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Author Topic: Brawlbox Resources & History  (Read 3910577 times)
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BlackJax96
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    « Reply #14745 on: June 19, 2013, 12:21:49 PM »


    Hopefully that's enough information.

    I already fixed it.
    The fix will be in v0.68d.
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    jimbo1qaz
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    « Reply #14746 on: June 19, 2013, 02:10:11 PM »


    Any advice on how to bug Chadderz to fix CTools? He didn't release the source code, despite "releasing" CTools under the GPL, which requires source to be publicly available. Or should I just hate him for being a hypocrite?
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    « Reply #14747 on: June 19, 2013, 02:20:34 PM »


    Any advice on how to bug Chadderz to fix CTools? He didn't release the source code, despite "releasing" CTools under the GPL, which requires source to be publicly available. Or should I just hate him for being a hypocrite?
    It should be easy enough to bug someone, but considering their work is entirely hobby-based, you shouldn't expect much from them unless they specifically promised you something. If I understand correctly, annoying somebody will not motivate them. It's just [censored]ing annoying.
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    « Reply #14748 on: June 19, 2013, 02:29:24 PM »


    Please can you fix the problem in Brawlbox v0.68c in Windows 7 32-bit I cant TOUCH the bones or VERTEX the model I updated to the latest .NET
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    BlackJax96
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    « Reply #14749 on: June 19, 2013, 02:39:36 PM »


    Please can you fix the problem in Brawlbox v0.68c in Windows 7 32-bit I cant TOUCH the bones or VERTEX the model I updated to the latest .NET

    Works on my 32-bit laptop running Windows 7. You're doing something wrong.

    Any advice on how to bug Chadderz to fix CTools? He didn't release the source code, despite "releasing" CTools under the GPL, which requires source to be publicly available. Or should I just hate him for being a hypocrite?

    Just don't, CTools can't really do anything other than extract and import stuff anyway. And it's super old.
    But feel free to hate him
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    « Reply #14750 on: June 19, 2013, 03:32:57 PM »


    wat


    Let me explain. When importing DAEs there is one thing that seems to be defined at random. It is that thing that has to do with lightning or something. It is noticeable during the falcon punch. As seen here.




    On the first one every object turns orange-ish. On the second one only a few objects do.
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    BlackJax96
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    « Reply #14751 on: June 19, 2013, 03:43:08 PM »


    Let me explain. When importing DAEs there is one thing that seems to be defined at random. It is that thing that has to do with lightning or something. It is noticeable during the falcon punch. As seen here.



    On the first one every object turns orange-ish. On the second one only a few objects do.


    That's definitely a problem with your material or shader settings.

    Is that using the default shader?
    Because the default shader does use streamed values for flashing when you charge moves and stuff.
    You could remove the last 3 stages to make it not use the streamed values.

    Basically, have the shader have one stage that multiplies the RasterColor by the TextureColor and that's it.
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    TheBlueBlur
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    « Reply #14752 on: June 19, 2013, 05:26:36 PM »


    When I used Brawlbox v0.67b everything was fine then the update came and after some days the bones and vertex doesn't work. I even redownloaded it but it gives the same problem
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    « Reply #14753 on: June 19, 2013, 05:33:11 PM »


    ^
    I had the same problem for a while. I have no idea how, but when I updated my Java after it kept bothering me to do so, it actually started working for me.
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    TheBlueBlur
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    « Reply #14754 on: June 19, 2013, 05:34:00 PM »


    I even updated Java but nothing =(
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    « Reply #14755 on: June 20, 2013, 01:07:54 PM »


    That's definitely a problem with your material or shader settings.

    Is that using the default shader?
    Because the default shader does use streamed values for flashing when you charge moves and stuff.
    You could remove the last 3 stages to make it not use the streamed values.

    Basically, have the shader have one stage that multiplies the RasterColor by the TextureColor and that's it.
    Yes, what was weird is that it was using the default shader. Thanks for the info.
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    « Reply #14756 on: June 21, 2013, 11:59:38 PM »


    BJ, I'm sure this has been requested a million times by now, positive even. But what I want to know is the status of it, to see if you're even planning to work on it.

    Are you planning to make it so that we can export CHR0's to 3ds or another model editing program any time soon? Or has it been deemed kind of unnecessary?
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    « Reply #14757 on: June 22, 2013, 12:18:23 AM »


    BJ, I'm sure this has been requested a million times by now, positive even. But what I want to know is the status of it, to see if you're even planning to work on it.

    Are you planning to make it so that we can export CHR0's to 3ds or another model editing program any time soon? Or has it been deemed kind of unnecessary?
    ^this
    i know there has been made a animetion converter already but
    will be best if the animetions chr0 and be exported to a file format there is separated from the model file
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    BlackJax96
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    « Reply #14758 on: June 22, 2013, 12:53:26 AM »


    :O

    Played around with it for a bit, and it works great in Maya.

    Even with my model imports!

    It crashes 3ds Max though. :/

    Thanks a bunch. I'll have this added to Brawlbox in no time.


    It's not that I don't want to add such a feature, it's just that I'd have to research the spec for a format, work with interp, etc. I have more important stuff to work on right now.

    Although I guess this feature is pretty important too, since it's been requested so many times.
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    « Reply #14759 on: June 22, 2013, 01:01:26 AM »


    It's not that I don't want to add such a feature, it's just that I'd have to research the spec for a format, work with interp, etc. I have more important stuff to work on right now.
    Although I guess this feature is pretty important too, since it's been requested so many times.
    Why not output it into a Text file (.txt)? Then you can add an import button to the export animations script for 3ds.
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