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Author Topic: Brawlbox Resources & History  (Read 4507940 times)
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Eternal Yoshi
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    « Reply #2160 on: July 17, 2011, 05:47:25 PM »


    My thread is over here.
    http://forums.kc-mm.com/index.php?topic=28362.0

    Now this thread can return to it's regulary scheduled programming.

    I wish you luck with this rebuilder. Smiley
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    Velen
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    Insert totally self gratifying [censored] here. ; )

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    « Reply #2161 on: July 17, 2011, 09:04:00 PM »


    I have a question that I hope isn't to intrusive.

    Is there a way to scale existing Mdl0s without using keyframes and bones?

    I have Simon Belmont's model from Castlevania Judgement that needs to be scaled to 11 times his size.

    I don't want to use Fortwaffle's tool because the tool causes Simon's face to "mesh" incorrectly when it's scaled.

    Like is there a way to scale Simon's model via vertices, normals, and such?

    I dunno if anyone told you this, but the TvC models were the exact same way.
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    Eternal Yoshi
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    « Reply #2162 on: July 17, 2011, 10:40:43 PM »


    I think you're right. Eighting Developed CV Judgement as well as TVC and the Naruto games and well...........
    <a href="http://www.youtube.com/watch?v=1BsnHyIhhKM" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=1BsnHyIhhKM</a>


    <a href="http://www.youtube.com/watch?v=c2kudEstyzM" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=c2kudEstyzM</a>

    « Last Edit: July 17, 2011, 10:46:56 PM by Eternal Yoshi » Logged


    DoctorFlux(Mariodk)
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    « Reply #2163 on: July 18, 2011, 03:36:11 AM »


    i was thinking about a thing that can maybe come in next update of brawlbox

    do it so you can select to dont copy/paste scale

    if you needing to copy/paste a Frame
    that can save some filesize for Aninimations
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    « Reply #2164 on: July 18, 2011, 06:32:27 AM »


    Every Wii game developed by Eighting uses the MDL0 format in some way, but your right, those 3 genre of games are interchangeable.
    Seeing those vids however I suspect those 3 games use a animation routine similar to Melee (meaning rotation only).
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    DarkPikachu
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    complexity == fun

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    « Reply #2165 on: July 18, 2011, 08:41:59 AM »



    hey BJ...

    I'm getting errors like you now XD


      File "C:\model_convert\plugins\MeleeDAT.py", line 190, in DOBJ
        if polygon != 0: POBJ(polygon)
      File "C:\model_convert\plugins\MeleeDAT.py", line 108, in POBJ
        matrices = getTransformMatrices(weights)
      File "C:\model_convert\plugins\MeleeDAT.py", line 70, in getTransformMatrices
        mtx = C.ru32() #matrix offset
      File "C:\model_convert\plugins\Cmn.py", line 20, in ru32
        def ru32(): return St.unpack(">L", f.read(4))[0]
      File "C:\Python25\Lib\struct.py", line 87, in unpack
        return o.unpack(s)
    error: unpack requires a string argument of length 4

    umm:
    f.read(4)
    ...
    f.read(4)
    ...
    f.read(4)


    hey python...
    there's a thing called looking

    EDIT:
    I found the prob...

    fr.seek(weights_offset+32, 0)
    was set to:
    fr.seek(Offset+32, 0)

    DK why it returned '' for the start of the weights though
    « Last Edit: July 18, 2011, 11:05:52 AM by Tcll » Logged


    Quote: Friedslick6
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    But the coolest part was that you didn't stop working on it despite that.

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    SmashClash
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    « Reply #2166 on: July 18, 2011, 11:10:54 PM »


    BlackJax, do you think you could make it so you could highlight(Click, hold, and drag) bones in BrawlBox? Cuz it's annoying sometimes when I have to click the exact center of the bone when you want to hurry.
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    Eternal Yoshi
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    « Reply #2167 on: July 18, 2011, 11:46:59 PM »


    I don't think that will happen. Look at the OP.
    Also, you shouldn't be rushing with animations unless it's a special condition anyway.
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    DarkPikachu
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    « Reply #2168 on: July 19, 2011, 06:43:09 AM »


    ok... obviously I'm doing something wrong...

    TX = (vert[0]*matrix[0])+(vert[1]*matrix[1])+(vert[2]*matrix[2])+matrix[3]
    TY = (vert[0]*matrix[4])+(vert[1]*matrix[5])+(vert[2]*matrix[6])+matrix[7]
    TZ = (vert[0]*matrix[8])+(vert[1]*matrix[9])+(vert[2]*matrix[10])+matrix[11]

    vert += [TX,TY,TZ]

    the matrix is in the order it's read

    I'm still getting distortion
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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 #2169 on: July 19, 2011, 12:22:46 PM »


    ok... obviously I'm doing something wrong...

    TX = (vert[0]*matrix[0])+(vert[1]*matrix[1])+(vert[2]*matrix[2])+matrix[3]
    TY = (vert[0]*matrix[4])+(vert[1]*matrix[5])+(vert[2]*matrix[6])+matrix[7]
    TZ = (vert[0]*matrix[8])+(vert[1]*matrix[9])+(vert[2]*matrix[10])+matrix[11]

    vert += [TX,TY,TZ]

    the matrix is in the order it's read

    I'm still getting distortion

    it's

    vert = [TX,TY,TZ]

    not +=

    btw, I was at Disneyland over the weekend, but I'm back now.
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    KingJigglypuff
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    « Reply #2170 on: July 19, 2011, 12:30:08 PM »


    Just a question, but are Melee's models in the .dae format?
    >.> I feel like such a noob. >.>
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    BlackJax96
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    « Reply #2171 on: July 19, 2011, 12:30:41 PM »


    Just a question, but are Melee's models in the .dae format?
    >.> I feel like such a noob. >.>

    lolno.

    They're in .dat
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    KingJigglypuff
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    « Reply #2172 on: July 19, 2011, 12:42:04 PM »


    lolno.

    They're in .dat
    Oh alright, thanks for telling me.

    Will the model rebuilder support other model formats other than .dae and .mdl0?
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    BlackJax96
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    « Reply #2173 on: July 19, 2011, 12:53:22 PM »


    Oh alright, thanks for telling me.

    Will the model rebuilder support other model formats other than .dae and .mdl0?

    The model rebuilder supports everything, it just rebuilds the mdl0. If you can create a parser (importer) for a format, the model rebuilder will make the mdl0 automatically.
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    KingJigglypuff
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    « Reply #2174 on: July 19, 2011, 01:05:48 PM »


    The model rebuilder supports everything, it just rebuilds the mdl0. If you can create a parser (importer) for a format, the model rebuilder will make the mdl0 automatically.
    Oh. So once the model rebuilder is finished, any model we get we can turn into a .mdl0?
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