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Author Topic: Brawlbox Resources & History  (Read 4524863 times)
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DarkPikachu
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complexity == fun

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    « Reply #13425 on: March 05, 2013, 09:28:14 AM »


    same can be said with blender...

    though I still would prefer brbx due to the complexities that won't be needed anymore...


    as for normals...
    I was working on getting normals imported in blender 2.49...
    but recent development on UMC has stopped me from working on the script...

    I've pretty much set the script down...
    (it currently doesn't work anyways due to new implamentations which never got finished) >_>


    viewing the normals would be very helpful actually Smiley


    for those who don't know...
    the normal is positioned in a certain direction away from [0,0,0]

    when viewing this coord inline with [0,0,0], the respective color for the vertex will be full diffuse color.
    (modified with the texture of course)

    now think of [0,0,0] as the vertex coord with the normal posistion at the same distance and direction.


    the normal determines the vertex color in respect to the direction it's viewed at...

    I've got a more pictorial representation of this in UMC dev5's notes.

    just some interesting info there Tongue
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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.

    nanobuds
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    « Reply #13426 on: March 05, 2013, 10:01:44 AM »


    I saw the title... It really got my attention...  I see what you did there ...
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    BlackJax96
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    « Reply #13427 on: March 05, 2013, 04:39:21 PM »


    Somehow I knew somebody would bring up viewing/editing normals in Brawlbox.
    >_>
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    Don Jon Bravo
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    « Reply #13428 on: March 05, 2013, 05:21:23 PM »


    viewing shaders in brawlbox
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    DarkPikachu
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    complexity == fun

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    « Reply #13429 on: March 05, 2013, 06:10:07 PM »


    Somehow I knew somebody would bring up viewing/editing normals in Brawlbox.
    >_>

    don't worry BJ... I'll patiently wait Wink

    implamenting them should be fairly easy anyways Tongue
    (I have yet to do it in UMC so IDRK)
     ^ I have yet to finish the new format Tongue
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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.

    Nasca Corp
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    « Reply #13430 on: March 06, 2013, 05:57:42 PM »


    this is my birthday gift..... *-*!!
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    Don Jon Bravo
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    « Reply #13431 on: March 06, 2013, 07:47:45 PM »


    Yo Black Jax

    Something that i have not seen in many 3d softwares is the ability to paint directly on 3d models
    I wonder if maybe in the future you may be interested in fullfilling such a major task in brawlbox
    « Last Edit: March 06, 2013, 07:49:53 PM by Mr.MW » Logged


    BlackJax96
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    « Reply #13432 on: March 06, 2013, 07:50:49 PM »


    Yo Black Jax

    Something that i have not seen in many 3d softwares is the ability to paint directly on 3d models
    I wonder if maybe in the future you may be interested in fullfilling such a major task in brawlbox
    i can imagine people just converting their models to mdlo just for this convenience

    If you mean like, texturing right on the model, Photoshop can do that as long as you have the right version (CS4 and up, Extended version). That would be a [censored] to program myself.
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    Don Jon Bravo
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    « Reply #13433 on: March 06, 2013, 07:53:23 PM »


    If you mean like, texturing right on the model, Photoshop can do that as long as you have the right version (CS4 and up, Extended version). That would be a [censored] to program myself.
    ya
    well ive tried photoshop extended cs6 but i get an error with open gl and what not so i have not been successful

    but yea i can imagine it being a lot of work
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    SmashClash
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    « Reply #13434 on: March 06, 2013, 08:24:45 PM »


    ya
    well ive tried photoshop extended cs6 but i get an error with open gl and what not so i have not been successful

    but yea i can imagine it being a lot of work
    Well, this comes to the conclusion that BlackJax should implement a [censored]-to-make program for one individual. Seems logical.
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    Don Jon Bravo
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    « Reply #13435 on: March 06, 2013, 08:45:54 PM »


    Well, this comes to the conclusion that BlackJax should implement a [censored]-to-make program for one individual. Seems logical.

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    SmashClash
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    « Reply #13436 on: March 06, 2013, 09:11:39 PM »




    Cry me a river.
    Please?
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    nanobuds
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    « Reply #13437 on: March 06, 2013, 09:54:19 PM »


    Why u such a smartass SmashClash? D:
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    DarkPikachu
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    complexity == fun

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    « Reply #13438 on: March 07, 2013, 05:02:43 AM »


    Yo Black Jax

    Something that i have not seen in many 3d softwares is the ability to paint directly on 3d models
    I wonder if maybe in the future you may be interested in fullfilling such a major task in brawlbox

    blender can do this
    (Texture Painting)

    Post Merge: March 07, 2013, 05:05:27 AM
    If you mean like, texturing right on the model, Photoshop can do that as long as you have the right version (CS4 and up, Extended version). That would be a [censored] to program myself.
    BJ
    don't program it yourself...
    steal it from Blender XDD
    they host their src right on their site Wink

    EDIT:
    and this is the only reason I like Post-Merge.
    (can't multiquote well on wii)


    EDIT2:
    oh yea BTW BJ
    I won't be implamenting my Dynamic Modelling system into my Game system...
    so when I finish it's development, I'll send you the src Wink

    Dynamic Modelling is simply a less complex replacement for NURBS Modelling...

    it's like using Blender's Sub-Surf modifier but with MUCH more decent results...
    (A cube with the modifier can't make a sphere)
     ^ a Dynamic cube can

    NURBS require 9 points for each face of the cube...
    Dynamic Modelling only requires 4 points

    to do the math:
    NURBS: 9+9+3+3+1+1 = 26 points
    Dynamic: 4+4 = 8 points
    (don't count the points already used by other faces)


    another note:
    NURBS can't do triangles
    Dynamic can
    « Last Edit: March 07, 2013, 05:41:47 AM by DarkPika » 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.

    SmashClash
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    « Reply #13439 on: March 07, 2013, 01:12:33 PM »


    Why u such a smartass SmashClash? D:
    Because it's better than being a dumbass.
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