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Author Topic: Brawlbox Resources & History  (Read 3862195 times)
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nudolf
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    « Reply #12645 on: September 28, 2012, 09:21:45 PM »


    report some bugs.

    ・Append Animation
    Animation breaks.
    Append Animation in 0.66b was good.

    ・AutoMetalMaterials
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28977
    when It uses to this model, this model freezes.
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    BlackJax96
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    « Reply #12646 on: September 28, 2012, 10:23:21 PM »


    report some bugs.

    ・Append Animation
    Animation breaks.
    Append Animation in 0.66b was good.

    ・AutoMetalMaterials
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28977
    when It uses to this model, this model freezes.


    K append anim is fixed for the next version and try forcing float verts/uvs/normals on import and then try adding the metal to that. If that doesn't work, then just wait for the next version since I've updated it a bit.

    Also, why are the normals all dark in BB and why do you have multiple copies of the same texture, just with different color settings, if you're not layering them for a special effect? That wastes filespace.
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    DarkPikachu
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    complexity == fun

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    « Reply #12647 on: September 29, 2012, 05:53:23 PM »


    u do kno he only made the DAE exporter compatible for 3ds max, right?
    that was because of blender 24x's crappy importers...

    blender 26x's importer is almost completely perfect... almost >_>
    (it has a few issues for the advanced stuff, but works perfectly for the basic stuff)
    ^that goes for any DAE version

    Tcll, I heard you don't like using 3d max..... so I got you a present:


    http://www.blendernation.com/2012/08/14/blender-theme-for-3ds-max/

     "Wherever Vyse goes, cool follows."
    lololol
    seems legit XDD


    also...
    hey BJ...
    IK you're busy, but you've fixed the normals issue with Brbx...
    I have an issue since I switched to display lists involves .

    this issue happened before in dev3 but was fixed by scaling the normals
    now I can't scale the normals and was wondering how you've gotten it working.


    EDIT:
    glEnable(GL_NORMALIZE)
    glScalef(X,Y,Z)
    ...
    glDisable(GL_NORMALIZE)


    let me know if this is wrong Smiley
    too bad the so called "professional" documentation doesn't say anything about this...
    along with a bunch of other crap Im srs here

    professional documentation being:
    the OpenGL Redbook
    the OpenGL Super Bible
    the OpenGL Reference Card (lists alot more than both of the above)
    « Last Edit: September 30, 2012, 12:56:04 AM by Tcll » Logged


    Quote: Friedslick6
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    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.

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    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
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    « Reply #12648 on: September 30, 2012, 07:01:39 PM »


    Here have some SCN0 previews.



    glEnable(GL_NORMALIZE)
    glScalef(X,Y,Z)
    ...
    glDisable(GL_NORMALIZE)


    let me know if this is wrong Smiley


    BB doesn't use it
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    Hero ©
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    « Reply #12649 on: September 30, 2012, 08:18:03 PM »


    Holy [censored] that's epic beyond the spectrum of my own mind! Happy Face
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    Segtendo
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    « Reply #12650 on: September 30, 2012, 08:21:32 PM »


    zomfg
    Stuff I don't understand Awesome Face
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    « Reply #12651 on: September 30, 2012, 08:24:17 PM »


    zomfg
    Stuff I don't understand Awesome Face
    thats all stuff i DO understand Awesome Face

    now for it to be seen in model viewer Happy Face
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    « Reply #12652 on: September 30, 2012, 08:34:01 PM »


    Hm... Interesting progress you have here... I look forward to what can be done with this.
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    « Reply #12653 on: September 30, 2012, 08:48:37 PM »


    zomfg
    Stuff I don't understand Awesome Face
    This. ^  AWESOME 2.0!
    It's so sexy. Im srs here
    « Last Edit: October 01, 2012, 04:23:41 AM by chaos_knight9000 » Logged

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    « Reply #12654 on: September 30, 2012, 09:28:16 PM »


    WHAT THE [censored] IS THAT [censored] WE AINT DOIN ROCKET SCIENCE WERE TRYING TO MAKE SOME [censored]IN BRAWL HACKS

    nah but seriously, looks great.
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    « Reply #12655 on: September 30, 2012, 09:54:00 PM »


    WHAT THE [censored] IS THAT [censored] WE AINT DOIN ROCKET SCIENCE WERE TRYING TO MAKE SOME [censored]IN BRAWL HACKS
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    « Reply #12656 on: October 01, 2012, 02:40:43 AM »


    *sniff* BlackJax, I am proud of you.

    You might wanna split some of the camera stuff into tabs (And maybe the lighting start/end points, and the rest in two seperate tabs, just suggesting!)
    One thing I didn't know about was the Light Color and the Light Enable flags though Im srs here
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    DarkPikachu
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    complexity == fun

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    « Reply #12657 on: October 01, 2012, 11:40:02 AM »


    BB doesn't use it
    ORLY... Shocked

    what does it use then?? :/
    or is it the other method I read *forgets what it was* that was more efficient, but not as reliable??
    (it required the scale to be X=Y=Z or else it didn't look pretty)

    either way...
    my viewer works perfectly, and is just as fast as brbx now >:3

    also...
    the expandable panels in the previewer...
    are they drawn with OpenGL or 'wmPaint()'??

    if OpenGL, please tell me how you did it as I can't get the examples I found to work properly... :/
    I don't have the 'wmPaint()' function, and would rather use GL anyways... >_>
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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 #12658 on: October 01, 2012, 04:06:27 PM »


    Hey BJ.

    For your next release, could you modify the "Edit All" dialogue so that you can use wildcards in your query?  I have a bunch of nodes all sharing the same prefix that I want to edit all at once.  Otherwise the work becomes really tedious.

    Unless there already is a way, but I tried using "*" and that didn't work.

    Thanks.
    « Last Edit: October 01, 2012, 10:32:27 PM by SOJ » Logged


    nancyfromafrica
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    « Reply #12659 on: October 03, 2012, 05:40:09 AM »


    looks like c# though i am not good at coding i know some bits of designing
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