Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 916 917 918 [919] 920 921 922 ... 1046
Author Topic: Brawlbox Resources & History  (Read 3852371 times)
0 Members and 2 Guests are viewing this topic.
the_randomizer
Holy Kitten
*
Offline Offline

Posts: 1617


  • Awards Super Saiyan Topic Heart Container Dedicated Hacker Ceiling Cat

  • View Profile Awards
    « Reply #13770 on: April 03, 2013, 06:57:57 PM »


    Delete the track info in Audacity.
    This bug is fixed in v0.68.

    We've gone over this before. Im srs here

    lmao

    I didn't know that it had been discussed before, and I didn't even use Audacity, it crashes when I navigate the song in Brawl Box. Funny seeing as it worked before, but whatever, a new version is coming out.

    Kinda hard to find out where it was discussed now that there are 900+ pages and 13,100+ posts...yeah. Again, it crashed in Brawl Box, what does deleting the track info have to with Audacity when I didn't even use it?  If I didn't use Audacity, how do I fix it in the mean time (until 0.68)?
    « Last Edit: April 03, 2013, 07:00:59 PM by the_randomizer » Logged

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #13771 on: April 03, 2013, 07:02:01 PM »


    I didn't know that it had been discussed before, and I didn't even use Audacity, it crashes when I navigate the song in Brawl Box. Funny seeing as it worked before, but whatever, a new version is coming out.

    Kinda hard to find out where it was discussed now that there are 900+ pages and 13,100+ posts...yeah. Again, it crashed in Brawl Box, what does it have to with Audacity when I didn't even use it.

    baka

    just wait for v0.68

    A very small request for a simple feature, u showed a preview where you could see the bone's name in the previewer, could make it so it also displays the bone's index?

    no
    Logged

    the_randomizer
    Holy Kitten
    *
    Offline Offline

    Posts: 1617


  • Awards Super Saiyan Topic Heart Container Dedicated Hacker Ceiling Cat

  • View Profile Awards
    « Reply #13772 on: April 03, 2013, 07:03:41 PM »


    baka

    just wait for v0.68

    no

    "Baka" huh? Thanks for the compliment.  Roll Eyes

    I'll wait.
    « Last Edit: April 03, 2013, 07:06:52 PM by the_randomizer » Logged

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #13773 on: April 03, 2013, 07:10:03 PM »


    "Baka" huh? Thanks for the compliment.  Roll Eyes

    No problem.

    I'll wait.


    Good

    Logged

    Hubert Oswell
    Hyper Kitten
    ******
    Offline Offline

    Posts: 231


  • Awards RAGE!!

  • View Profile Awards
    « Reply #13774 on: April 03, 2013, 10:07:06 PM »


    Can we remove vertices with the new Brawlbox?
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #13775 on: April 04, 2013, 04:12:36 PM »


    hey BJ...
    I was just wondering if you know if MDL0's are capable of doing this:

    I've just found out using blender that apparently a single object can have UV's that link between multiple textures...

    and it makes sense too when played out in GL:

    glBegin(GL_QUADS)
        glBindTexture(GL_TEXTURE_2D, 0 )
        glTextCoord2f(0.0,0.0); glVertex3f()
        glTextCoord2f(1.0,0.0); glVertex3f()
        glTextCoord2f(1.0,1.0); glVertex3f()
        glTextCoord2f(0.0,1.0); glVertex3f()

        glBindTexture(GL_TEXTURE_2D, 1 )
        *same as above, but with different verts*

    glEnd()


    so...
    while the same object is capable of multiple textures...
    is it possible to do this with MDL0 files??

    it's possible to do this with OBJ files:

    o object0
    usemtl Texture0.png
    f 1/1 2/2 3/3 4/4
    usemtl Texture1.png
    f 4/1 3/2 5/3 6/4
    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 #13776 on: April 04, 2013, 04:44:24 PM »


    Can we remove vertices with the new Brawlbox?

    no

    hey BJ...
    I was just wondering if you know if MDL0's are capable of doing this:

    I've just found out using blender that apparently a single object can have UV's that link between multiple textures...

    and it makes sense too when played out in GL:

    glBegin(GL_QUADS)
        glBindTexture(GL_TEXTURE_2D, 0 )
        glTextCoord2f(0.0,0.0); glVertex3f()
        glTextCoord2f(1.0,0.0); glVertex3f()
        glTextCoord2f(1.0,1.0); glVertex3f()
        glTextCoord2f(0.0,1.0); glVertex3f()

        glBindTexture(GL_TEXTURE_2D, 1 )
        *same as above, but with different verts*

    glEnd()


    so...
    while the same object is capable of multiple textures...
    is it possible to do this with MDL0 files??

    it's possible to do this with OBJ files:

    o object0
    usemtl Texture0.png
    f 1/1 2/2 3/3 4/4
    usemtl Texture1.png
    f 4/1 3/2 5/3 6/4

    Calling glBindTexture in between glBegin() and glEnd() is illegal, it throws an error.
    you have to bind, begin, draw, end, bind, begin, draw, end, etc.

    MDL0s don't directly support different UV sets per vertex but you can have up to 8 separate UV sets linked to an object at once so you could still pull of the effect with shaders.
    Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #13777 on: April 04, 2013, 05:09:10 PM »


    ...
    it works for me O.o
    but whatever... Tongue

    anyways... not UV sets BJ...
    that's what I was trying to explain... :/

    look at the OBJ example
    it only has 4 UV's

    the texture calls are different for those UV's

    I did it with Pika's volt-tackle trophy...
    I got his eyes to use the eye texture instead of the main texture used by the rest of the object...

    I think it's possible by setting up the UV matrix commands in the display list...
    but I don't know too much about texturing to say so...

    my next best guess would be using the TEVs...

    I'm not calling them shaders because BP does not equal GLSL
    (BP equals GL texturing)

    to my knowledge I havn't found anything yet relating to SL in the SDK...
    (everything about GX seems to directly relate to GL only)
     ^ with a few minor modifications of course >_>


    EDIT:
    sorry if I left you no room for comment...
    I was distracted by other outside interferences Tongue

    re-thinking what I've said...
    it'd have to be something that changes the texture in the MDL0's display list for that object...

    if that's possible (which I think it is), we could set up a model with alot less data sophistication, resulting in faster gameplay for larger models. Smiley

    unless you have any input that would state otherwize... :/
    (such as maybe a VBO memory overflow issue which would need to be handled via seperate objects)
     ^ that's just a guess Tongue
    « Last Edit: April 04, 2013, 07:05:30 PM 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.

    Ulala
    Expert Kitten
    ****
    Offline Offline

    Posts: 55


    Wii Fit TRAINER is a HEALTHNUT


    View Profile Awards
    « Reply #13778 on: April 04, 2013, 08:08:23 PM »


    This Saturday?! That's FANTASTIC!!!
    I'm gunna r*pe the sh*t out of the RSAR editor and import over 100 voices!

    BlackJax96!!!
    How would you sum up the whole progress/experience of making BB 0.68 -- in one word?
    This thread has to reach 1000 before saturday.
    Im srs here And lastly, Thank you for everythang you've done.
    « Last Edit: April 04, 2013, 08:09:40 PM by Ulala » Logged

    You and I can be poor, but neither of us can be cheap.

    DJ Lowgey
    Extreme Kitten
    *******
    Offline Offline

    Posts: 425


  • Awards Fiery Topic

  • View Profile Awards
    « Reply #13779 on: April 05, 2013, 05:09:13 AM »


    This Saturday?! That's FANTASTIC!!!
    I'm gunna r*pe the sh*t out of the RSAR editor and import over 100 voices!

    BlackJax96!!!
    How would you sum up the whole progress/experience of making BB 0.68 -- in one word?
    This thread has to reach 1000 before saturday.
    Im srs here And lastly, Thank you for everythang you've done.

    hope you import a nice voice for the wreck-it ralph hack too lol
    Logged

    TravixMan Productions
    Mega Kitten
    *****
    Offline Offline

    Posts: 161


    Wario's coming at ya!


    View Profile Awards
    « Reply #13780 on: April 05, 2013, 08:04:44 AM »


    I can't wait until tomorrow.  I'm gonna be making a ton of RSAR hacks with both Brawl and MKW.  This will allow me to complete Roy even further.
    Logged

    jdaster64
    Expert Kitten
    ****
    Offline Offline

    Posts: 69


    Mario, Kirby, MOTHER freak

  • Awards Tutorial Writer

  • View Profile WWW Awards
    « Reply #13781 on: April 05, 2013, 08:07:49 AM »


    Out of curiosity, is Brawl's RSAR format (or the BrawlBox handler, at any rate) compatible with Wii Sports' or Wii Sports Resort's? I'd like to replace some of the crowd sound effects with the ones from the golf game.
    « Last Edit: April 05, 2013, 09:17:57 AM by jdaster64 » Logged


    Jack H.
    Titles cost $5,000
    Supreme Kitten
    ********
    Offline Offline

    Posts: 578


    Co-Founder of KC-MM

  • Awards Super Saiyan Topic Renowned Hacker Starstormer Heart Container

  • View Profile WWW Awards
    « Reply #13782 on: April 05, 2013, 10:33:08 AM »


    Can I get some proper credit for the official Brawlbox Icon design? I've had that icon sitting in the resources page since BrawlVault's inception.
    Logged

    -Jack H.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #13783 on: April 05, 2013, 12:41:38 PM »


    Out of curiosity, is Brawl's RSAR format (or the BrawlBox handler, at any rate) compatible with Wii Sports' or Wii Sports Resort's? I'd like to replace some of the crowd sound effects with the ones from the golf game.


    All RSAR versions are supported, so yes.

    Can I get some proper credit for the official Brawlbox Icon design? I've had that icon sitting in the resources page since BrawlVault's inception.


    I will discuss this with my colleagues
    Logged

    jdaster64
    Expert Kitten
    ****
    Offline Offline

    Posts: 69


    Mario, Kirby, MOTHER freak

  • Awards Tutorial Writer

  • View Profile WWW Awards
    « Reply #13784 on: April 05, 2013, 03:04:41 PM »


    All RSAR versions are supported, so yes.

    Noice; I'll probably be importing those posthaste come tomorrow.
    Logged


    Pages:  1 ... 916 917 918 [919] 920 921 922 ... 1046
    Print
    Jump to: