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Author Topic: Brawlbox Resources & History  (Read 3862990 times)
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Flutterbombsexmachine
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« Reply #14490 on: May 21, 2013, 10:18:06 AM »


1. Open model in model previewer
2. Click the "Vertices" button on the top menu bar
3. Drag the vertices.
Great. Thanks very much. Seems so obvious now.

Post Merge: May 21, 2013, 10:22:23 AM
Great. Thanks very much. Seems so obvious now.
Oh wow, that is really, really easy. 10/10 best feature ever. May as well uninstall 3DS Max.
Any plans for co-ordinate editing or is it there already and I've missed it?
« Last Edit: May 21, 2013, 10:22:23 AM by Flutterbombsexmachine » Logged

DarkPikachu
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complexity == fun

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    « Reply #14491 on: May 21, 2013, 11:50:44 AM »


    hey BJ...
    how sure are you about the fur data?? :/
    like...
    how does the dude know what he's talking about??
    are you sure you can trust what the dude says about it??

    I've finally JUST gotten that MDL0.
    (it's that thing from Metriod I've seen in a few Pewdiepie - Amnesia wierd videos)

    anyways yea...
    if the dude wants this to remain private, he'll invite me...
    otherwize I'm sticking to my original plan from years ago.
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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.
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    ForOhFor Error
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    « Reply #14492 on: May 21, 2013, 02:29:12 PM »


    Quick question: how do you change vertex editing from translation to rotation?
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    mnsg
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    « Reply #14493 on: May 21, 2013, 03:23:16 PM »


    Quick question: how do you change vertex editing from translation to rotation?

    As far as I know, there's no way to rotate vertex points yet.
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    Snivy
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    « Reply #14494 on: May 21, 2013, 05:32:40 PM »


    Hey BJ. Got a quick question.
    Why don't you have an 'Export animation' button?
    I know what you're thinking, but hear me out.
    When you export the CHR0, it can be saved as a .txt, like the import animation button can do, but it outputs it. Then it can be imported into 3DS Max with the MAXscript.

    Ignore if you want, I won't mind.
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    « Reply #14495 on: May 21, 2013, 07:19:50 PM »


    well, BJ...
    I have some interesting notes in an interesting discussion I had recently with someone you might know Wink

    I've thought up the term GLAT for something that isn't used anymore in GL.
    that would be Advanced Texturing.

    this includes things such as TEVs and other methods which all use the CPU.
    so GLAT is a very large slew of operations performed to make the texture look good on the object.
    (this includes bump-mapping, NBT, and other sorts of advanced methods)

    notice how these few things I've mentioned are also used by the GLSL
    that's because everything was brought from the CPU over to the GPU.


    here's how this compairs to GX:

    GLAT GLSL
    GXAT GXSL

    in this case, GXSL doesn't exist as the wii only has one processor being used during run-time of a game.
    there is another processor, but from what I've read, it's not a sufficient interface to handle the data transactions needed for gameplay...
    thus it's not used.

    so everything in a game is done by the GPU with no 3rd party transactions to a co-processor.
    as such, GXSL is not required, and thus GXAT is used.

    GXAT includes everything in the BP register that you guys know about,
    along with some stuff in the XF register.

    those supposed "shaders" are GX's Advanced Texturing Interface.

    keep in mind that GL does fully support what GX supports, and MUCH much more.

    EDIT:
    though emulation of GX using GL would be extremely slow
    (the extensions (such as GLSL) are required if you want near-Nintendo speed)

    this concludes my notes for the day Tongue
    hope you find them helpful BJ
    « Last Edit: May 22, 2013, 05:14:02 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.

    fake_jokekid
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    « Reply #14496 on: May 21, 2013, 10:05:10 PM »


    *resubscribes*
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    the_randomizer
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    « Reply #14497 on: May 21, 2013, 11:44:10 PM »


    Brawl Box 0.68b crashes when you import a model and save a .pcs file over an old one. Heck, if you simply replace a model that's been fully rigged, .pac files save file, but when using the same model over a .pcs, it crashes

    This did not happen in 0.67.
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    Snivy
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    « Reply #14498 on: May 22, 2013, 08:09:47 PM »


    Also, BJ. In BB, you say that the vertices and bones are controlled by the same key, V.
    While this in no way effects anything, I would like it if you fixed it.
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    « Reply #14499 on: May 22, 2013, 08:44:29 PM »


    Also, BJ. In BB, you say that the vertices and bones are controlled by the same key, V.

    No?

    "
    F key: Toggle floor
    B key: Toggle bones
    P key: Toggle polygons
    V key: Toggle vertices
    "
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    Snivy
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    « Reply #14500 on: May 22, 2013, 08:58:09 PM »


    No?

    "
    F key: Toggle floor
    B key: Toggle bones
    P key: Toggle polygons
    V key: Toggle vertices
    "

    Sorry, I forgot to put this:
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    « Reply #14501 on: May 22, 2013, 09:18:09 PM »


    Oh, okay.
    And just a screenshot or short description would've sufficed, you didn't need to use a gif lol
    Although you probably just enjoy making gifs so carry on
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    Snivy
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    « Reply #14502 on: May 22, 2013, 09:57:28 PM »


    I could not get it any other way, when I tried to screencap, the menu disappeared, not allowing me to show it.
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    « Reply #14503 on: May 22, 2013, 10:31:25 PM »


    We do report bugs here, right? Because I have a potentially serious bug to report.
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    BlackJax96
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    « Reply #14504 on: May 22, 2013, 10:43:27 PM »


    We do report bugs here, right? Because I have a potentially serious bug to report.

    If it's the same bug, I fixed it.
    Otherwise, write it here.
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