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Author Topic: Brawlbox Resources & History  (Read 3814551 times)
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Colter
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    « Reply #495 on: March 24, 2011, 03:35:14 PM »


    Random thing. I've been looking for a way to use .DAT files to use on Brawlbox by conversion or something else. I'm very inexperienced in this field. I play Runescape (not in the mood to argue) and decided to start porting models from it to Brawl and go from there. I've used a RSMV program that allows me to view the models for the game. Someone said a few months back they would like to learn about .DAT files. I have absolutely no idea why I'm posting, but maybe looking up that software could intrigue you, and hopefully help me port this Nomad onto Wolf. It's called RSMV, and it's working just fine.
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    Kind of want to start making mods for this again

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    « Reply #496 on: March 25, 2011, 04:35:45 AM »


    Random thing. I've been looking for a way to use .DAT files to use on Brawlbox by conversion or something else. I'm very inexperienced in this field. I play Runescape (not in the mood to argue) and decided to start porting models from it to Brawl and go from there. I've used a RSMV program that allows me to view the models for the game. Someone said a few months back they would like to learn about .DAT files. I have absolutely no idea why I'm posting, but maybe looking up that software could intrigue you, and hopefully help me port this Nomad onto Wolf. It's called RSMV, and it's working just fine.
    You can rip models from RUNESCAPE!

    I need a new pair of pants, for I have both jizzed and crapped them.
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    « Reply #497 on: March 25, 2011, 06:45:19 AM »


    and those DAT filestalked about earlier were from Melee...
    they'd be incompaible here...
    greeeaaat... yet another game with DAT files Im srs here
    I'm not adding support for these.

    to support these,
    build the plugin when I make my release.
    (I'll write a guide telling the specs of the plugins and the tmp format)
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    Quote: Friedslick6
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    « Reply #498 on: March 25, 2011, 10:24:21 AM »


    i also hope this is soon done so i maybe can find a Vegeta Model and convert him to .mld0 and port him to Brawl or if possible give him same boneset as someone in Brawl
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    « Reply #499 on: March 25, 2011, 10:38:07 AM »


    if possible give him same boneset as someone in Brawl

    that would require redoing the weights and rig before exporting...

    do a port...
    it's much easier Smiley

    if you use my method,
    all you have to do is add the needed bones
    eg: with Pika: [ TransN : HipN ] + ThrowN + HaveN

    (using the example)
    you can then add your bones between HipN and ThrowN
    and put HaveN wherever the head is.

    keep in mind: you'll have to move your first bone opposite of HipN when animating Wink
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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.

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    « Reply #500 on: March 25, 2011, 10:40:50 AM »


    if possible give him same boneset as someone in Brawl

    that would require redoing the weights and rig before exporting...

    do a port...
    it's much easier Smiley

    if you use my method,
    all you have to do is add the needed bones
    eg: with Pika: [ TransN : HipN ] + ThrowN + HaveN

    (using the example)
    you can then add your bones between HipN and ThrowN
    and put HaveN wherever the head is.

    keep in mind: you'll have to move your first bone opposite of HipN when animating Wink
    ok so i do a Port Cheesy but first i have to find a Vegeta in the right Model File format Cheesy
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    « Reply #501 on: March 25, 2011, 11:33:26 AM »


    What format it has to be in?
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    DoctorFlux(Mariodk)
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    « Reply #502 on: March 25, 2011, 11:40:42 AM »


    What format it has to be in?
    i also want to know before i do it a seach for a vegeta.(the file formate) Model(maybe with texture too)
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    « Reply #503 on: March 25, 2011, 12:09:13 PM »


    I would like to have a Naruto import with as less T-poses as possible (meaning that I can just use the already excisting animations for CoN Naruto).
    I think I'll watch that rigging tutorial vid posted the other day in it's entire and see if I can prepare Naruto to work over Ike.
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    « Reply #504 on: March 25, 2011, 02:34:32 PM »


    I would like to have a Naruto import with as less T-poses as possible (meaning that I can just use the already excisting animations for CoN Naruto).
    I think I'll watch that rigging tutorial vid posted the other day in it's entire and see if I can prepare Naruto to work over Ike.


    if you use my method,
    you won't have too much work to do but the add and parent dummy bones Smiley

    then export and convert Tongue

    do you know what bones are needed for ike??

    here's a list of the global required bones:

    TopN (origin) (animation snaps back otherwize)
    TransN (movement (moves TopN to new location)) (freezes otherwize)
    XRotN (rotation) (??)
    YRotN (rotation) (??)
    HipN (for being grabbed/held/thrown by opponent) (polygons splatter otherwize)
    ThrowN (to hold opponent) (can't hold opponent otherwize)
    HaveN {has derivitives} (to hold pick-up items) (freezes otherwize)

    derivitives of HaveN are RHaveN and LHaveN (Lucario has these)
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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.

    DoctorFlux(Mariodk)
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    « Reply #505 on: March 25, 2011, 02:38:04 PM »


    is it maybe also possible to use that Kid Goku Over luigi with same boneset as Ness get Goku´s Powerpole to work as Ness Bat and the tail get removed or dont use the bones same for the bones in the hair then i can easyer make a Kid Goku over Ness Cheesy(i really hate Kid goku is over Luigi this why i will try to port him)
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    « Reply #506 on: March 25, 2011, 02:53:16 PM »




    if you use my method,
    you won't have too much work to do but the add and parent dummy bones Smiley

    then export and convert Tongue

    do you know what bones are needed for ike??

    here's a list of the global required bones:

    TopN (origin) (animation snaps back otherwize)
    TransN (movement (moves TopN to new location)) (freezes otherwize)
    XRotN (rotation) (??)
    YRotN (rotation) (??)
    HipN (for being grabbed/held/thrown by opponent) (polygons splatter otherwize)
    ThrowN (to hold opponent) (can't hold opponent otherwize)
    HaveN {has derivitives} (to hold pick-up items) (freezes otherwize)

    derivitives of HaveN are RHaveN and LHaveN (Lucario has these)
    I would need:
    TopN
    TransN
    XRotN
    YRotN
    HipN
    ThrowN
    LHaveN

    But if I use your method, I won't have to re-animate Naruto from scratch?
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    « Reply #507 on: March 25, 2011, 04:46:28 PM »


    I Hope that when this comes out, I can use this for stages and be able to move and scale it all with 1 bone.
    I still have all of the stage models from MGS2....
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    DarkPikachu
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    « Reply #508 on: March 25, 2011, 08:17:38 PM »


    I would need:
    TopN
    TransN
    XRotN
    YRotN
    HipN
    ThrowN
    LHaveN

    But if I use your method, I won't have to re-animate Naruto from scratch?

    IDK if those are the exact bones you need for ike :/

    and yea, for the animations,
    all you'd have to do is copy the bones to the brawl chr0 Smiley
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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.

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    « Reply #509 on: March 25, 2011, 08:58:05 PM »



    IDK if those are the exact bones you need for ike :/

    and yea, for the animations,
    all you'd have to do is copy the bones to the brawl chr0 Smiley
    Maybe the 2 sword bones as well IDRK.
    Also, what exactly do you mean with "all you'd have to do is copy the bones to the brawl chr0"?
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