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Author Topic: Brawlbox Resources & History  (Read 3863351 times)
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Diddy Kong
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    « Reply #12795 on: November 13, 2012, 10:15:49 PM »


    Like the Brawlbox page on Facebook!
    Tweet it to your friends!
    Text it to your neighbors!
    Throw it in your sister's face!
    Reddit! Dancit! [censored]it!
    +1 our page on Google+!
    *more shameless self advertising*
    http://www.facebook.com/pages/Brawlbox/383546278392437

    You'll see in the next release

    *spams it on all social networks*
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    Anivernage
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    « Reply #12796 on: November 13, 2012, 10:17:17 PM »


    Like the Brawlbox page on Facebook!
    Throw it in your sister's face!
    http://www.facebook.com/pages/Brawlbox/383546278392437


    I did... she slapped me >_>

    btw what was the old stream for.. my phone is so [censored] that couldnt enter.
    >_>
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    BlackJax96
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    « Reply #12797 on: November 13, 2012, 10:21:54 PM »


    I did... she slapped me >_>

    btw what was the old stream for.. my phone is so [censored] that couldnt enter.
    >_>


    It was just randomness as always.
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    SSJ Is Clueless!
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    Hey look it's a-a.... i...i...don't.....know....

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    « Reply #12798 on: November 14, 2012, 06:39:16 AM »




    You'll see in the next release
    alrighty
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    E-scope12
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    « Reply #12799 on: November 14, 2012, 12:10:14 PM »


    About Brawlbox Development, about that messed up UV nodes in one of the brawl models Blackjax96 umm I think that if you add too much mdl0 objects & edit them & export it, the ones from polygon277 or further's UV nodes will change.so I just deleted some of the polygons in the background of Delfino plaza.

    Post Merge: November 14, 2012, 12:24:53 PM
    I was thinking how to add more collision nodes to stage pac files for the Brawlbox Development & CLR0 & SCN0 playing in the model previewer too.
    « Last Edit: November 14, 2012, 12:24:53 PM by E-scope12 » Logged

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    « Reply #12800 on: November 14, 2012, 01:00:35 PM »


    Like the Brawlbox page on Facebook!
    Tweet it to your friends!
    Text it to your neighbors!
    Throw it in your sister's face!
    Reddit! Dancit! [censored]it!
    +1 our page on Google+!
    *more shameless self advertising*
    This made me laugh so loudly...
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    « Reply #12801 on: November 14, 2012, 04:28:04 PM »


    K, whats this?
    I tried to save a modified SSS and I got this...
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    Don Jon Bravo
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    « Reply #12802 on: November 14, 2012, 04:35:35 PM »


    Yoda:  "Use an earlier version of brawlbox, I recommend"
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    Iwvi
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    « Reply #12803 on: November 14, 2012, 06:48:37 PM »


    About Brawlbox Development, about that messed up UV nodes in one of the brawl models Blackjax96 umm I think that if you add too much mdl0 objects & edit them & export it, the ones from polygon277 or further's UV nodes will change.so I just deleted some of the polygons in the background of Delfino plaza.
    Something similar has happened to me and I didn't even need to go that far into the object count, about 35 objects on a pit import and started having this kind of problems, one of the object's UVs would randomly be destroyed. Same happened once for Ike, both times on a Shaman King Import Tongue
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    Gamma Ridley
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    « Reply #12804 on: November 14, 2012, 06:54:53 PM »


    Yeah, Brawl Box doesn't seem to like dealing with too many objects. Easiest workaround I found was to combine all the objects that used the same material and the UVs remained intact after import. There are a few scripts floating around out there, so I'd recommend looking into that.

    Another thing Brawl Box doesn't seem to like is when materials reference shaders out of order.

    For example:

    If you have the materials

    +one
    +two
    +three
    +four

    And shaders

    +0
    +1
    +2

    And it's the case that

    +one references shader2
    +two references shader0
    +three references shader1
    +four references shader0

    Then it'll delete shaders down the list to a certain point and force basically all the materials to use one shader. Kind of annoying, but fixable if you move the materials around to be in the correct order.

    ... don't know if that makes any sense, but just a heads up. <_<
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    « Reply #12805 on: November 14, 2012, 07:07:29 PM »


    That Shader order you mention, the only thing I noticed with shaders is that brawlbox rebuilds them to have the "right order", but it has never deleted anything, to me at least. It does only when not using them i think, but otherwise just changes stuff around to get the order.
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    BlackJax96
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    « Reply #12806 on: November 14, 2012, 07:15:38 PM »


    I'm looking into that UV error... no freaking idea what causes it other than possibly a lack of memory buffer or something.

    And shaders aren't deleted as long as they're used.
    They're written in order of the materials by first appearance.
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    Kyouma
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    « Reply #12807 on: November 14, 2012, 07:17:41 PM »


    oh well, I dont know either, but I downloaded v0.66 and it works fine now
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    DSX8
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    « Reply #12808 on: November 14, 2012, 07:21:12 PM »


    please look into that UV issue... would really come in handy for upcoming stages of mine that has well over 200 objects.. xD
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    « Reply #12809 on: November 14, 2012, 07:23:38 PM »


    Welp, they were definitely deleted for me, I'm pretty sure I haven't gone crazy yet.

    And it's not shaders that were generated upon importing the model, it was a shader I added... later. Maybe that has something to do with it? Dunno.

    Anyway like I said, as long as they're in order and being used it works fine, no biggie.
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