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Author Topic: Brawlbox Resources & History  (Read 4524936 times)
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Ricky (Br3)
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    « Reply #2745 on: August 16, 2011, 11:52:28 AM »


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

    This would be cool for stages. Also, making a model out of a polygon of a model would be, too.
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    Ninka_kiwi
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    « Reply #2746 on: August 16, 2011, 01:18:52 PM »


    ^ that right there would kick sooooo much ass

    but I'm not sure that'd really be possible >.<
    then again it's blackjax I'm sure he can figure it out.
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    pikazz
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    « Reply #2747 on: August 16, 2011, 01:42:50 PM »


    force 2 mld0 into one seems much easier than take out one polygongroup out of one mdl0 to make it a mdl0.

    but that's how I think xD
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    « Reply #2748 on: August 16, 2011, 04:27:37 PM »


    force 2 mld0 into one seems much easier than take out one polygongroup out of one mdl0 to make it a mdl0. but that's how I think xD
    it depends on the case...
    or what you're dealing with >_>
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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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    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.

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    Ricky (Br3)
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    « Reply #2749 on: August 16, 2011, 06:21:09 PM »


    force 2 mld0 into one seems much easier than take out one polygongroup out of one mdl0 to make it a mdl0.

    but that's how I think xD

    Wooow. Pikazz.
    It's been a while. You don't post here much.

    How's that Ike hat going? x]
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    pikazz
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    « Reply #2750 on: August 17, 2011, 01:23:36 AM »


    Wooow. Pikazz.
    It's been a while. You don't post here much.

    How's that Ike hat going? x]
    hi br3 x3

    all I can say it I can't make it 100% glitchfree with the current brawlbox D:
    I know what's for problem but I cant do it. have to wait until this brawlbox comes out D:
    I have to add "not dummy" bones and move the bone tree in a great way, that will next brawlbox does x3
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    Ricky (Br3)
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    « Reply #2751 on: August 17, 2011, 08:34:21 AM »


    That's great Evil

    I also look forward to this coming out as it'll be awesome to stage makers.
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    « Reply #2752 on: August 17, 2011, 10:16:04 AM »


    That's great Evil

    I also look forward to this coming out as it'll be awesome to stage makers.

    That's so not even fair Sad lol Stage makers can just pop in a model and set collisions and its a stage.
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    « Reply #2753 on: August 17, 2011, 12:22:03 PM »


    That's so not even fair Sad lol Stage makers can just pop in a model and set collisions and its a stage.
    haha yeah, that is true for us stage makers... but it will take time still for us to do the animations we want to do for the imported stages for Brawl Tongue
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    « Reply #2754 on: August 17, 2011, 01:53:41 PM »


    heh...
    yea it is kinda unfair to character designers...

    there's alot more that goes into a character than a stage...
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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 #2755 on: August 17, 2011, 04:04:26 PM »


    Quick change of plans.

    I go back to school on Monday, so I'm working as hard and fast as possible to get an imported mesh working in Brawl before then.
    I finally understand how to manage bits too. Here's what I wrote from scratch this morning for a TEV command:
    Code:
    [StructLayout(LayoutKind.Sequential, Pack = 1)]
        public struct ColorEnv
        {
            //0000 0000 0000 0000 0000 1111   SelD
            //0000 0000 0000 0000 1111 0000   SelC
            //0000 0000 0000 1111 0000 0000   SelB
            //0000 0000 1111 0000 0000 0000   SelA
            //0000 0011 0000 0000 0000 0000   Bias
            //0000 0100 0000 0000 0000 0000   Sub
            //0000 1000 0000 0000 0000 0000   Clamp
            //0011 0000 0000 0000 0000 0000   Shift
            //1100 0000 0000 0000 0000 0000   Dest

            private byte _dat0, _dat1, _dat2;

            public int SelD { get { return (int)(_dat2 & 0xF); } set { _dat2 = (byte)((_dat2 & 0xF0) | ((int)value & 0xF)); } }
            public int SelC { get { return (int)(_dat2 & 0xF0); } set { _dat2 = (byte)((_dat2 & 0xF) | ((int)value & 0xF0)); } }
            public int SelB { get { return (int)(_dat1 & 0xF); } set { _dat1 = (byte)((_dat1 & 0xF0) | ((int)value & 0xF)); } }
            public int SelA { get { return (int)(_dat1 & 0xF0); } set { _dat1 = (byte)((_dat1 & 0xF) | ((int)value & 0xF0)); } }
            public int Bias { get { return (int)(_dat0 & 3); } set { _dat0 = (byte)((_dat0 & 0xFC) | ((int)value & 3)); } }

            public bool Sub { get { return (_dat0 & 4) != 0; } set { _dat0 = (byte)((_dat0 & (0xFB)) | (value ? 4 : 0)); } }
            public bool Clamp { get { return (_dat0 & 8) != 0; } set { _dat0 = (byte)((_dat0 & (0xF7)) | (value ? 8 : 0)); } }

            public int Shift { get { return (int)((_dat0 >> 4) & 3); } set { _dat0 = (byte)((_dat0 & 0x30) | (((int)value & 3) << 4)); } }
            public int Dest { get { return (int)((_dat0 >> 6) & 3); } set { _dat0 = (byte)((_dat0 & 0x3F) | (((int)value & 3) << 6)); } }
        }

    I'm working on writing the objects right now.

    I'm not sure if I can make the deadline, wish me luck. I really hope I can >_<
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    Ninka_kiwi
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    « Reply #2756 on: August 17, 2011, 04:11:07 PM »


    *Wishes' BlackJax luck*
    seriously though your dong a great job, don't feel pressured about finishing before school starts...
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    « Reply #2757 on: August 17, 2011, 04:16:44 PM »


    Even if you can't meet the deadline, it's better late than never. Don't rush it if you don't absolutely need to, or else you'll end up making more mistakes that will need fixing later (such as the PAT0 support in Bero's modset that took a few revisions to work properly).
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    Ricky (Br3)
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    « Reply #2758 on: August 17, 2011, 04:18:24 PM »


    That's so not even fair Sad lol Stage makers can just pop in a model and set collisions and its a stage.

    Im srs here

    No, srsly, I'm offended. Im srs here

    Ever tried building a stage yourself, before saying that?
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    BlackJax96
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    « Reply #2759 on: August 17, 2011, 04:21:17 PM »


    *Wishes' BlackJax luck*
    seriously though your dong a great job, don't feel pressured about finishing before school starts...


    Oh no I'm not pressured, I just won't have a lot of time to work on it after school. If I don't make the deadline, I don't make the deadline. The model importer will still be finished eventually Tongue

    Even if you can't meet the deadline, it's better late than never. Don't rush it if you don't absolutely need to, or else you'll end up making more mistakes that will need fixing later (such as the PAT0 support in Bero's modset that took a few revisions to work properly).

    I know. I'm not rushing like an insane madman lol, I'm just picking up the pace.
    I'm still testing all the changes I make.

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