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« Reply #2550 on: August 09, 2011, 04:15:56 PM » |
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Have you even looked at the recent posts >_> All bJ has to do is to figure out a way for bb to work WITH Smash Attacks at the same time. Only difficult thing would be getting Brawlbox and Smash Attacks to go to the right subaction when you click a certain animation.
Brawlbox would open the animations and costume files, and Smash Attacks would open the .pac files. Either that or he'd combine SA with BB completely O_o
yes, i've seen all the other posts clearly! all i kno is that the coding is far more different in smash box/attack compared to BB.
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« Reply #2551 on: August 09, 2011, 04:17:30 PM » |
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I'm still trying to rap my mind around all of this O.o
I cannot wait to try this out as it will give me some motivation to try stage hacking again... This is amazing progress and I applaud you for what you have done so far.
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« Reply #2554 on: August 10, 2011, 11:58:01 AM » |
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can't type another character in my last post...
that last value is optionl (obviously), and is currently unk due to there being nothing that seems to use it... Kryal calls it a pad, but I know it's something more >_>
and yes, it's not in the TEV as it's for defining the shader (the shader is part of the material (not linked to it))
common sense told me the brbx shaders are something else... heh (I hate having to state myself to where I don't confuse anyone on the terms)
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hey BJ  I'm rooting for you on the logic and script editors 
I hope to see that revolution take it's place 
EDIT: thank you... whoever edited my post
Thanks man, although I'm not editing .rels, I'm gonna be editing the fighter definition (PSA). >:3 On the other hand, I HAVE GOOD NEWS.I finally figured out why the textures were overwriting the defs! I was literally at world's end trying to figure it out, so I decided to actually look straight through every part of the model building code to figure out how everything would be calculated size-wise, and then it hit me: Shaders are referenced more than once in the relocation offsets!
Multiple group offsets can point to the same shader, but I was only calculating the size of the entries for each shader itself! I changed the code to calculate the size by the material count, and it worked.  I'm gonna test the hell out of this just to make sure, because everytime I say things like this something goes wrong, but I'm so flipping happy! I've been working on this one problem for who freaking knows how long!!! Damn I feel stupid and confused and happy and insane all at the same time, I need to go outside for a second and take a breath of fresh air lol.
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« Reply #2555 on: August 10, 2011, 12:00:49 PM » |
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 Nice Job BJ!
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« Reply #2556 on: August 10, 2011, 12:01:02 PM » |
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As you may have noticed, I don't answer PMs with problems anymore.
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« Reply #2558 on: August 10, 2011, 12:05:01 PM » |
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I finally figured out why the textures were overwriting the defs! I was literally at world's end trying to figure it out, so I decided to actually look straight through every part of the model building code to figure out how everything would be calculated size-wise, and then it hit me: Shaders are referenced more than once in the relocation offsets!
Multiple group offsets can point to the same shader, but I was only calculating the size of the entries for each shader itself! I changed the code to calculate the size by the material count, and it worked.  I'm gonna test the hell out of this just to make sure, because everytime I say things like this something goes wrong, but I'm so flipping happy! I've been working on this one problem for who freaking knows how long!!! Damn I feel stupid and confused and happy and insane all at the same time, I need to go outside for a second and take a breath of fresh air lol.
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« Last Edit: August 10, 2011, 01:34:20 PM by Segtendo »
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« Reply #2559 on: August 10, 2011, 12:06:25 PM » |
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Asbel: "To protect those close to us!" Malik: "To be a completely badass!" Hubert: "To be a Tsundere nerd!" Richard: "To be completely FABULOUS!" All: "WE ARE THE TOGF MANLY MEN BRIGADE!" -kazemaru95421  [PICTURES REMOVED. Reason: All signature pics must fit a 695x200 frame, even when inside a spoiler.]
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« Reply #2560 on: August 10, 2011, 12:06:58 PM » |
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IK the logic editor is your main project... but I'm rooting for both 
but what do you have to say about my find?? CP[21:27]
Oh yeah I got caught up in my own post, sorry... XD Nice job man.
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« Reply #2562 on: August 10, 2011, 12:31:46 PM » |
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Nintendo's Reaction:
BJ's Reaction:
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« Reply #2563 on: August 10, 2011, 01:25:00 PM » |
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Thanks man, although I'm not editing .rels, I'm gonna be editing the fighter definition (PSA). >:3 On the other hand, I HAVE GOOD NEWS.I finally figured out why the textures were overwriting the defs! I was literally at world's end trying to figure it out, so I decided to actually look straight through every part of the model building code to figure out how everything would be calculated size-wise, and then it hit me: Shaders are referenced more than once in the relocation offsets!
Multiple group offsets can point to the same shader, but I was only calculating the size of the entries for each shader itself! I changed the code to calculate the size by the material count, and it worked.  I'm gonna test the hell out of this just to make sure, because everytime I say things like this something goes wrong, but I'm so flipping happy! I've been working on this one problem for who freaking knows how long!!! Damn I feel stupid and confused and happy and insane all at the same time, I need to go outside for a second and take a breath of fresh air lol. if it works.... then show pics of it working! 
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« Reply #2564 on: August 10, 2011, 01:31:52 PM » |
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Thanks man, although I'm not editing .rels, I'm gonna be editing the fighter definition (PSA). >:3 On the other hand, I HAVE GOOD NEWS.I finally figured out why the textures were overwriting the defs! I was literally at world's end trying to figure it out, so I decided to actually look straight through every part of the model building code to figure out how everything would be calculated size-wise, and then it hit me: Shaders are referenced more than once in the relocation offsets!
Multiple group offsets can point to the same shader, but I was only calculating the size of the entries for each shader itself! I changed the code to calculate the size by the material count, and it worked.  I'm gonna test the hell out of this just to make sure, because everytime I say things like this something goes wrong, but I'm so flipping happy! I've been working on this one problem for who freaking knows how long!!! Damn I feel stupid and confused and happy and insane all at the same time, I need to go outside for a second and take a breath of fresh air lol.
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By the way, I think every active hacker in this forum could use less distractions.MEMORABLE QUOTES: Tcll: I <3 69 xxmasal22xx: Hey, you should probably go to the hop[censored]al BlackJax96: everything is so ROUND [SPOILERED. Reason: Whole signature size must be under 250px.] Join my website, Brawl Imports, a gathering place for importers!http://brawlimports.proboards.com/index.cgiSupport Project Darkrai? Put the official Project Darkrai banner in your siggy![PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.] 
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