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« Reply #14925 on: July 17, 2013, 01:57:07 AM » |
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Yeah well you know how some foods spoil if you leave them sitting around for too long? It turns out that this error can be remedied by putting them in a cold device called a refrigerator. This can prolong the life of said foods.
Mind explaining why you're talking down to me?
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« Reply #14926 on: July 17, 2013, 05:52:00 AM » |
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Mind explaining why you're talking down to me? He put BrawlBox into his refrigerator, Velen.
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« Reply #14927 on: July 17, 2013, 08:11:44 AM » |
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He put BrawlBox into his refrigerator, Velen.
*Sigh...* Can't even be taken seriously when trying to be helpful. It's probably some logic error you would manually need to root out anyway. Most logic errors that don't cause big screw-ups usually are the hardest to find and fix. Having the ability to apply those transformations to all animations would really help out with characters who need to have their bone translations edited in order to be the correct size, and it would really be a boon to making size-mods easier if it were made to work.
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« Reply #14928 on: July 17, 2013, 08:15:21 AM » |
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Mind explaining why you're talking down to me?
I'm not. I'm not sure if you know how to use a refrigerator, Velen. Just like you're not sure if I know how to debug a program.And copy and paste isn't an algorithm. *Sigh...*
Can't even be taken seriously when trying to be helpful. It's probably some logic error you would manually need to root out anyway. Most logic errors that don't cause big screw-ups usually are the hardest to find and fix.
Having the ability to apply those transformations to all animations would really help out with characters who need to have their bone translations edited in order to be the correct size, and it would really be a boon to making size-mods easier if it were made to work.
ok
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« Reply #14930 on: July 17, 2013, 08:47:02 AM » |
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Completely unrelated, but I've been wondering if this is just me or something else.
Anytime I use the vertex editor to mess with info.pac (specfically inf_mark or inf_face models), they look one size in BrawlBox, but shrink to tiny proportions in game. I can provide a screen if needed.
Is it something to do with the vertex positions not being a certain multiple?
Thanks for BB68d, by the way, it's great.
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« Reply #14931 on: July 17, 2013, 09:03:30 AM » |
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I'm not. I'm not sure if you know how to use a refrigerator, Velen. Just like you're not sure if I know how to debug a program.
And copy and paste isn't an algorithm.
I know you know how to use a debug program. -and of course it's an algorithm. Algorithms are the basis of all functions in programming. It's a sequence of instructions given to the computer to process, for completing a specific task. Whether mathematical or otherwise.
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« Reply #14932 on: July 17, 2013, 09:11:35 AM » |
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I know you know how to use a debug program.
-and of course it's an algorithm. Algorithms are the basis of all functions in programming. It's a sequence of instructions given to the computer to process, for completing a specific task. Whether mathematical or otherwise.
ok velen... I know you took offense, but I've already explained to BJ...
no more is needed KK
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« Reply #14933 on: July 17, 2013, 09:17:55 AM » |
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Completely unrelated, but I've been wondering if this is just me or something else.
Anytime I use the vertex editor to mess with info.pac (specfically inf_mark or inf_face models), they look one size in BrawlBox, but shrink to tiny proportions in game. I can provide a screen if needed.
Is it something to do with the vertex positions not being a certain multiple?
Thanks for BB68d, by the way, it's great.
Yeah a picture would be great. And you are welcome good sir, enjoy and thank you
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« Last Edit: July 17, 2013, 09:18:51 AM by Young Lad »
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« Reply #14934 on: July 17, 2013, 10:38:43 AM » |
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 The top is where the character box in Brawl box, the bottom is where it shows up in game.
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« Reply #14935 on: July 17, 2013, 10:57:01 AM » |
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When you re-open the model in BB, is it still the same size you set it to?
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« Reply #14936 on: July 17, 2013, 11:03:51 AM » |
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When you re-open the model in BB, is it still the same size you set it to?
of course... that's not what he's talking about
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« Reply #14937 on: July 17, 2013, 11:17:34 AM » |
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I'm trying to pinpoint the problem here.
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« Reply #14938 on: July 17, 2013, 11:34:10 AM » |
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Tcll. I feel like you're trying to be BlackJax here...
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« Reply #14939 on: July 17, 2013, 11:37:03 AM » |
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When you re-open the model in BB, is it still the same size you set it to?
Yep, BrawlBox stays the same. Last HUD I made I over-came the problem by just over-sizing the boxes so they appeared normal in game. Here's the file if it helps at all. info.pacEDIT: This might be important, but my laptop is too old to properly display OpenTK stuffs. Don't know if that'd effect it or not.
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« Last Edit: July 17, 2013, 11:38:05 AM by Shun_One »
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