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Author Topic: Brawlbox Resources & History  (Read 4503055 times)
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BlueBrain
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    « Reply #2295 on: July 27, 2011, 03:01:19 PM »


    arrgh, this will be epic, how about the patchless method coming from u?

    also, is there some way to vertex hack with blender???(maybe with ur future new brawlbox)

    also, maybe u could make it an installable program, i guess that would help specially for the animation lags... idk if this is possible though.. ^^
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    Ultraxwing
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    « Reply #2296 on: July 27, 2011, 03:09:16 PM »


    holy moly.

    OMEGA HYPE!!!
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    DarkPikachu
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    complexity == fun

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    « Reply #2297 on: July 27, 2011, 03:15:49 PM »


    nice job BJ Smiley

    I too have made progress

    ^relocation group offsets >:3

    It only came to me...
    my brain did all the work and I just knew it... XD

    IDK a good method of doing that just yet though...
    but I'll figure it out... >_>
    eventually ._.
    « Last Edit: July 27, 2011, 03:40:09 PM by Tcll » Logged


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    BlackJax96
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    « Reply #2298 on: July 27, 2011, 03:21:12 PM »


    nice job BJ Smiley

    I too have made progress
    ^relocation group offsets >:3

    It only came to me...
    my brain did all the work and I just knew it... XD

    IDK a good method of doing that just yet though...
    but I'll figure it out... >_>
    eventually ._.


    Whoa. That's confusing Im srs here Nice job figuring that out :O
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    DarkPikachu
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    « Reply #2299 on: July 27, 2011, 03:46:32 PM »


    Whoa. That's confusing Im srs here Nice job figuring that out :O
    lol thanx Cheesy

    I hope you get the idea,
    because an explanation is an impossibility XD

    I just need to figure out how the ID's work with that...

    and yea, that magenta part,
    that's actually more of a model ID.

    example:
    a copy of the relocation table would have '00 01' listed
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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 #2300 on: July 27, 2011, 04:01:54 PM »


    Ok so I've been testing the rebuilder, and another problem popped up after rebuilding the same mdl0 multiple times with edits to the bone tree.

    Back to the drawing board. Im srs here
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    Segtendo
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    « Reply #2301 on: July 27, 2011, 04:04:01 PM »


    Ok so I've been testing the rebuilder, and another problem popped up after rebuilding the same mdl0 multiple times with edits to the bone tree.

    Back to the drawing board. Im srs here

    Poor Nel...
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    Naruto200Man
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    « Reply #2302 on: July 27, 2011, 04:06:25 PM »


    Ok so I've been testing the rebuilder, and another problem popped up after rebuilding the same mdl0 multiple times with edits to the bone tree.

    Back to the drawing board. Im srs here


    By multiple edits, do you mean saving it after one change and then making another change? If so, how does it work if you only make changes one time after saving, then open the character up like a plain old character file?
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    ForOhFor Error
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    « Reply #2303 on: July 27, 2011, 04:09:07 PM »


    Is the dae->MDL0 about 90% done?
    Because that's what you're making it sound like.

    Take your time, though. No piece of software is without bugs, but try to get rid of the huge ones before release. I can wait for awhile.
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    BlackJax96
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    « Reply #2304 on: July 27, 2011, 04:13:43 PM »


    By multiple edits, do you mean saving it after one change and then making another change? If so, how does it work if you only make changes one time after saving, then open the character up like a plain old character file?

    It works fine if you only make one edit. But you should be able to edit the MDL0 as if it weren't already rebuilt.

    Is the dae->MDL0 about 90% done?
    Because that's what you're making it sound like.

    Yeah, give or take a few percents.
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    ForOhFor Error
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    « Reply #2305 on: July 27, 2011, 04:18:15 PM »


    How about ingame? Does everything work there?

    BTW, it sounds like you've got a really small bug, that stacks into a large one after too long.
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    BlackJax96
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    « Reply #2306 on: July 27, 2011, 04:27:13 PM »


    How about ingame? Does everything work there?

    BTW, it sounds like you've got a really small bug, that stacks into a large one after too long.

    Haven't tried in-game yet. It appears that the bug has to do with the way the assets are written (vertices, uvs, normals, colors).

    They appear to be rounded to a position, and that messes it up.
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    ForOhFor Error
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    « Reply #2307 on: July 27, 2011, 05:12:38 PM »


    Floating point errors, maybe? That can happen...
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    BlackJax96
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    « Reply #2308 on: July 27, 2011, 06:39:36 PM »


    I fixed the error by moving the raw data for the assets over like I do with materials, shaders and objects. The only problem with this is when I implement the vertex editor, I need to be able to write the new raw position of the vertex. I'm looking into how I can do that without re-writing every single vertex (it's probably easy).

    I'm back to testing Brawlbox again for any more errors. If none pop up, I'll test the model in-game and then if that works, I'll release Modset 2.
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    Ultraxwing
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    « Reply #2309 on: July 27, 2011, 06:48:32 PM »


    well, after this, then you're going to make the models actually work or something like that?

    and what about bones that accept gravity, like hair, capes ETC.?

    how do those work exactly?
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