Brawlbox Resources & History

Started by BlackJax96, December 14, 2010, 03:39:11 AM

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Quote from: Spex130 on April 21, 2013, 08:55:05 PM
Also, what do you mean by "use fur?"

exactly what the phrase says

Quote from: DarkPika on April 21, 2013, 09:00:13 PM
are you being literal??

if you are:
how else did you figure out that info on the SWF thread...
you told me that the unknown offsets were for fur and something else :P


if there's no known MDL0's, how do you know about it then??

...I have... sources... >D

Quote from: BlackJax96 on April 21, 2013, 09:32:49 PM
exactly what the phrase says

...I have... sorcerer... >D
sorcerer? I didnt believe you believed in magic *snort snort*

but can I has some box of cupcakes?
Stupid Tinypic :C

Quote from: BlackJax96 on April 21, 2013, 09:32:49 PM
...I have... sources... >D
WHAT!?!?

Who in the heck??
...
Who in the heavens??

[spoiler]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.

lol

Sorry but you are not allowed to view spoiler contents.


Ok so I just came to realize that I'll have to regenerate object primitives if influences are going to be editable.
That'll be a pain in the ass since a group of primitives can only use up to 10 different influences for every vertex; it was annoying enough grouping primitives for model imports because of this.
I also have to recreate the vertex sets and re-link indices in the object primitives if any influences are converted from multi-bone to single-bone or vice versa.

Bad news: Vertex weighting tragically won't be in v0.68.
Good news: Vertex moving still will be and the release will be very soon now.

well, I'm not entirely sure, but something's telling me that's not fur data...

I don't recall partical systems using vertex positions or layering info :/


you sure that ain't curve data??

... whatever,
I won't question it really because I don't know partical systems too well...

[spoiler]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.


Wow, very soon, huh? I'm stoked. ;D I'm in no hurry to have vertex weights editable, but RSAR, that's a whole different ball game. ;D

April 22, 2013, 12:31:34 AM #14033 Last Edit: April 22, 2013, 12:43:24 AM by DarkPika
Quote from: BlackJax96 on April 22, 2013, 12:13:21 AM
I am beyond 100% sure it's fur data.
KK
like I said, I won't question as I don't know enough...

however, could you link me to your sources plox :)


EDIT:
also...
can you at least help me understand how brbx stores the model data internally :/

like, are the vertices stored in arrays or arranged class instances??

eg:
class primitive:
   def __init__(self):
       self.type = TRIANGLES
       #facepoints here
       self.next = primitive()
       self.prev = primitine()

#used as:
p = primitive()
while p.next != None:
   #read primitive data
   p = p.next #continue to the next class instance


^does brbx use that??
or something else??

[spoiler]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.

Quote from: DarkPika on April 22, 2013, 12:31:34 AMcould you link me to your sources plox :)

I was told not to share them with anyone.
Sorry :L

April 22, 2013, 12:45:23 AM #14035 Last Edit: April 22, 2013, 12:48:07 AM by DarkPika
Quote from: BlackJax96 on April 22, 2013, 12:34:57 AM
I was told not to share them with anyone.
Sorry :L

:notimp: :srs:

who told you??
now it's personal...
PM me

[spoiler]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.

Quote from: DarkPika on April 22, 2013, 12:31:34 AM
KK
like I said, I won't question as I don't know enough...

however, could you link me to your sources plox :)


EDIT:
also...
can you at least help me understand how brbx stores the model data internally :/

like, are the vertices stored in arrays or arranged class instances??

eg:
class primitive:
   def __init__(self):
       self.type = TRIANGLES
       #facepoints here
       self.next = primitive()
       self.prev = primitine()

#used as:
p = primitive()
while p.next != None:
   #read primitive data
   p = p.next #continue to the next class instance


^does brbx use that??
or something else??

It's insanely complicated. :L

Quote from: DarkPika on April 22, 2013, 12:45:23 AM

:notimp: :srs:

who told you??

Sorry but you are not allowed to view spoiler contents.

April 22, 2013, 02:16:18 AM #14037 Last Edit: April 22, 2013, 02:42:31 AM by DarkPika
I want to find whoever told you not to share the info,
and I want to officially slap them in the face.
why should this gem of information be hidden away so noone can see, or learn from it :srs:
I mean... it's not like a group of 8 to 10 people AREN'T working to fully figure out the format.


if one things for certain, I HATE being kept in the dark when it comes to good knowledge.


- not sharing knowledge as to how you did something makes you greedy.
- classifying yourself makes you a coward.

just to note, that's not directed at you BJ ;)
I'm hoping the dude who told you will run across this post.

Post Merge: April 22, 2013, 02:42:31 AM

hey BJ :)
here's an idea for ya:

instead of brbx only being able to load 1 file at a time,
have it support multiple files :)

that way you could open the model archive, the animations archive, and the logic archive,
and have the models from everything show up in the previewer, along with the animations and logic already pre-loaded :)


would that be easy to implament??
or does brbx have to completely clear it's internal memory before loading the new file??

[spoiler]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.

Quote from: DarkPika on April 22, 2013, 02:16:18 AM

hey BJ :)
here's an idea for ya:

instead of brbx only being able to load 1 file at a time,
have it support multiple files :)

that way you could open the model archive, the animations archive, and the logic archive,
and have the models from everything show up in the previewer, along with the animations and logic already pre-loaded :)


would that be easy to implament??
or does brbx have to completely clear it's internal memory before loading the new file??

I was actually also thinking about this the other day.

If there could be a simple "container" that could hold ALL the files for a character (Say, the essentials: A 00 costume, a movesetPac, and a MotionEtc) and be able to dump them all out on command would be super dandy.

Maybe call it a .brbx, haha.

Still though, just file that in the "if I feel like it lol" folder. It's not like we just can't deal with it or something.


Brawlbox can already open multiple model files along with animations and a PSA in the model viewer. :srs:

Ikarus is gonna have an option to just open the whole freaking root folder of all the Brawl files anyway so there you go.

Opening multiple files in the main program is unnecessary as you can just open multiple Brawlbox instances.