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Author Topic: Brawlbox Resources & History  (Read 3813736 times)
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DarkPikachu
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    « Reply #555 on: April 06, 2011, 09:54:46 AM »


    looked into the YAGCD again...
    this time I actually understood some crap

    the registers are (as expected) the same,
    but the YAGCD has more [understandable] info on them than the Brbx src and wii SDK combined

    thus, I'm appending an extension to my MDL0 plugin...
    'NtdoCmn.py'
    this is all the common formattings and function types of the Wii and GCN combined

    if anyone would like to build a gcn/wii model plugin once the release comes,
    that's an important extension you'll want to include.

    note: after my first release, I may do a complete overhaul of my code
    (meaning I'll be redoing everything)
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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.

    DarkPikachu
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    « Reply #556 on: April 10, 2011, 11:44:15 AM »


    WOOT!!!!

    finally some progress Cheesy
    details here: http://www.smashboards.com/showpost.php?p=12513505&postcount=38

    Revel8n srs gets credit in this
    he has been the one able to fix my broken work Cheesy
    so congrats go to him 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.

    SSJCerious
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    « Reply #557 on: April 10, 2011, 11:50:09 AM »



    So the only thing left needed in your model converter is the texture part?
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    BlackJax96
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    « Reply #558 on: April 10, 2011, 11:55:28 AM »


    No that was fixed a long time ago.

    The only part left, and the hardest part, is calculating all the values that you see on the right when you click on a node. Right now, those values are incorrect and not allowing export or save to work.
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    « Reply #559 on: April 10, 2011, 12:05:33 PM »


    Ahh, sounds like tedious work. Good luck you guys!
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    Velen
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    « Reply #560 on: April 10, 2011, 12:07:57 PM »


    Damn...Looks like I should maybe figure out how make my own models then...

    Like maybe making a Mega Man model?
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    DarkPikachu
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    complexity == fun

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    « Reply #561 on: April 10, 2011, 12:23:23 PM »



    So the only thing left needed in your model converter is the texture part?


    pretty much ^_^
    textures ad materials...
    after figuring out the objects Smiley

    but those will be the most complicated part, and will require the most programming...
    like (2:3) * current code

    melee's DAT format is a pain though
    I have to generate custom strings for the names for everything
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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.

    BlackJax96
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    « Reply #562 on: April 10, 2011, 12:27:54 PM »


    I think if anyone's gonna talk about Tcll's converter, they should quote him or else I'll think they're responding to the OP lol
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    DarkPikachu
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    « Reply #563 on: April 10, 2011, 12:39:11 PM »


    I think if anyone's gonna talk about Tcll's converter, they should quote him or else I'll think they're responding to the OP lol

    I thought it was kinda obvious... heh

    1: after the users post
    2: reflected on details of the user's post
    3: had- lost the 3rd point XP

    but yea...
    but they should state whome they're responding to :/
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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.

    Velen
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    « Reply #564 on: April 10, 2011, 12:42:36 PM »


    So, TCLL.

    Using this, could we make our own models form scratch and possibly use them in the game?

    Like, say I make a MMZ model in 3DSMAX, and rig it, can I import him into BB using the converter?

    What work would, consequently, be needed to make it work in Brawl, aside from the obvious of needing to make animations from scratch, and how much time would such a project take to complete?
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    BlackJax96
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    « Reply #565 on: April 10, 2011, 12:44:55 PM »


    Maybe #3 was "Quotes the user's post" XD

    Above post lol - Yes; yes; same as always; as long as it takes you to import a model normally.
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    Velen
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    « Reply #566 on: April 10, 2011, 12:49:50 PM »


    Maybe #3 was "Quotes the user's post" XD

    Above post lol - Yes; yes; same as always; as long as it takes you to import a model normally.

    Then if that is so...

    Oh baby. It means we could take models that have no bones for certain things and make their models from scratch in 3DSMAX in order to add them.

    I can see "The Master" from Paper Mario being within reach...
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    BlackJax96
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    « Reply #567 on: April 10, 2011, 12:52:42 PM »


    Haha yep just about anything will be possible when either my or Tcll's converter is done Wink
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    DarkPikachu
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    « Reply #568 on: April 10, 2011, 01:20:25 PM »


    Haha yep just about anything will be possible when either my or Tcll's converter is done Wink

    you may want to think about literally taking brawlbox over,
    if you want to go through with that :/

    the entire system of Brbx will need to be redone...
    as there's alot more commands for the CP, XF, and BP registers...
    (IDK why Kryal didn't include all of them)

    not to mention that for conversion,
    would need to have a seperate class for each file format
    (if you're supporting multiple types like I am)

    as for me,
    I've got alot of work to do with getting the weights working on my global format
    (after I finish the indexing of course)

    this converter is really just for converting model files...

    meaning you should be able to take a brawl char,
    and convert it to a format supported by the plugins...
    ^(currently MDL0 -> OBJ)

    right now, you can simply just use it for my vertexing method,
    as it's better than Will's...
    (I'll add a simple export option if you want a simple vert/norm/uv/face model (untransformed))
    ^the complex option will allow transforms to be applied...
    (this will export a transformed obj where say Pikachu is in his regular T-Pose)
    ^but because of the transforms, won't work with my vertexing method as the vectors will be given new values

    I'll see if I can't build a 'No Transform' option...
    basically, the model will be in it's original T-pose, and still workable in brawl
    instead of being transformed like in my images

    meaning vertexing would be alot easier for my method,
    since the vectors would be in their appropriate positions
    (as in edit mode in a modelling program)
    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.

    DarkPikachu
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    complexity == fun

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    « Reply #569 on: April 10, 2011, 01:38:32 PM »


    btw...

    with my converter,
    you shouldn't have to be subject to limitations like keeping the same number of polygons...

    if you export it from an editor, you should be able to import it into brawl Smiley

    take my custom game character Riku for example...
    the only limitation I'd have to make for him is (since I'm putting him over Pikachu) making sure I have the bones brawl uses, while keeping the controller bones seperate

    I could then animate him however the heck I wanted >Cheesy
    with a few restrictions of course :/

    FINALLY
    I'll be able to actually test my game developing skills Happy Face
    ^I hope no-one forgot I'm training myself in game development :/

    EDIT:
    I'll be doing the same to Melee Pichu as well...
    but my ultimate objective for him is literally adding him to brawl
    (along with the rest of the 5)

    I wanna try to put Bomberman in as well...
    as he does deserve the place he once had :/
    « Last Edit: April 10, 2011, 01:41:37 PM by Tcll » 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.

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