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« Reply #15390 on: October 22, 2013, 11:49:29 PM » |
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I don't really want to look through 1000+ pages so I don't know if this has been asked or not. Is there any way to keep the loop button for the animations checked? When I change the animation that is selected the button unchecks. Edit: Just noticed the guy above me just asked the same thing.
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« Last Edit: October 22, 2013, 11:50:45 PM by blazingflare »
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« Reply #15391 on: October 22, 2013, 11:54:31 PM » |
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I didn't have much time, so I'm just giving it a shot BJ. I still don't have much time, but in the short time I managed to play with it I noticed the loop animation checkbox doesn't stay checked when you switch animations.
I don't really want to look through 1000+ pages so I don't know if this has been asked or not. Is there any way to keep the loop button for the animations checked? When I change the animation that is selected the button unchecks. Edit: Just noticed the guy above me just asked the same thing.
i've never had that issue b4 in any of the released BB versions... ._.
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« Reply #15392 on: October 23, 2013, 12:02:42 AM » |
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i've never had that issue b4 in any of the released BB versions... ._.
That's the thing. In v0.69b, the loop button doesn't stay checked.
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« Reply #15393 on: October 23, 2013, 12:08:23 AM » |
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Oh, that was supposed to only be a test. I had the checkbox sync to the animation's header by default, but then I figured that would get annoying and instead added a checkbox to the animation right click context menu to enable and disable the animation's in-game loop. I was sure I removed the synchronization to the regular loop checkbox but I guess not. Consider it fixed, no problem.
Also quit it with the "tl;dr 1000 pages" stuff (@everyone). I get it. Nobody wants to read 1000 pages. At least read the last few pages though, just so you don't ask something that was literally asked one second ago on the previous page.
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« Last Edit: October 23, 2013, 12:12:20 AM by BlackJax96 »
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« Reply #15394 on: October 23, 2013, 10:39:44 AM » |
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I think pretty much after the mdl0 settings window had been updated, it doesn't generate the BoxMin and BoxMax values which causes models to explode in games that use it. Could you fix that please?
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« Last Edit: October 23, 2013, 10:40:56 AM by thegameexplorer »
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« Reply #15395 on: October 24, 2013, 07:06:21 AM » |
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Are you going to put PCM format support and RSEQ>SF2+MIDI conversion on that to-do list?
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At some point, you just have to bend down and tie your shoelaces.
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« Reply #15396 on: October 24, 2013, 02:52:22 PM » |
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okay bj96! need to ask you this but are the module rebuilder done yet?
changing the slitghiest thing in a module causing it to freeze! but let me test that more!
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Stupid Tinypic :C
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« Reply #15398 on: October 25, 2013, 10:14:56 AM » |
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In BrawlBox v0.67b
In BrawlBox v0.69 :
Same goes for a vBrawl Toon Link Texture... ZSS is suffering from that too (textures aren't loaded at all)... I tried to reload the textures, but it didn't work...
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"Atone for my sins? I don't have any sins to atone for nor have I forced such a meaningless concept on anyone." -Archer
Best color, most stars, and least amount of power. The good life. Learning sucks, yeah, but it's from learning that you can eventually create masterpieces.
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« Reply #15399 on: October 25, 2013, 12:02:23 PM » |
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Bugs that need to be fixed: (Bugs found) ==================== + Fix .txt file not loading up and crashes Code Manager in BrawlBox
+ Add a right click feature (Add texture /w Palette) if the rigged model from Autodesk 3DS Max 2014 doesn't show to make the textures work when adding the texture folder to the TextureData[0].
+ Make .SMD files work with rigging when it turns out to be .dae without having texture folder /w Palette issues. (My rigged Xemnas model can't even get textures on the model)
+ Some rigged stages don't open up in BrawlBox.
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« Reply #15400 on: October 25, 2013, 02:47:43 PM » |
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Clicking the object button doesn't act like the Textures button. Also if you drop the Objects section to the bottom near a minimized Textures button and click textures, it'll "underlap" the Bones animation area.
edit: oops. still used to 0.65c since that's where the bones used to be ^_^''
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« Last Edit: October 25, 2013, 07:25:15 PM by Ӄit ßallarɖ »
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« Reply #15401 on: October 25, 2013, 05:54:13 PM » |
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I'm having troubles changing the collisions of the vBrall final destination to brawl plus collisions. It's possible to do so, but selecting a side of the stage to make a character slide up instead of getting stuck is tedious(difficult).
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« Reply #15402 on: October 25, 2013, 06:27:23 PM » |
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much bugs such bad wow + Add a right click feature (Add texture /w Palette) if the rigged model from Autodesk 3DS Max 2014 doesn't show to make the textures work when adding the texture folder to the TextureData[0].
+ Make .SMD files work with rigging when it turns out to be .dae without having texture folder /w Palette issues. (My rigged Xemnas model can't even get textures on the model)
wat
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« Reply #15403 on: October 26, 2013, 02:57:45 AM » |
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+ Make .SMD files work with rigging when it turns out to be .dae without having texture folder /w Palette issues. (My rigged Xemnas model can't even get textures on the model)
wat
i think what he means is that models exported from BB as a DAE and imported into 3ds max doesnt load the textures at all in 3ds max, even when the textures r in the same folder/area as the exported DAE... im not sure if im like the only 1 that has that issue all the time or wat .-.
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« Reply #15404 on: October 27, 2013, 06:31:46 PM » |
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Nice, been away for a while and I never thought that brawlbox could be used as a .gct maker, wonderful job I read some stuff in the OP, saw nothing about movesets in top of my head, so I come back asking and old question I did in the summer Any news on Ikaros?
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