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Author Topic: Brawlbox Resources & History  (Read 4655088 times)
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BlackJax96
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    « Reply #1470 on: June 18, 2011, 02:10:25 PM »


    from what VILE discussed with me... there's only one logical way I can see to do this:

                    nv._x = (p[0] * v._x) - (p[4] * v._y) - (p[8] * v._z) - p[12];
                    nv._y = (p[1] * v._x) - (p[5] * v._y) - (p[9] * v._z) - p[13];
                    nv._z = (p[2] * v._x) - (p[6] * v._y) - (p[10] * v._z) - p[14];

    there would be no division...

    if it's not that, then shoot me XD

    Already tried that. Everything I've tried usually returns values as Infinity, NaN or Undefined... Im srs here

    Also, quick Brawlbox update:
    - Clean works again!
    - You can paste only translation or everything except translation (Useful for fixing translations on animation ports)
    - You can rename bones in the model previewer
    - There's a new button called "rename all" on brres nodes that let you change every node with a certain name to another name (Extremely useful for mass porting of animations)
    - Pressing left or right in an animation box will subtract or add 180 to the value, respectively. (Useful for fixing rotations on animation ports)
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    DarkPikachu
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    « Reply #1471 on: June 18, 2011, 02:31:15 PM »




    well...
    IDK the [ list index numbers ] really...

    but see if you can get the values in order

    ( x1 *v)-( x2 *v)-( x3 *v)-xo
    ( y1 *v)-( y2 *v)-( y3 *v)-yo
    ( z1 *v)-( z2 *v)-( z3 *v)-zo
    « Last Edit: June 18, 2011, 02:36:54 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.

    SmashClash
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    « Reply #1472 on: June 18, 2011, 02:37:23 PM »


    Already tried that. Everything I've tried usually returns values as Infinity, NaN or Undefined... Im srs here

    Also, quick Brawlbox update:
    - Clean works again!
    - You can paste only translation or everything except translation (Useful for fixing translations on animation ports)
    - You can rename bones in the model previewer
    - There's a new button called "rename all" on brres nodes that let you change every node with a certain name to another name (Extremely useful for mass porting of animations)

    - Pressing left or right in an animation box will subtract or add 180 to the value, respectively. (Useful for fixing rotations on animation ports)
    The notations in red I like most.
    « Last Edit: June 18, 2011, 02:51:39 PM by SmashClash » Logged

    DoctorFlux(Mariodk)
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    « Reply #1473 on: June 18, 2011, 02:40:19 PM »


    The notations in red I like most.
    yeah i can´t wait to this BrawlBox is done and i hopefully it will support brsar files in the future
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    DarkPikachu
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    « Reply #1474 on: June 18, 2011, 02:43:32 PM »


    hey BJ
    adding bones to a chr0 from another chr0 would be useful...
    not to mention, mass porting them

    this would help me out with my single slot method for imports 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.

    DoctorFlux(Mariodk)
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    « Reply #1475 on: June 18, 2011, 02:51:45 PM »


    hey BJ
    adding bones to a chr0 from another chr0 would be useful...
    not to mention, mass porting them

    this would help me out with my single slot method for imports Smiley
    more awesome if you can copy like TransN bone Animations to a renamed TransN bone with resized so you dont have to use hours for a resize mod on a moveset like i did for SMBZ mario moveset with both paper mario(flat resize) and baby mario resize
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    « Reply #1476 on: June 18, 2011, 03:57:29 PM »


    nice thinkin MDK Wink
    why didn't I think of that myself... XDD
    my Pachi import would need to be scaled to 4.6 on the origin bone for every animation...

    the only other thing would be a key-frame distributor...

    like say if you have an animation that's 170 frames and your animation is only 89 frames...
    it would re-distribute the keyframes to match the frame value of the animation you're porting over...
    ^(I could prbly buile a simple program to do that)
    on top of that should be a manual keyframe editor to move a keyframe to a better spot in an animation.

    this would greatly help out with Pachi Cheesy
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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.

    Naruto200Man
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    « Reply #1477 on: June 18, 2011, 06:19:10 PM »


    Glad to see this project hopping along rather nicely.
    I especially like the adding/subtracting 180 rotation on the animations part.
    Small features like that are all worth it in the end.

    Also, if you can BJ, how about copy/paste between two instances of BB?
    You know, have one motionetc pac open in one brawlbox and copy/paste that frame of an animation to another instance of bb...
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    DarkPikachu
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    « Reply #1478 on: June 18, 2011, 06:36:56 PM »


    Also, if you can BJ, how about copy/paste between two instances of BB?
    You know, have one motionetc pac open in one brawlbox and copy/paste that frame of an animation to another instance of bb...
    it should already do that... shouldn't it??

    and DUUUUDE
    they have a featured blender game of SMG :D
    http://blender-games.com/

    a full site of games for blender :D
    I'm bamfing myself for not looking at this earlier DX

    anyways...
    I'm gonna take a look at that SMG game >:)

    EDIT:
    I see... this dude did it all from scratch...
    dang ._.
    « Last Edit: June 18, 2011, 06:48:35 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.

    DoctorFlux(Mariodk)
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    « Reply #1479 on: June 18, 2011, 06:48:34 PM »


    it should already do that... shouldn't it??

    and DUUUUDE
    they have a featured blender game of SMG Cheesy
    http://blender-games.com/

    a full site of games for blender Cheesy
    I'm bamfing myself for not looking at this earlier DX

    EDIT:
    I see... this dude did it all from scratch...
    dang ._.
    anyways...
    I'm gonna take a look at that SMG game >Smiley
    me too it looks awesome Cheesy
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    DarkPikachu
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    « Reply #1480 on: June 18, 2011, 06:49:35 PM »


    how the freak did you ninja me in 3 seconds O_o
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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 #1481 on: June 18, 2011, 06:50:30 PM »


    how the freak did you ninja me in 3 seconds O_o
    chaos control?
    ok back to on-topic Cheesy
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    BlackJax96
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    « Reply #1482 on: June 18, 2011, 07:11:18 PM »


    more awesome if you can copy like TransN bone Animations to a renamed TransN bone with resized so you dont have to use hours for a resize mod on a moveset

    That is a freakin great idea, I totally forgot about that! It'll help me resize Nel correctly too.

    key-frame distributor...

    like say if you have an animation that's 170 frames and your animation is only 89 frames...
    it would re-distribute the keyframes to match the frame value of the animation you're porting over...
    ^(I could prbly buile a simple program to do that)
    on top of that should be a manual keyframe editor to move a keyframe to a better spot in an animation.

    Ok, I'll see what I can do.

    Also, if you can BJ, how about copy/paste between two instances of BB?
    You know, have one motionetc pac open in one brawlbox and copy/paste that frame of an animation to another instance of bb...

    I'll look into it, it should be relatively easy to set up...

    As soon as I get the undo and redo buttons to work right, I might release a demo. But remember guys, my main task is to finish the dae importer Wink These are just quick things I'm adding as I understand more of Brawlbox's code.
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    DoctorFlux(Mariodk)
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    « Reply #1483 on: June 18, 2011, 07:14:24 PM »


    That is a freakin great idea, I totally forgot about that! It'll help me resize Nel correctly too.

    Ok, I'll see what I can do.

    I'll look into it, it should be relatively easy to set up...

    As soon as I get the undo and redo buttons to work right, I might release a demo. But remember guys, my main task is to finish the dae importer Wink These are just quick things I'm adding as I understand more of Brawlbox's code.
    yeah i needed it for SMBZ mario moveset too but now i am done Cheesy
    the best bone you can rename for resize is TransN bone but you have to copy/paste all moving on all animations and then you can resize it
    if renaming XrotN or YrotN the char. got like can´t turn on some attacks
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    « Reply #1484 on: June 18, 2011, 07:45:10 PM »


    As soon as I get the undo and redo buttons to work right, I might release a demo. But remember guys, my main task is to finish the dae importer Wink These are just quick things I'm adding as I understand more of Brawlbox's code.
    O_O... i soooo cant wait for this then!!! a demo... WOOOO!!! even tho i do kno that the importer isnt fully functional.
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