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Author Topic: Brawlbox Resources & History  (Read 3861763 times)
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pikazz
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    « Reply #14400 on: May 10, 2013, 09:56:34 AM »


    I found a preview bug. quite old from 67 but yet its in 68b

    if you use a PAT0 that has Palettes in it (good example is the Toon Links Eyelids), each texture will be screwed up! example FitToonlid.00 will be normal but .01 and .02 will have diffirent color! mostly being much more darker!


    believe its the palettes that dont want to change in preview with PAT0
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    « Reply #14401 on: May 10, 2013, 09:58:23 AM »


    I found a preview bug. quite old from 67 but yet its in 68b

    if you use a PAT0 that has Palettes in it (good example is the Toon Links Eyelids), each texture will be screwed up! example FitToonlid.00 will be normal but .01 and .02 will have diffirent color! mostly being much more darker!


    believe its the palettes that dont want to change in preview with PAT0

    preview bug means that it will work in game though
    right?
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    pikazz
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    « Reply #14402 on: May 10, 2013, 10:06:14 AM »


    preview bug means that it will work in game though
    right?
    yes, thats correct! it only affect the preview but not ingame
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    « Reply #14403 on: May 10, 2013, 01:07:34 PM »


    I found a preview bug. quite old from 67 but yet its in 68b

    if you use a PAT0 that has Palettes in it (good example is the Toon Links Eyelids), each texture will be screwed up! example FitToonlid.00 will be normal but .01 and .02 will have diffirent color! mostly being much more darker!


    believe its the palettes that dont want to change in preview with PAT0
    Wouldn't that be an issue with how BB don't render shaders yet?
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    BlackJax96
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    « Reply #14404 on: May 10, 2013, 01:53:54 PM »


    I know about this, no it doesn't affect in-game, and it has nothing to do with shaders

    It's fixed now for the next version
    « Last Edit: May 10, 2013, 07:57:53 PM by BlackJax96 » Logged

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    « Reply #14405 on: May 10, 2013, 08:27:37 PM »


    I know about this, no it doesn't affect in-game, and it has nothing to do with shaders

    It's fixed now for the next version
    Hey BJ, did you figure out what causes Marth's cape UV's to be exported incorrectly?
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    « Reply #14406 on: May 10, 2013, 08:57:54 PM »


    Hey BJ, did you figure out what causes Marth's cape UV's to be exported incorrectly?

    nope
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    « Reply #14407 on: May 10, 2013, 09:01:44 PM »


    nope
    It's elusive then. I have a theory...
    When you export Marth's model, little elves that live in your computer go, "Nope!" and screw the crap out of the UV's, but only for the cape. I've seen them at work before, they're spiteful little things. Have you tried putting the comments, "I don't believe in elves." Three times in the DAE exporter? I think it would work. (I'm pretty sure it will work.)
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    « Reply #14408 on: May 10, 2013, 10:39:02 PM »


    Good news.

    I've finally mastered the art of the UITypeEditor.

    So now you can do stuff like this:



    basically, I can add a dropdown control to any type of property now.

    oh and I'm going to Disneyland tomorrow.
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    DSX8
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    « Reply #14409 on: May 10, 2013, 10:43:44 PM »


    Good news.

    I've finally mastered the art of the UITypeEditor.

    So now you can do stuff like this:



    basically, I can add a dropdown control to any type of property now.

    oh and I'm going to Disneyland tomorrow.
    now i can have SOOOO much fun with that now ^_^


    apply it to SCN0... now Im srs here
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    « Reply #14410 on: May 10, 2013, 10:52:07 PM »


    Disneyland?

    You lucky [censored]er.
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    BlackJax96
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    « Reply #14411 on: May 10, 2013, 10:54:19 PM »


    apply it to SCN0... now Im srs here


    I don't know how to respond to this without using the words "stupid", "dumb" or "idiot" so I'll just tell you what you need to do.

    Double click a color and the color selection dialog comes up.

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    « Reply #14412 on: May 10, 2013, 10:58:39 PM »


    ignore what i said >_>

    *isnt acting normal*
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    « Reply #14413 on: May 10, 2013, 11:38:13 PM »


    This thread can have so many lulz sometimes.

    And have fun at Disneyland, BJ!
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    « Reply #14414 on: May 11, 2013, 10:12:36 AM »


    Minor complaint, but it seems like in .68b I cannot stretch out the moveset panel, so it's stuck in an awkwardly-small state that makes it kind of hard to use.

    Also the model viewer and the "main" window use different icons - Not sure if that's intentional or not. Tongue

    Looking good though.
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