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Ricky (Br3)
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    « Reply #2775 on: August 17, 2011, 08:35:33 PM »


    This^

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

    You made me remember some sick stuff from animation swaps Im srs here
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    « Reply #2776 on: August 17, 2011, 08:39:10 PM »


    lolz i've never bothered trying out creepy stuff on BB.... except for that ganonchu... and giving mario ganons animations
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    « Reply #2777 on: August 17, 2011, 09:04:00 PM »




    Is the hair a seperate object from the face? If not, have you tried disabling the face texture? Does the hair texture show up?

    Oh btw you guys haven't seen the worst. I've seen weighting contortions, weighting explosions, vertex explosions, primitives screwing up, primitive explosions, polygons that stretch out to infinity, etc. U guys ain't seen nothin'
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    « Reply #2778 on: August 17, 2011, 09:12:12 PM »


    so true... we havent... but u've seen worse cause u've been testing out the DAE's into BB I see what you did there ...
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    « Reply #2779 on: August 17, 2011, 09:16:30 PM »


    so true... we havent... but u've seen worse cause u've been testing out the DAE's into BB I see what you did there ...


    Not only DAEs, but on regular MDL0s too.

    The following image is one of the many things I have encountered.
    OH WHAT THE-
    What is tha- is... is that NEL?
    Actually no, it's a recolor of Nel XP

    lol
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    ItalianStallion
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    « Reply #2780 on: August 17, 2011, 09:23:33 PM »


    I have no [censored]ing idea what the hell is going on in this thread anymore, since there's so many pages daily.

    I more than lol'd at what you said in the post above, though.
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    « Reply #2781 on: August 17, 2011, 09:31:17 PM »


    Not only DAEs, but on regular MDL0s too.

    The following image is one of the many things I have encountered.
    OH WHAT THE-
    What is tha- is... is that NEL?
    Actually no, it's a recolor of Nel XP

    lol

    DEAR LORD THAT IS... A TOTAL DISASTER ZONE!!! D=
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    « Reply #2782 on: August 17, 2011, 09:35:16 PM »


    I have no [censored]ing idea what the hell is going on in this thread anymore, since there's so many pages daily.

    I more than lol'd at what you said in the post above, though.

    Indeed.

    DEAR LORD THAT IS... A TOTAL DISASTER ZONE!!! D=

    Indeed.
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    « Reply #2783 on: August 17, 2011, 10:54:30 PM »


    Holy crap! RTB posted =D anyways Good luck hun! Don't stress yourself and keep the codes clean. We all are rooting for ya ^_^

    edit: Kind of an "off the wall" question but here it goes: One of my irritations about the Bone clicking is when I wanna click one bone, I accedently click a different one (usually when 2 are extreamly close). I was wondering if you could program it to when I hide a bone node, that it can not be clicked?
    « Last Edit: August 17, 2011, 11:43:13 PM by Rydia (PsoBB) » Logged

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    « Reply #2784 on: August 18, 2011, 05:09:40 AM »


    Is the DAE to MDL0 converter is soon finished? I'm willing to use a Dissidia Final Fantasy texture that I have as a DAE, but can't seem to find another DAE to MDL0 converter. Anyone knows of a DAE to BRRES converter?
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    « Reply #2785 on: August 18, 2011, 05:57:10 AM »


    Is the DAE to MDL0 converter is soon finished? I'm willing to use a Dissidia Final Fantasy texture that I have as a DAE, but can't seem to find another DAE to MDL0 converter. Anyone knows of a DAE to BRRES converter?
    no, this is the first one DAE to MDL0 converter.
    there is a OBJ to MDL0 converter to MKWii hack but that's way to buggy
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    « Reply #2786 on: August 18, 2011, 06:19:16 AM »


    So it's not finished yet...I'll still have to wait Embarrassed
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    « Reply #2787 on: August 18, 2011, 06:52:20 AM »


    there's still quite alot to figure out about the MDL0 format >_>
    (alot of the stuff is still unknown)

    you may check my resource thread if you're curious as to what needs to be figured out Smiley

    EDIT:
    hey BJ Grin
    you're gonna <3 <3 what I found Happy Face
    Code:
    //
    // Texture Environment
    //
    GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
    GXSetTevOrder(GX_TEVSTAGE1, GX_TEXCOORD1, GX_TEXMAP1, GX_COLOR0A0);
    GXSetTevOrder(GX_TEVSTAGE2, GX_TEXCOORD2, GX_TEXMAP2, GX_COLOR0A0);
    GXSetTevOrder(GX_TEVSTAGE3, GX_TEXCOORD3, GX_TEXMAP3, GX_COLOR0A0);
    GXSetTevOrder(GX_TEVSTAGE4, GX_TEXCOORD4, GX_TEXMAP4, GX_COLOR0A0);
    GXSetTevOrder(GX_TEVSTAGE5, GX_TEXCOORD5, GX_TEXMAP5, GX_COLOR0A0);
    GXSetTevOrder(GX_TEVSTAGE6, GX_TEXCOORD6, GX_TEXMAP6, GX_COLOR0A0);
    GXSetTevOrder(GX_TEVSTAGE7, GX_TEXCOORD7, GX_TEXMAP7, GX_COLOR0A0);
    GXSetTevOrder(GX_TEVSTAGE8, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR_NULL);
    GXSetTevOrder(GX_TEVSTAGE9, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR_NULL);
    GXSetTevOrder(GX_TEVSTAGE10,GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR_NULL);
    GXSetTevOrder(GX_TEVSTAGE11,GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR_NULL);
    GXSetTevOrder(GX_TEVSTAGE12,GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR_NULL);
    GXSetTevOrder(GX_TEVSTAGE13,GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR_NULL);
    GXSetTevOrder(GX_TEVSTAGE14,GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR_NULL);
    GXSetTevOrder(GX_TEVSTAGE15,GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR_NULL);
    GXSetNumTevStages(1);
    GXSetTevOp(GX_TEVSTAGE0, GX_REPLACE);
    GXSetAlphaCompare(GX_ALWAYS, 0, GX_AOP_AND, GX_ALWAYS, 0);
    GXSetZTexture(GX_ZT_DISABLE, GX_TF_Z8, 0);

    for (i = GX_TEVSTAGE0; i < GX_MAX_TEVSTAGE; i++) {
    GXSetTevKColorSel((GXTevStageID) i, GX_TEV_KCSEL_1_4 );
    GXSetTevKAlphaSel((GXTevStageID) i, GX_TEV_KASEL_1 );
    GXSetTevSwapMode ((GXTevStageID) i, GX_TEV_SWAP0, GX_TEV_SWAP0 );
    }
    GXSetTevSwapModeTable(GX_TEV_SWAP0,
    GX_CH_RED, GX_CH_GREEN, GX_CH_BLUE, GX_CH_ALPHA);
    GXSetTevSwapModeTable(GX_TEV_SWAP1,
    GX_CH_RED, GX_CH_RED, GX_CH_RED, GX_CH_ALPHA);
    GXSetTevSwapModeTable(GX_TEV_SWAP2,
    GX_CH_GREEN, GX_CH_GREEN, GX_CH_GREEN, GX_CH_ALPHA);
    GXSetTevSwapModeTable(GX_TEV_SWAP3,
    GX_CH_BLUE, GX_CH_BLUE, GX_CH_BLUE, GX_CH_ALPHA);

    // Indirect Textures.
    for (i = GX_TEVSTAGE0; i < GX_MAX_TEVSTAGE; i++) {
    GXSetTevDirect((GXTevStageID) i);
    }
    GXSetNumIndStages(0);
    GXSetIndTexCoordScale( GX_INDTEXSTAGE0, GX_ITS_1, GX_ITS_1 );
    GXSetIndTexCoordScale( GX_INDTEXSTAGE1, GX_ITS_1, GX_ITS_1 );
    GXSetIndTexCoordScale( GX_INDTEXSTAGE2, GX_ITS_1, GX_ITS_1 );
    GXSetIndTexCoordScale( GX_INDTEXSTAGE3, GX_ITS_1, GX_ITS_1 );

    « Last Edit: August 18, 2011, 07:18:25 AM by Tcll » Logged


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    « Reply #2788 on: August 18, 2011, 07:20:47 AM »


    OMG! That nell recolor looks so epiccc XD
    U should release it to the vault for lolzies XD

    "Explodeded nell is exploded, enjoy~"
    XD

    You want scary, try peach with exploded polygons and gbowsers moveset *shudder*
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    « Reply #2789 on: August 18, 2011, 07:26:02 AM »


    What's the codes things you posted, Tcll? What does it means? Also, is there any program that can export 3d files to .brres? 'Cause I'll really need one, if there's any.
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