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Author Topic: Brawlbox Resources & History  (Read 4510940 times)
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DSX8
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    « Reply #3030 on: August 25, 2011, 11:42:10 PM »


    yeah i hope so "Wherever Vyse goes, cool follows."
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    « Reply #3031 on: August 26, 2011, 02:33:21 AM »


    voted for finish dat model importer/rebuilder

    but I understand why you want to release a beta so people can try to found out how but that might take more longer time than usally xD
    it can be like gamble
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    « Reply #3032 on: August 26, 2011, 03:40:14 AM »


    BlackJax, can you PLEASE release your beta version of BrawlBox 0.65 so we can see and fix glitches/errors and tell you if there's any? My Dissidia characters don't wanna be imported over other SSBB charas...
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    « Reply #3033 on: August 26, 2011, 03:50:26 AM »



    Wait i'm confused with TokoyamitheDark's last post.

    you said your Dissidia character's don't wanne be importert over other SSBB characters?
    this isn't the clone engine bro.

    or do you mean other character's bone rigging?
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    « Reply #3034 on: August 26, 2011, 04:20:44 AM »


    What I mean is that I have a DAE file of Terra and ExDeath from Dissidia that can be exported to BrawlBox v.0.64, with the bones and all, but when I try to view the 3d model, I don't see anything... Also, in progams like Blender, the 3d models appear as grey and doesn't appear in BrawlBox at all. In Noesis it says the DAE file has 0 textures, as if the textures were removed once exported to DAE format to be used on the future BrawlBox. What am I gonna do with my Dissidia Terra and ExDeath if I'm not able to put their textures on the models? Is there any common programs such as Blender or Noesis that can restore the textures on the 3d models? That's what I meant.
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    « Reply #3035 on: August 26, 2011, 04:42:12 AM »


    BJ96, before you release any update of BBox, can you edit it so that when you copy an animation frame, it doesn't copy the bone scale with it?
    Because most of the times it isn't very useful and has a great effect on the filesize (and it's annoying to have to clean it all up again).
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    « Reply #3036 on: August 26, 2011, 04:57:03 AM »


    BJ96, before you release any update of BBox, can you edit it so that when you copy an animation frame, it doesn't copy the bone scale with it? Because most of the times it isn't very useful and has a great effect on the filesize (and it's annoying to have to clean it all up again).
    Great idea! I forgot to mention this, as some of my textures get deformed when, for example, Peach's textures are used over Zelda's and vice-versa...
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    « Reply #3037 on: August 26, 2011, 05:26:46 AM »


    BJ96, before you release any update of BBox, can you edit it so that when you copy an animation frame, it doesn't copy the bone scale with it?
    Because most of the times it isn't very useful and has a great effect on the filesize (and it's annoying to have to clean it all up again).
    This deff. It's deff som'in you don't needa waist key frames on.
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    « Reply #3038 on: August 26, 2011, 09:10:18 AM »


    I saw the get out frog and thought I was in Beyond's thread
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    « Reply #3039 on: August 26, 2011, 10:03:35 AM »


    I would want the beta now instead just for multiple model viewing while stage building.
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    « Reply #3040 on: August 26, 2011, 10:37:20 AM »


    I haven't been here much in some days; Have you made some progress BlackJax96? Smiley
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    DSX8
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    « Reply #3041 on: August 26, 2011, 10:57:36 AM »


    I haven't been here much in some days; Have you made some progress BlackJax96? Smiley
    he's stuck on the trigrams for the objects if i remember correctly
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    « Reply #3042 on: August 26, 2011, 11:18:35 AM »


    Hey BlackJax96, I've got a random question for you. I've been doing a lot of hexing lately and I've mastered editing bone tree structures. The only thing is that the bone ID's must be in the order the bones appear which opens a whole new door of things that need to be changed. I mean it works flawlessly, it just takes a lot of time. It also limits where you can move things without having to also modify PSA because of hitboxes and graphic effects being assigned to specific bone ID's.

    Soo on to my question..


    I've also created models with bone trees that contain ID's that are in the original order, which is a lot quicker because you don't have to hex as much in the definitions, and you can get away with hexing a lot less in the  bones themselves too. Only problem is when I save those ones, it shifts some of the bone data around to other bones(StrOff, Flags, viewbox editable data, and the matricies). Not randomly though- it shifts in such a way that it seems like it's overcompensating for the structure change since they are visually in a different order on the tree. Those models work with bone tree's out of the original order in-game, so Brawl will support bone trees that have bones in a different order. But those parts of the bone data still get shifted to the wrong bones. Is it possible to not have that data shift the way it does when saving? ...Or not? It's cool if not, I don't really mind doing it the long way Wink . Just sayin it could be useful if someone wanted to move a part of the bone structure without changing the Bone ID's so hitboxes and graphic effects stay on the correct bones.
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    « Reply #3043 on: August 26, 2011, 11:36:18 AM »


    Hey BlackJax96, I've got a random question for you. I've been doing a lot of hexing lately and I've mastered editing bone tree structures. The only thing is that the bone ID's must be in the order the bones appear which opens a whole new door of things that need to be changed. I mean it works flawlessly, it just takes a lot of time. It also limits where you can move things without having to also modify PSA because of hitboxes and graphic effects being assigned to specific bone ID's.

    Soo on to my question..


    I've also created models with bone trees that contain ID's that are in the original order, which is a lot quicker because you don't have to hex as much in the definitions, and you can get away with hexing a lot less in the  bones themselves too. Only problem is when I save those ones, it shifts some of the bone data around to other bones(StrOff, Flags, viewbox editable data, and the matricies). Not randomly though- it shifts in such a way that it seems like it's overcompensating for the structure change since they are visually in a different order on the tree. Those models work with bone tree's out of the original order in-game, so Brawl will support bone trees that have bones in a different order. But those parts of the bone data still get shifted to the wrong bones. Is it possible to not have that data shift the way it does when saving? ...Or not? It's cool if not, I don't really mind doing it the long way Wink . Just sayin it could be useful if someone wanted to move a part of the bone structure without changing the Bone ID's so hitboxes and graphic effects stay on the correct bones.
    I can answer that.
    The problem is you haven't change everything.
    you change boneID and the offsets of parent, child ect.
    The problem is you haven't change the "nodeTree" in "definitions".

    In there, you will found more how the "parent-child" is related, a child with it's boneID is attached to the Parents "nodeID".
    if you trying to change the BoneID on bones itself and leaving the nodeTree unediting, it will try to make how the "nodeID" will look like to the bonetree and that's causing the glitches.
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    « Reply #3044 on: August 26, 2011, 11:40:56 AM »


    Is it unusual that .DAE files can't be seen in BrawlBox? Here, I downloaded this pack : http://www.mediafire.com/?32hc1t4dul11oqr that I requested, but when I import the DAE models, I don't see anything...How can this be fixed?
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