Brawlbox Resources & History

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

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Quote from: BlackJax96 on May 06, 2013, 11:37:34 PM
WOW, seriously?
That's funny. I recoded the wireframe stuff like you said.

Glad I was able to help I guess ^^
My BrawlEx Cosmetic template for people who are lazy!
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203448
Supports up to 35 BrawlEx characters currently.

Quote from: BlackJax96 on May 06, 2013, 11:52:55 PM
wat
Oh, did you think I was talking about brawl? nonono.

I'm saying that's where it goes in the Rhythm Heaven Fever BRSAR... If you want it to sound correctly in-game.

but it still gives me errors, so I'll keep at it though.

Quote from: Jamaldude on May 07, 2013, 12:42:50 AM
Oh, did you think I was talking about brawl? nonono.

I'm saying that's where it goes in the Rhythm Heaven Fever BRSAR... If you want it to sound correctly in-game.

but it still gives me errors, so I'll keep at it though.

Oh well I figured you meant some other rsar. But I didn't know which.
Turns out I never downloaded the one you sent me because all the timers and wait times made me forget about it. Doing that now

Quote from: BlackJax96 on May 07, 2013, 12:51:20 AM
Oh well I figured you meant some other rsar. But I didn't know which.
Turns out I never downloaded the one you sent me because all the timers and wait times made me forget about it. Doing that now
I'm sorry. orz

Quote from: Jamaldude on May 07, 2013, 12:52:49 AM
I'm sorry. orz

Well, I "fixed" the error, but it didn't really fix the real problem.
Unfortunately I don't think you're gonna be able to modify this RSAR. ;-;
I'm just gonna release v0.68b how it is now and take a break for a while.


Bone names don't appear when you hover over them.

Quote from: Nanobuds on May 07, 2013, 03:03:37 AM
Bone names don't appear when you hover over them.
Art thy settings as thus?



v0.68b has been updated.
And with that, I'm gonna take a break from fixing bugs for a while. So if you find any, report them and then ignore them. :P

Quote from: Nanobuds on May 07, 2013, 03:03:37 AM
Bone names don't appear when you hover over them.

I set them to not display by default since they were causing the last set GL color to overlay the whole screen.

But as the pic above shows, you can turn them on :P

Just be sure to save your settings so you don't have to turn it on every time you open the model viewer.

And many thanks for the quick bug fixes! Makes our lives easier.

Well, until I can get a better computer, guess I'll just keep 67b around for texuring, then do everything else in 68b. Oh joy.
I'm no longer around. If you really need to get my attention, send a PM


Also, one last thing. Have any of you encountered the random RED X OF DOOM on the model previewer? It seems to randomly show up sometimes now that I implemented OpenTK.

Like, you're workin and suddenly BOOM RED X IN YOUR FACE ERROR BUG GLITCH RED RING OF DEATH?

Well, in v0.68b, I managed to catch that and reset the viewer back to how it is when it first starts up, saving the work that you currently have on-screen.

You're welcome. :D

btw redownload yet again, because I finished that fix just now XD
almost forgot it.


Quote from: BlackJax96 on May 06, 2013, 08:12:04 PM
That's not a bug; welcome to the future. Hexing vertices is completely unnecessary now that we have a perfect MDL0 rebuilder, a model importer, and a built-in vertex editor. I've even been thinking about removing the asset nodes altogether soon, since you can't edit them directly anyway. The only thing I would need to support would be renaming, exporting and replacing them.

I guess my main concern is if you wanted to merge certain vertex hacks together.  Hex editing would be quicker in that situation.

But I guess that can be left up to v0.67b if hex editing vertices is obsolete now.

Hey BJ, just had an idea for a suggestion. Would it be possible to create a location/orientation/size marker for external GFX which works like the offensive collision hitboxes?
It really just occurred to me that at the moment we're still guessing where GFX locations relative to bones are located. It really would take the guesswork out of finding the origin of the EGFX we're putting together, and it really doesn't matter if we can see the effect or not because if we're using it we should know what it is.