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Author Topic: Brawlbox Resources & History  (Read 4142079 times)
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DarkPikachu
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complexity == fun

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    « Reply #15120 on: August 16, 2013, 10:23:00 PM »


    holy crap Shocked

    hey BJ, if you're still learning stuff from the SDK,
    have you seen the official OpenGX project??
    https://github.com/davidgfnet/opengx

    I've just stumbled across it due to a matrix multiplication code for the MD5 format.
    (needed to validate)

    but holy crap, this project is quite a looker Grin

    it'll most certainly help me out with alot of my issues,
    and I think it'll help you out with your newer issues. Wink
    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.

    BlackJax96
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    « Reply #15121 on: August 18, 2013, 12:42:28 AM »


    Nearly halfway done completing all the goals in the poll.

    DOL/REL editing is coming along well. Everything in this pic is subject to change though:

    Interpolation editing is complete:

    You can drag the blue line to change the frame, drag the keyframes to anywhere, view all of the interpolation or just a the selected keyframe, modify the tangent slopes, and turn off tangent generation. I also added a button under View->Animations to run CHR0, SRT0 or SHP0 linearly (the button in the image above that says Linear Display doesn't run the animation linearly, it only displays the interpolation as linear). The display changes automatically when you click the different animation boxes.

    The only thing else I could add would be the ability to drag the tangent points, but I was hesitant about that since the screen adjusts itself to display all of the interpolation and would most likely mess up the dragging. I guess I could try it.

    Also, if you're not following the Ikarus thread, there's been lots of progress on that too:

    I AM A CODING MACHINE

    holy crap Shocked

    hey BJ, if you're still learning stuff from the SDK,
    have you seen the official OpenGX project??
    https://github.com/davidgfnet/opengx

    I've just stumbled across it due to a matrix multiplication code for the MD5 format.
    (needed to validate)

    but holy crap, this project is quite a looker Grin

    it'll most certainly help me out with alot of my issues,
    and I think it'll help you out with your newer issues. Wink


    NOPE

    NOW WE MUST DANCE
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    Tyshy
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    « Reply #15122 on: August 18, 2013, 12:47:21 AM »


    This is awesome great work Cheesy and thanks for the gfx help
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    Chaoszard
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    « Reply #15123 on: August 18, 2013, 05:16:07 AM »


    Hey Blackjax. Can you tell me if one of all your versions of brawlbox allows editing .pac files of characters :
    -Without messing specials (like it happens to Bowser for example)
    -With still allowing them to be modified after by PSA.
    I want to add some characters a new action and i'm always blocked by one of these two things (or both).
    Thanks.
    Logged


    No more into brawl hacking as long as Fighter.pac remains not editable, also i don't have time for that anymore for the moment.
    PSA/Moveset HERE : http://forums.kc-mm.com/index.php?topic=41974.0
    STAGES HERE : http://forums.kc-mm.com/index.php?topic=60399.0

    DSX8
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    « Reply #15124 on: August 18, 2013, 05:49:39 AM »


    Hey Blackjax. Can you tell me if one of all your versions of brawlbox allows editing .pac files of characters :
    -Without messing specials (like it happens to Bowser for example)
    -With still allowing them to be modified after by PSA.
    I want to add some characters a new action and i'm always blocked by one of these two things (or both).
    Thanks.

    use BB 68b for that... 68c and 68d doesnt have psa editing anymore.
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    Chaoszard
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    « Reply #15125 on: August 18, 2013, 06:16:21 AM »


    Okay, thanks for you answer !

    Edit :
    It does not work. Specials are messed up one more time...
    « Last Edit: August 18, 2013, 07:12:10 AM by Chaoszard » Logged


    No more into brawl hacking as long as Fighter.pac remains not editable, also i don't have time for that anymore for the moment.
    PSA/Moveset HERE : http://forums.kc-mm.com/index.php?topic=41974.0
    STAGES HERE : http://forums.kc-mm.com/index.php?topic=60399.0

    DarkPikachu
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    complexity == fun

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    « Reply #15126 on: August 18, 2013, 08:24:20 AM »


    Nearly halfway done completing all the goals in the poll. DOL/REL editing is coming along well. Everything in this pic is subject to change though:
    Interpolation editing is complete:
    You can drag the blue line to change the frame, drag the keyframes to anywhere, view all of the interpolation or just a the selected keyframe, modify the tangent slopes, and turn off tangent generation. I also added a button under View->Animations to run CHR0, SRT0 or SHP0 linearly (the button in the image above that says Linear Display doesn't run the animation linearly, it only displays the interpolation as linear). The display changes automatically when you click the different animation boxes. The only thing else I could add would be the ability to drag the tangent points, but I was hesitant about that since the screen adjusts itself to display all of the interpolation and would most likely mess up the dragging. I guess I could try it. Also, if you're not following the Ikarus thread, there's been lots of progress on that too:
    I AM A CODING MACHINE NOPE NOW WE MUST DANCE
    *dances with BJ* :3

    also, epic progress! Grin
    +1 Wink


    I'm currently working on gaining kowledge, so I have nothing I can show >_>
    plus I've been VC-brawling with friends on the kc-mm chat Tongue
    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.

    BlackJax96
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    « Reply #15127 on: August 18, 2013, 10:16:50 AM »


    This is awesome great work Cheesy and thanks for the gfx help

    Thanks, and no problemo Smiley

    Hey Blackjax. Can you tell me if one of all your versions of brawlbox allows editing .pac files of characters :
    -Without messing specials (like it happens to Bowser for example)
    -With still allowing them to be modified after by PSA.
    I want to add some characters a new action and i'm always blocked by one of these two things (or both).
    Thanks.


    None of them. This is why I'm making Ikarus. Cool

    *dances with BJ* :3

    also, epic progress! Grin
    +1 Wink


    I'm currently working on gaining kowledge, so I have nothing I can show >_>
    plus I've been VC-brawling with friends on the kc-mm chat Tongue


    Oyissssss

    Playing videogames is a valid excuse as videogames are awesome. Shocked
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    DarkPikachu
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    complexity == fun

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    « Reply #15128 on: August 18, 2013, 10:33:44 AM »


    Oyissssss Playing videogames is a valid excuse as videogames are awesome. Shocked
    I should've said skype
    I'm talking to them while brawling with hacks Cheesy
    (legit online texture/model hacks only)
    ^ it only desyncs if there's alot of lag, and I have an old FPC Tongue
    (never updated my GCT since I started Gecko... heh)

    sorry...
    not that anyone else cares Tongue


    yah everything you're doing looks epic Grin
    I'll have to catch up to you =3
    (challenge accepted)
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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.
    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.

    Tabuu Forte Akugun
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    « Reply #15129 on: August 18, 2013, 10:34:13 AM »


    Ikarus looks sick, man. Can't wait till it's ready. I love PSA, but I have a feeling I'm gonna change over and fast. Cheesy
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    Kage Ryu
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    « Reply #15130 on: August 18, 2013, 10:37:10 AM »


    DOL/REL editing is coming along well. Everything in this pic is subject to change though:
    Gibberish and hexadecimals! Fantastic!

    But seriously, nice progress on this. Also likin' that animation interpolation~ (:
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    Chaoszard
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    « Reply #15131 on: August 18, 2013, 11:29:40 AM »


    Ikarus looks sick, man. Can't wait till it's ready. I love PSA, but I have a feeling I'm gonna change over and fast. Cheesy
    This.
    One more reason to get it ! I can't wait for it.
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    No more into brawl hacking as long as Fighter.pac remains not editable, also i don't have time for that anymore for the moment.
    PSA/Moveset HERE : http://forums.kc-mm.com/index.php?topic=41974.0
    STAGES HERE : http://forums.kc-mm.com/index.php?topic=60399.0

    Novarek
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    « Reply #15132 on: August 18, 2013, 12:26:00 PM »


    Hello everyone ! Smiley

    I am currently studying the use of shader with brawlBox for future use and i have some questions, most of the information i have find was very very old (2010-2011).

    First, the "stage" of a shader, what determines the stage of a shader and how ?

    The alpha channel, some shader can use the alpha layer of the textur (for transparency), i have try to find what can enable/disable the alpha in a shader, comparing shader who can use the alpha with those who can not but they are too different setting to allow me to locate what I was looking for.

    And finaly, the light and brightness, same as tha alpha, i try to know how i can set the brightness of the shader and if with the shader (or the material) i can allow an object to emit light.

    Thanks
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    BlackJax96
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    « Reply #15133 on: August 18, 2013, 02:34:53 PM »


    Hello everyone ! Smiley

    I am currently studying the use of shader with brawlBox for future use and i have some questions, most of the information i have find was very very old (2010-2011).

    First, the "stage" of a shader, what determines the stage of a shader and how ?

    The alpha channel, some shader can use the alpha layer of the textur (for transparency), i have try to find what can enable/disable the alpha in a shader, comparing shader who can use the alpha with those who can not but they are too different setting to allow me to locate what I was looking for.

    And finaly, the light and brightness, same as tha alpha, i try to know how i can set the brightness of the shader and if with the shader (or the material) i can allow an object to emit light.

    Thanks


    A shader can have up to 16 stages. A stage holds color interpolation information to blend colors together from various sources (with the previous stage's output color, usually). You can add a stage to a shader by right clicking it -> Add Stage.

    The shader only combines/blends colors together, it doesn't do anything else.
    Everything else is handled by the material.

    Color and Alpha are always used by the shader. The display of alpha and opacity is determined by the material, not the shader, by using Alpha Testing or Blending, respectively.

    Lighting can be enabled through the LightChannels in the material. You can enable Color and Alpha lighting there. If you disable Color for LightChannel1, the material will appear to glow since it won't be shadowed.

    Here's some more specs that I never finished:
    http://forums.kc-mm.com/index.php?topic=39649.msg801237#msg801237
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    Novarek
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    « Reply #15134 on: August 19, 2013, 12:40:10 AM »


    A shader can have up to 16 stages. A stage holds color interpolation information to blend colors together from various sources (with the previous stage's output color, usually). You can add a stage to a shader by right clicking it -> Add Stage.


    So all the stage of a shader work together at the same time ?
    Or they are only active under certain conditions ?


    Color and Alpha are always used by the shader. The display of alpha and opacity is determined by the material, not the shader, by using Alpha Testing or Blending, respectively.

    Lighting can be enabled through the LightChannels in the material. You can enable Color and Alpha lighting there. If you disable Color for LightChannel1, the material will appear to glow since it won't be shadowed.


    I have do some test yesterday, using some shader but all with the same materials and with a texture with a alpha transparency.

    The result was very different, the texture become much more dark or bright and the alpha transparency becoming opaque (white) or fully transparent, depending of the shader used.

    As you say, only the material can control such thing, that is why the result surprised me.



    Here's some more specs that I never finished:
    http://forums.kc-mm.com/index.php?topic=39649.msg801237#msg801237


    There are some really useful information, you should add a sticky.

    Thanks a lot for all this information, it'll be very useful for me.
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