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Author Topic: Brawlbox Resources & History  (Read 4501798 times)
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Segtendo
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    « Reply #1920 on: July 08, 2011, 10:58:31 PM »


    So lemme get dis straight.....

    Me, Tcll, and BJ are at the hop[censored]al while BJ sings bout everything being round, tcll <3's 69 and me and him are both on our wii's now.....responding to a man named BJ's topic for programming.....

    Am i seriously the only one that sees sometthing wrong with that???

    Im srs here
    Okay, where the hell did THAT come from? Im srs here
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    « Reply #1921 on: July 08, 2011, 10:58:36 PM »


    So lemme get dis straight.....

    Me, Tcll, and BJ are at the hop[censored]al while BJ sings bout everything being round, tcll <3's 69 and me and him are both on our wii's now.....responding to a man named BJ's topic for programming.....

    Am i seriously the only one that sees sometthing wrong with that???

    Im srs here
    lolz i actually find that funny.. i mean really o.o

    but yes, u r the only 1 that see's something wrong bout that xD... actually, ill join in with my wii and spice things up!! Wink xD jk
    « Last Edit: July 08, 2011, 11:00:17 PM by DSX8 » Logged

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    BlackJax96
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    « Reply #1922 on: July 08, 2011, 11:03:36 PM »


    lolz i actually find that funny.. i mean really o.o

    but yes, u r the only 1 that see's something wrong bout that xD... actually, ill join in with my wii and spice things up!! Wink xD jk

    If I wasn't already on a computer, I'd get on my Wii and join you guys! XD
    ...wait does that just mean I'm lazy?
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    « Reply #1923 on: July 08, 2011, 11:15:09 PM »


    umm...
    I'm afraid it does BJ =_=

    lol...
    although I'm the same way Tongue
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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.

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    « Reply #1924 on: July 08, 2011, 11:41:56 PM »


    damn tcll... u r right... its hard to reply via wii.... o-e daaaamn lol

    *has now joined the wii party*
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    « Reply #1925 on: July 08, 2011, 11:46:32 PM »


    damn tcll... u r right... its hard to reply via wii.... o-e daaaamn lol

    *has now joined the wii party*
    luckily I have a wireless KBd Awesome Face

    although it's still quite a pain as you can't copy/paste
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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 #1926 on: July 08, 2011, 11:48:03 PM »


    hah yeah, thats wat im using also, except mines big.. just wish nintendo made it to where u can copy/paste -_-
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    « Reply #1927 on: July 08, 2011, 11:52:35 PM »


    hah yeah, thats wat im using also, except mines big.. just wish nintendo made it to where u can copy/paste -_-
    mine's big too *safety*
    I'm using a logtech (beige) KBd
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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 #1928 on: July 08, 2011, 11:56:57 PM »


    ..............
    urs is better than mine... >.<
    mine was like... $23 bucks... cheap ass parents.. -.-
    downside: my wii doesnt like using quotes for some reason...
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    « Reply #1929 on: July 09, 2011, 12:17:34 AM »


    ..............
    urs is better than mine... >.<
    mine was like... $23 bucks... cheap ass parents.. -.-
    downside: my wii doesnt like using quotes for some reason...
    I dug mine up from the trash Tongue
    works perfectly too Awesome Face

    yes, that means I got it free :3
    « Last Edit: July 09, 2011, 12:19:14 AM 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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    « Reply #1930 on: July 09, 2011, 12:23:22 AM »


    I dug mine up from the trash Tongue
    works perfectly too Awesome Face

    yes, that means I got it free :3
    >.> lucky BAMF!

    anyways.. bak on topic.... this brawlbox wont save if i replace a SRT0 file... it does at times, but now it just gave me an error
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    « Reply #1931 on: July 09, 2011, 02:47:32 AM »


    What's all this about the importer not working on 64-bit?

    I imported a model I made just fine using the Feeling Collada exporter for 3ds max 2009. I'm on 64-bit Windows 7.

    Oddly enough neither the Autodesk Collada exporter, nor the OpenCollada exporter worked for me. I get the same exception the people before me mentioned.

    Works great, by the way, I can't wait to actually bring my models into brawl!

    EDIT: Wow, this is kinda odd. I tried to repeat my steps from before, but this time I came up with an exception. I compared the two DAE files and I found the difference near the bottom:

    Working:
    <library_visual_scenes>
        <visual_scene id="village_sign.max" name="village_sign_max">
          <node id="Bone01-node" name="Bone01" sid="Bone1" type="JOINT">
            <matrix>-0.026307 -0.999654 -0.000001 2.96499 -0.000000 0.000001 -1 -0.000000 0.999654 -0.026307 -0.000000 16.1725 0 0 0 1</matrix>
          </node>
          <node id="Box02-node" name="Box02" type="NODE">
            <instance_controller url="#Box02-mesh-skin">
              <skeleton>#Bone01-node</skeleton>
              <bind_material>
                <technique_common>
                  <instance_material symbol="_1_-_Default" target="#_1_-_Default">
                    <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1"/>
                  </instance_material>
                </technique_common>
              </bind_material>
            </instance_controller>
          </node>
          <extra>
            <technique profile="FCOLLADA">
              <start_time>0</start_time>
              <end_time>3.33333</end_time>
            </technique>
          </extra>
          <extra>
            <technique profile="MAX3D">
              <frame_rate>30</frame_rate>
            </technique>
          </extra>
        </visual_scene>
      </library_visual_scenes>
      <scene>
        <instance_visual_scene url="#village_sign.max"/>
      </scene>
    </COLLADA>

    Second Broken Attempt:
     <library_visual_scenes>
        <visual_scene id="village_sign.max" name="village_sign_max">
          <node id="Box02-node" name="Box02" type="NODE">
            <instance_controller url="#Box02-mesh-skin">
              <skeleton>#Bone01-node</skeleton>
              <bind_material>
                <technique_common>
                  <instance_material symbol="_1_-_Default" target="#_1_-_Default">
                    <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1"/>
                  </instance_material>
                </technique_common>
              </bind_material>
            </instance_controller>
          </node>
          <node id="Bone01-node" name="Bone01" sid="Bone1" type="JOINT">
            <matrix>-0.060495 -0.998168 0.000000 3.50404 0 -0.000000 -1 -0.000000 0.998168 -0.060495 0 18.3288 0 0 0 1</matrix>
          </node>
          <extra>
            <technique profile="FCOLLADA">
              <start_time>0</start_time>
              <end_time>3.33333</end_time>
            </technique>
          </extra>
          <extra>
            <technique profile="MAX3D">
              <frame_rate>30</frame_rate>
            </technique>
          </extra>
        </visual_scene>
      </library_visual_scenes>
      <scene>
        <instance_visual_scene url="#village_sign.max"/>
      </scene>
    </COLLADA>

    In the working one, the bone is listed first, but in the broken one the model itself is listed first followed by the bone. I switched around the two node groups and I was able to import the second attempt to brawl box again just fine.

    You can fix the Autodesk Collada exports in the same way. As for OpenCollada, the node switch didn't fix the exception and I can't seem to successfully import it to brawl box.
    « Last Edit: July 09, 2011, 01:29:43 PM by Justin712 » Logged

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    « Reply #1932 on: July 09, 2011, 04:14:25 AM »


    i think as soon this brawlbox is done with model importing/Building it should for sure be in the Kc-MM blog
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    « Reply #1933 on: July 09, 2011, 05:56:31 AM »


    ive just thought about a very simple feature that should be added to the model previewer:

    refresh textures!!!

    if u open a mdl0 file, it will automatically load textures in the same folder, and when editting them, u need to close the preview and re-open it to have the changes applied, maybe u could make a refresh button with a key-shortcut ^^
    that would be great for texturing

    or even better, an auto refresh, like in 3ds max
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    « Reply #1934 on: July 09, 2011, 10:49:36 AM »


    It already has that. Right click the texture name and select reload.
    It had that since....... a while. Like before the modsets.
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