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Author Topic: Brawlbox Resources & History  (Read 4524931 times)
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BlackJax96
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    « Reply #2730 on: August 15, 2011, 04:09:56 PM »


    well, I did it by hexing...
    I changed "FFFFFF30" to "00000000" vaule.

    Well v0.63d doesn't even read the NodeTree so you messed something up by hexing it.
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    diedhammer98
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    « Reply #2731 on: August 15, 2011, 04:18:34 PM »


    When I move "ExtraBone" (For test)
    after save as PCS/PAC....

    Bones and Bone's names in wrong place....
    (maybe that why.)

    when Moved "ExtraBone" to "Next Offset
    all Bones moved up and Bones that close to TopN bone moved down to below.
    TopN bone changed nothing, just stay these.
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    Ricky (Br3)
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    « Reply #2732 on: August 15, 2011, 04:20:05 PM »


    When I move "ExtraBone" (For test)
    after save as PCS/PAC....

    Bones and Bone's names in wrong place....
    (maybe that why.)

    when Moved "ExtraBone" to "Next Offset
    all Bones moved up and Bones that close to TopN bone moved down to below.
    TopN bone changed nothing, just stay these.

    Why do you want to move the bones in first place? =/
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    BlackJax96
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    « Reply #2733 on: August 15, 2011, 04:26:39 PM »


    When I move "ExtraBone" (For test)
    after save as PCS/PAC....

    Bones and Bone's names in wrong place....
    (maybe that why.)

    when Moved "ExtraBone" to "Next Offset
    all Bones moved up and Bones that close to TopN bone moved down to below.
    TopN bone changed nothing, just stay these.

    If you're moving even a single bone, you have to fix all the offsets of the surrounding bones. If you add even a single new bone, you have to rebuild the entire MDL0 structure.

    Adding bones using Fortwaffle's bone adder isn't very stable...
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    diedhammer98
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    « Reply #2734 on: August 15, 2011, 04:30:22 PM »


    To br3compactor

    If that test is Success...
    I will try move some bones to ThrowN's Child bones....
    well, that test is failed....

    To BlackJax96

    that could explain for NodeTree bigger than before....
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    BlackJax96
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    « Reply #2735 on: August 15, 2011, 04:39:50 PM »


    To BlackJax96

    that could explain for NodeTree bigger than before....

    NodeTree is composed all of type 2 nodes, each five bytes in length.
    The length of the NodeTree is the count of all the bones times 5 (the length of a type 2 node) + 1 (for the terminating byte).

    There is a node type 2 in the NodeTree for each bone, in order:
    The first byte is 0x02 (meaning it's a node type 2)
    The second two bytes, read as an unsigned short, is the bone index.
    That last two bytes, read as an unsigned short, is the parent bone's node index.
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    DarkPikachu
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    « Reply #2736 on: August 15, 2011, 04:54:01 PM »


    hmm...
    so other than the flags,
    the bone's header is pretty much just for show and tell??

    as in the actual data used by the system is w/in the nodetree and nodemix??


    wow...
    I'm traveling down a whole new road here...

    this is making me rethink my nintendo plugins

    basically:
    use some functions from NtdoCmn to organinze the data w/in the plugin.
    then send the data to NtdoCmn to be logged into the TMP.

    this would mean I'd have to redo my plugins again =3=

    oh well...
    I'm practically at a restart for both plugins anyways >_>
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    Quote: Friedslick6
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    « Reply #2737 on: August 15, 2011, 05:14:21 PM »


    hmm...
    so other than the flags,
    the bone's header is pretty much just for show and tell??

    as in the actual data used by the system is w/in the nodetree and nodemix??


    wow...
    I'm traveling down a whole new road here...

    this is making me rethink my nintendo plugins

    basically:
    use some functions from NtdoCmn to organinze the data w/in the plugin.
    then send the data to NtdoCmn to be logged into the TMP.

    this would mean I'd have to redo my plugins again =3=

    oh well...
    I'm practically at a restart for both plugins anyways >_>
    and therefore you have learned something new... wait u pretty much do like every day with BJ around Tongue
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    DarkPikachu
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    « Reply #2738 on: August 15, 2011, 05:20:13 PM »


    and therefore you have learned something new... wait u pretty much do like every day with BJ around Tongue
    if you count a new data handler then yes

    but dealing with the MDL0 file itself...
    meh... not really

    the first time I figured out that not all data in the headers was used was when I was writing my first MDL0 file handler...

    then I figured out objects,
    and now bones

    I've known the node types for a while as they were in my previous template UD

    this UD just refines data and adds new info...
    but it handles the data the old way >_>
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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.

    SuperSmasher
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    « Reply #2739 on: August 15, 2011, 07:58:15 PM »


    hey um... i dont suppose it would b 2 hard 2 add linux support without wine (an application that lets you use programs designed 4 windows on linux) i just want it to be natively supported.

    tnx in advance

    SuperSmasher
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    BlackJax96
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    « Reply #2740 on: August 15, 2011, 08:28:09 PM »


    hey um... i dont suppose it would b 2 hard 2 add linux support without wine (an application that lets you use programs designed 4 windows on linux) i just want it to be natively supported.

    tnx in advance

    SuperSmasher

    "no"

    Read sig.
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    SuperSmasher
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    « Reply #2741 on: August 15, 2011, 08:33:58 PM »


    "no"

    Read sig.

    alright well thanks any way

    SuperSmasher
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    DarkPikachu
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    « Reply #2742 on: August 15, 2011, 09:01:19 PM »


    hey BJ
    found some new info for your brain to munch on :3

    http://science.kennesaw.edu/~plaval/math2203/tgnormbinorm.pdf

    I'm looking into it as well 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.

    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 #2743 on: August 16, 2011, 09:39:19 AM »


    Blackjax will it soon be possible to merge two models into one model?

    since i needing goten+Trunks in one model over Entry model on lucas
    for fusion dance to my Gotenks moveset
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    Kind of want to start making mods for this again

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    « Reply #2744 on: August 16, 2011, 09:55:12 AM »


    You mean you can't do that through clever PSA-ing?
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