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Author Topic: Brawlbox Resources & History  (Read 3862584 times)
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Flutterbombsexmachine
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« Reply #14640 on: May 31, 2013, 06:15:22 PM »


Found another bug, BJ.

So, what actually happens is: First off, when you press the insert button to add frames, the model doesn't update in real time like it usually does. And when this happens, sometimes pressing the "1 frame back" button will bring you to the first frame instead. But the worst thing about it is that sometimes adding frames will add a frame in the spot you specified and delete the last frame in the animation at the same time.

Odd.
Oh yeah, the Insert button didn't seem to work for me any more.
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jimbo1qaz
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« Reply #14641 on: May 31, 2013, 08:17:00 PM »


Or you could hack the source yourself...
Or maybe you can't. I don't know if the Google Code is updated to 0.68c whichever subrelease, but maybe you can hack the source and merge the changes and bug the author to include it instead of making him do it himself. I don't know any C# myself.
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    « Reply #14642 on: May 31, 2013, 09:03:50 PM »


    Is there a forum on Ikarus news? Forgive me if I'm out of date or behind on current events or w/e...

    Also, BJ, I'd be willing to donate a bit if I could get some more information on Ikarus first.
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    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

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    BlackJax96
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    « Reply #14643 on: May 31, 2013, 09:13:37 PM »


    I fixed the Insert Frame bug.
    Not sure about the MSBin bug though

    Is there a forum on Ikarus news? Forgive me if I'm out of date or behind on current events or w/e...

    Also, BJ, I'd be willing to donate a bit if I could get some more information on Ikarus first.


    You just blatantly slapped me in the face with a great idea.
    (this is a good thing)
    « Last Edit: May 31, 2013, 09:18:29 PM by BlackJax-sama » Logged

    DSX8
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    « Reply #14644 on: May 31, 2013, 11:01:20 PM »


    hmm.. i wonder if u'll be able to like do a thing like the CSS organizer program.. but do alot more than just that, and make it do SSS also (or the hub if possible).. that would be nice o.o
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    Firelis
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    « Reply #14645 on: June 01, 2013, 03:58:05 AM »


    Hey, BlackJax! Can you make a bone attachment control in the model previewer? cuz i would like to do it, also i cannot vertex anything else than brawl's original models Sad
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    « Reply #14646 on: June 01, 2013, 10:16:06 AM »


    Is BJ using Visual Studio 2012 now? I can't open the projects with 2010 anymore.
    I'm installing 2012 as we speak, so hopefully that'll fix it.
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    BlackJax96
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    « Reply #14647 on: June 01, 2013, 10:48:56 AM »


    Is BJ using Visual Studio 2012 now? I can't open the projects with 2010 anymore.
    I'm installing 2012 as we speak, so hopefully that'll fix it.

    Yeah
    « Last Edit: June 01, 2013, 11:29:10 AM by BlackJax-sama » Logged

    jimbo1qaz
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    « Reply #14648 on: June 01, 2013, 09:36:49 PM »


    OK the newest version works with some untextured models but possibly not all.
    And works as in "not crashes", not as in "looks correct".  Undecided
    This file imports without a crash: asdf.dae, despite having multiple instance_geometry-ies.
    I'm working on a XML hack to node-ify all GeometryInstances. Will it help? (because the program doesn't crash with untextured models but does crash with textures)
    As in a script.
    « Last Edit: June 01, 2013, 09:54:43 PM by jimbo1qaz » Logged

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    « Reply #14649 on: June 01, 2013, 09:46:15 PM »


    @jimbo1qaz: You can export from sketchup as a dae, import that into blender, export that as an fbx, import that into 3DS max, and export it as a dae that will import just fine in brawlbox. But the process is long and annoying, so I'd be interested if you could get it to be less painful.
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    BlackJax96
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    « Reply #14650 on: June 01, 2013, 09:48:57 PM »


    OK the newest version works with some untextured models but possibly not all.
    And works as in "not crashes", not as in "looks correct".  Undecided
    This file imports without a crash: asdf.dae, despite having multiple instance_geometry-ies.
    I'm working on a XML hack to node-ify all GeometryInstances. Will it help? (because the program doesn't crash with untextured models but does crash with textures)


    That *should* work.

    I'll continue working on trying to get your sketchup tests to import as well (although it's not my #1 priority right now).
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    jimbo1qaz
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    « Reply #14651 on: June 01, 2013, 11:02:56 PM »


    Yeah the zip is broken (again). It has the wrong textures for skp8.
    I fixed skp8 but removed skpMake, as I assume they're somewhere near identical. It'll also be easier to maintain this way.
    http://bayfiles.net/file/QE9t/pqdsaH/Sketchup8test.zip
    It also includes a sample four-square file (asdf.dae) and the output of my (alpha) script (asdf2.dae).
    If I have to reupload this one more time...

    Link: daeFixer needs Python 3.x to run. Drag a file onto the script or pass in a (relative or absolute) path, and it will (hopefully) produce a file with an "extension" of .output.dae (assuming it doesn't overwrite your entire hard drive). It will screw up if the complete filename (with extension) is three or less characters.

    Edit: Textures no longer crash...

    Edit2: I'm thinking of packing a future version of the script into an exe file, along with an installation of Python. Will it be any use to BrawlBox?

    Edit3: Does BB support command-line arguments?
    « Last Edit: June 02, 2013, 02:44:57 PM by jimbo1qaz » Logged

    BlackJax96
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    « Reply #14652 on: June 02, 2013, 12:51:16 PM »




    Do note that currently there is no audio and I'm temporarily using the image control to load the THP as an image source, so it doesn't play automatically yet.
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    DarkPikachu
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    « Reply #14653 on: June 02, 2013, 04:15:50 PM »


    @BJ: still cool though Grin
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    « Reply #14654 on: June 02, 2013, 04:26:06 PM »


    Yeah the zip is broken (again). It has the wrong textures for skp8.
    I fixed skp8 but removed skpMake, as I assume they're somewhere near identical. It'll also be easier to maintain this way.
    http://bayfiles.net/file/QE9t/pqdsaH/Sketchup8test.zip
    It also includes a sample four-square file (asdf.dae) and the output of my (alpha) script (asdf2.dae).
    If I have to reupload this one more time...

    Link: daeFixer needs Python 3.x to run. Drag a file onto the script or pass in a (relative or absolute) path, and it will (hopefully) produce a file with an "extension" of .output.dae (assuming it doesn't overwrite your entire hard drive). It will screw up if the complete filename (with extension) is three or less characters.

    Edit: Textures no longer crash...

    Edit2: I'm thinking of packing a future version of the script into an exe file, along with an installation of Python. Will it be any use to BrawlBox?

    Edit3: Does BB support command-line arguments?


    I don't know man, it sounds like you're getting pretty into it. Your script won't be any use to Brawlbox, no, but it might be useful to people using it who also use Sketchup.

    But really. Why not use 3ds Max or Maya?

    Do people actually use BrawlCmd anymore? Did they ever use it in the first place?

    @BJ: still cool though Grin


    Just wait until it has a play button and audio, just like the audio playback control :O
    Then I can get to coding a THP encoder.
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