on: April 03, 2012, 01:09:30 PM »


    Didn't BJ say that PSA editing wasn't going to be in this version...
    this im telling that 0.66 is not gonna have anything to lower the psa filesize at all that is for future editions
    Logged


    DSX8
    Stage/Character Importer
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9288


    meow~

  • Awards Good Citizen >9000 King for a Day Heart Container

  • View Profile Awards
    « Reply #9377 on: April 03, 2012, 02:57:45 PM »


    Didn't BJ say that PSA editing wasn't going to be in this version...
    from what the man told me, PSA editing wont be done till a later Brawlbox version since he hasnt done much work on it, and plus its not even re-buildable yet.
    Logged

    Follow me on facebook and Twitter!!!
    https://www.facebook.com/DMNSLYRX8              https://twitter.com/Demonslayerx8

    3DS Friend Code: 0705-6436-8834              NNID: Demonslayerx8              PSN: Demonslayerx8



    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #9378 on: April 03, 2012, 06:29:17 PM »


    Moveset files are the next main focus for Brawlbox after v0.66 is released.

    Damn, too late Im srs here

    Actually, no, you're not too late.
    Do you want to test it?
    Logged

    StupidMarioFan1
    Angel Kitten
    ***
    Offline Offline

    Posts: 3843


    Not as active as I used to be.

  • Awards Star Hacker RAGE!! Super Saiyan Topic >9000

  • View Profile WWW Awards
    « Reply #9379 on: April 03, 2012, 06:34:26 PM »


    Hey BlackJax96, I don't know if someone already suggested this but, you should make BrawlBox render textures just like the game does, because if you make a texture transparent, BrawlBox will show the model invisible while it might not be in the actual game, this is helpful for characters that do have transparensy so we can know what is invisible and what is not.
    Logged

    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #9380 on: April 03, 2012, 07:01:15 PM »


    Hey BlackJax96, I don't know if someone already suggested this but, you should make BrawlBox render textures just like the game does, because if you make a texture transparent, BrawlBox will show the model invisible while it might not be in the actual game, this is helpful for characters that do have transparensy so we can know what is invisible and what is not.

    Shaders & material settings aren't rendered yet.
    I've been working on getting the models to display as close to as in game as possible, so just wait.
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #9381 on: April 03, 2012, 07:51:41 PM »


    if I was to send you the blender src code for materials, material-nodes, and shaders,
    would that help you out a bit??

    NOTE: the code is in C++, but it uses OpenGL entirely Wink
    Logged


    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.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #9382 on: April 03, 2012, 07:58:25 PM »


    if I was to send you the blender src code for materials, material-nodes, and shaders,
    would that help you out a bit??

    NOTE: the code is in C++, but it uses OpenGL entirely Wink

    No, actually... >.>
    I just need to code all the functions that load the C++ OpenGL functions into delegates that I can call while still retaining all the OpenGL functions that Kryal has already coded in and used.
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #9383 on: April 03, 2012, 08:34:22 PM »


    No, actually... >.> I just need to code all the functions that load the C++ OpenGL functions into delegates that I can call while still retaining all the OpenGL functions that Kryal has already coded in and used.
    lol
    that's exactly the reason I wanted to send it to you XD

    you can't quite reference the OGL functions properly unless you have good knowledge on how to use them.
    (what the src is for)

    now if only my connection would stop disconnecting on me. >.<
    Logged


    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.

    Kagemaru
    Angel Kitten
    ***
    Offline Offline

    Posts: 3103


  • Awards Starstormer Renowned Hacker Super Saiyan Topic Featured

  • View Profile Awards
    « Reply #9384 on: April 03, 2012, 08:40:52 PM »


    So to be clear...

    v.66 will NOT be able to PSA edit?

    *Looks at GammaKid*

    Start back working on Hulk :/
    Logged

    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #9385 on: April 03, 2012, 08:43:03 PM »


    lol
    that's exactly the reason I wanted to send it to you XD

    you can't quite reference the OGL functions properly unless you have good knowledge on how to use them.
    (what the src is for)

    now if only my connection would stop disconnecting on me. >.<

    No that's just the thing, I already know how to use all the stuff.
    I just need to code it all in and then edit all the references, which will take a looooooooooooooooooooooooong time
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #9386 on: April 03, 2012, 08:52:01 PM »


    you've made your point...
    no matter...
    I was voted best in... I don't freakin know
    anyone get it yet?
    lol

    anyways...
    yeh... just like my revamp of UMC...

    here's what you should be able to do:


    00 10
    bu16('')
    >>> 16

    bu32(32)
    >>> '00 00 00 20'

    10 00 20 00 30 00 40 00
    u16(['','','',''])
    >>> [16,32,48,64]


    bu8((16,32,48,64)) #tuple's work in the same manner as lists
    >>> '10 20 30 40'

    3F A5 07 C0 BD E1 47 AE 41 82 AA FD 3F CC 2E D3 00 00 00 00 00 00 00 00
    StructArr(['bf32','bf32'],'0')
    >>> [[float,float],[float,float]]
    #[0,0] is not returned

    3F A5 07 C0 BD E1 47 AE 41 82 AA FD 3F CC 2E D3 00 00 00 00 00 00 00 00
    StructArr(['bf32','bf32'],3)
    >>> [[float,float],[float,float],[0,0]]
    #StructArr(['bu32'],0) returns []

    3F A5 07 C0 BD E1 47 AE 41 82 AA FD 3F CC 2E D3 00 00 00 00 00 00 00 00
    StructArr(['bf32','bf32'],[0,'*'])
    >>> [[float,float],[float,float]]
    #[0,0] is not returned
    # '*' is a wild call (value can be anything)


    StructArr(['bu32','bu16'], [[0,32],[1,64]] )
    >>> '00 00 00 00 00 20 00 00 00 01 00 40'
    #you'll have to designate the stop-struct or 0-struct to write

    """
    current term implamentations: (based on user functions)
    'u32' (don't use '32')
    'bu16' (don't use 'b16')

    future term implamentations: (so far)
    'u/4', '/4', or 'u32' - 32bit little unsigned int
    'b/5' or 'bu/5' - 5 byte big unsigned int
    'f/7' - 7 byte float (IEEE/IBM standard)

    'str' -
    'str/8' - 8 byte string
    'str//2/0' - string-len based on this_struct[2][0]
    NOTE: multiple '/' usage is valid only for 'str'.

    understand this:
    ['str', length, index, 2D_index, 3D_index, ... ]
    use either the length or the indecies... (Don't use both)
    """


    « Last Edit: April 03, 2012, 08:54:06 PM by Tcll » Logged


    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.

    That BattleToad PSA Guy
    Supreme Kitten
    ********
    Offline Offline

    Posts: 665


    "STOMPIN' TIME!"

  • Awards Heart Container RAGE!! Tutorial Writer Hey! Listen!

  • View Profile Awards
    « Reply #9387 on: April 03, 2012, 08:55:08 PM »


    v.66 will NOT be able to PSA edit?

    I hope not. That's what I'm trying to do!

    It's getting frustrating to make an animation, only to have it glitch up!
    Logged

    Formally Known As The Ant Formally Known As Flik

    Sky Grounder
    Lol Kitten
    *********
    Offline Offline

    Posts: 978


  • Awards Heart Container Tutorial Writer

  • View Profile Awards
    « Reply #9388 on: April 03, 2012, 10:18:47 PM »


    Moveset files are the next main focus for Brawlbox after v0.66 is released.

    Actually, no, you're not too late.
    Do you want to test it?
    Yes.
    Logged

    3DS FC: 5370-0958-4818
    Wii U NNID: Doraleus

    E-scope12
    Extreme Kitten
    *******
    Offline Offline

    Posts: 471


    Turnabout Storm

  • Awards Famous Hacker RAGE!! Hyperactive Contributor

  • View Profile WWW Awards
    « Reply #9389 on: April 04, 2012, 05:27:37 AM »


    I hope this version doesn't crash.
    Logged

    E-scope

    [PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.]
    [/url]

    Pages:  1 ... 623 624 625 [626] 627 628 629 ... 1046
    Print
    Jump to: