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    « Reply #2760 on: August 17, 2011, 04:31:05 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).
    It still don't work correctly for a PAT0 in STGEMBLEM_00.pac Im srs here

    Anyways, another good luck from me to you BlackJax Grin
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    « Reply #2761 on: August 17, 2011, 04:33:31 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 >_<
    i seriously have no clue wat that command line will even do.. o.e... nor understand it Dx

    but still, keep up the good work!!! once this is out, then i can go back and fix every Okami model that doesnt work or show properly in brawl! *mumbles* dang it ForOhFor_Error and his lil tool that doesnt fix the strings offsets
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    « Reply #2762 on: August 17, 2011, 04:46:54 PM »


    i seriously have no clue wat that command line will even do.. o.e... nor understand it Dx but still, keep up the good work!!! once this is out, then i can go back and fix every Okami model that doesnt work or show properly in brawl! *mumbles* dang it ForOhFor_Error and his lil tool that doesnt fix the strings offsets
    the code is for the TEV data which is ment to become node data.
    the code input is a 24bit value used for the color environment.

    and BJ...
    what's this about a deadline now??
    I thought there was no such thing in our book Tongue

    you can never meet a deadline you make...
    (same as me...) Undecided
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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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    « Reply #2763 on: August 17, 2011, 04:52:39 PM »


    the code is for the TEV data which is ment to become node data.
    the code input is a 24bit value used for the color environment.

    and BJ...
    what's this about a deadline now??
    I thought there was no such thing in our book Tongue

    you can never meet a deadline you make...
    (same as me...) Undecided

    Ik lol, but it's worth a shot. I think I'm pretty close. Im srs here
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    « Reply #2764 on: August 17, 2011, 04:56:32 PM »


    Ik lol, but it's worth a shot. I think I'm pretty close. Im srs here
    well take as much time u need! we're all rooting for ya!
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    « Reply #2765 on: August 17, 2011, 05:09:11 PM »


    Ik lol, but it's worth a shot. I think I'm pretty close. Im srs here
    you're only... you're JUST beginning to break through the barrier >_>
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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 #2766 on: August 17, 2011, 05:09:35 PM »


    well take as much time u need! we're all rooting for ya!

    BLACKJAX, BLACKJAX, BLACKJAX, BLACKJAX!!! but srsly no rush.

    SuperSmasher
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    « Reply #2767 on: August 17, 2011, 05:10:27 PM »


    I swear this thread is getting as much attention as Beyond's thread, lately.
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    « Reply #2768 on: August 17, 2011, 05:36:14 PM »


    I swear this thread is getting as much attention as Beyond's thread, lately.
    Cuz we're inching closer and closer to getting our own models into Brawl Awesome Face
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    « Reply #2769 on: August 17, 2011, 06:54:07 PM »


    Hey BlackJax just a question, but in the next brawlbox would it be possible to fix the textures on assist trophy models in the model viewer? as some models have weird texture issues in brawlbox but not in game...
    I'm not sure if this has anything to do with brawlbox though bu I thought It might be interesting to look into.
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    « Reply #2770 on: August 17, 2011, 06:59:57 PM »


    Hey BlackJax just a question, but in the next brawlbox would it be possible to fix the textures on assist trophy models in the model viewer? as some models have weird texture issues in brawlbox but not in game...
    I'm not sure if this has anything to do with brawlbox though bu I thought It might be interesting to look into.

    I dunno, I'd have to see it myself.
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    « Reply #2771 on: August 17, 2011, 07:15:38 PM »



    As you can see, for some reason the textures for saki's face map to his hair instead of the hair showin up there in brawl box.
    similarly, Issac as thius weird messed up[ face texture and his armor has the face textures instead...
    It's pretty strange I must say >.<
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    « Reply #2772 on: August 17, 2011, 08:16:33 PM »


    As you can see, for some reason the textures for saki's face map to his hair instead of the hair showin up there in brawl box.
    similarly, Issac as thius weird messed up[ face texture and his armor has the face textures instead...
    It's pretty strange I must say >.<

    creepy o.o
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    « Reply #2773 on: August 17, 2011, 08:28:20 PM »


    creepy o.o

    lol, I wouldn't call that creepy, I've seen much weirder things in brawlbox and even in-game.
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    « Reply #2774 on: August 17, 2011, 08:31:58 PM »


    lol, I wouldn't call that creepy, I've seen much weirder things in brawlbox and even in-game.
    This^

    I remember seeing much worse....
    This with giga bowsers animations for instance is very creepy <.<
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