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Author Topic: Brawlbox Resources & History  (Read 4505677 times)
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RandomTBush
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    « Reply #3285 on: August 31, 2011, 07:21:21 PM »


    Oof. Now it looks like adding/removing a bone from a character creates a dummied, invalid "Colour" entry, which causes BrawlBox to crash. Hexing the relocator to "00000000" and loading it up again gets this:



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    « Reply #3286 on: August 31, 2011, 07:52:17 PM »


    Yikes... I recommend that you have the dl link to a page with ALL the released BB revisions and labled with date like PW did with PSA.

    Label them v0.64dx if you have more than one. :p

    Otherwise, can I request another feature for the animation porter? Can I switch Keyframes of a Certain axis to another?

    Like can I switch all of X's keyframes to Y's Keyframes and viceversa?

    This way, imported models can borrow Brawl animations for Trivial actions like tripping, swimming, and ladders.

    Nice work so far. Don't feel stressed. If you feel stressed, take a break for a day or two.

    I can imagine this being a LOT of pressure. Handling is in a mature and wise fashion is a sign of good character.
    « Last Edit: August 31, 2011, 07:54:33 PM by Eternal Yoshi » Logged


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    « Reply #3287 on: August 31, 2011, 07:58:39 PM »


    RTB, do you still have that Jiggz with the Peach crown that only worked in Dolphin (the non sleep hat version)?
    Maybe the new BBox can show what's wrong with it.
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    BlackJax96
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    « Reply #3288 on: August 31, 2011, 08:44:58 PM »


    Oof. Now it looks like adding/removing a bone from a character creates a dummied, invalid "Colour" entry, which causes BrawlBox to crash. Hexing the relocator to "00000000" and loading it up again gets this:



     Sad


    Doesn't happen at all when I make any changes to any model's bone tree. It rebuilds like normal.

    My guess is that that model isn't version 9. If it's v11 or v10, the node id is most likely set in a different order, and since the model rebuilder doesn't correct primitive node ids yet, you'll have that mess. I have no clue why a new color entry would be created though, that's just completely random since color entries have absolutely nothing to do with bones.

    Yikes... I recommend that you have the dl link to a page with ALL the released BB revisions and labled with date like PW did with PSA.

    Label them v0.64dx if you have more than one. :p

    Otherwise, can I request another feature for the animation porter? Can I switch Keyframes of a Certain axis to another?

    Like can I switch all of X's keyframes to Y's Keyframes and viceversa?

    This way, imported models can borrow Brawl animations for Trivial actions like tripping, swimming, and ladders.

    Nice work so far. Don't feel stressed. If you feel stressed, take a break for a day or two.

    I can imagine this being a LOT of pressure. Handling is in a mature and wise fashion is a sign of good character.


    You mean rotation fixing? Because I can already port animations like that. The only problem, for example, is ZSS's right arm in its bindstate has a rotation (idk which axis) at 180 and not 0, so Nel's right arm is reversed (but still in the same position as ZSS when animated).

    Thanks. I only find it annoying when people post bugs that I've never encountered when doing the exact same thing and when people ask for release dates. Unfortunately to make developing Brawlbox not stressful and actually fun, I have to ignore some random requests, just because they wouldn't be fun or challenging to program.

    Edit: Updated the download link one last time with a few minor edits and the source code for you adventurous people. Grin The download link opens a folder now, with all the revisions of Brawlbox I've created.
    « Last Edit: August 31, 2011, 09:04:48 PM by BlackJax96 » Logged

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    « Reply #3289 on: August 31, 2011, 09:08:36 PM »


    RTB, do you still have that Jiggz with the Peach crown that only worked in Dolphin (the non sleep hat version)?
    Maybe the new BBox can show what's wrong with it.
    Yeah, I do. There didn't seem to be anything out of place in BrawlBox, though, but I'll import it with the new one, add then remove a bone (to reset the offsets) and test it out again on my Wii later tonight.

    Doesn't happen at all when I make any changes to any model's bone tree. It rebuilds like normal.

    My guess is that that model isn't version 9. If it's v11 or v10, the node id is most likely set in a different order, and since the model rebuilder doesn't correct primitive node ids yet, you'll have that mess. I have no clue why a new color entry would be created though, that's just completely random since color entries have absolutely nothing to do with bones.
    You could be right about that, though I was able to add bones to a v11 model before with Pichu last time without the polygons exploding...

    (EDIT: Yeah, you're right -- I was able to add, then remove a bone on Jigglypuff without it crapping out... except for the fact that its tongue went and attached itself to its hair.)
    « Last Edit: August 31, 2011, 10:12:52 PM by RandomTBush » Logged


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    « Reply #3290 on: August 31, 2011, 09:11:03 PM »


    You could be right about that, though I was able to add bones to a v11 model before with Pichu last time without the polygons exploding...

    I've noticed that some v11 models have their node ids built in the same order as v9 MDL0s and some don't. it's kinda random really. :/

    Edit: I just found a maxscript that detaches elements by their material ID. I'mma test it out. If it works, you won't have to detach elements by assigned texture manually to import it into Brawl! Awesome Face

    Edit2: It works perfectly! I'll add it to the model importing tutorial when I make it. It speeds up the fixing and texturing process so much! Grin The only problem is, you have to re-rig the entire model. Im srs here I'd recommend rigging the model last, after it's been seperated and textured.
    « Last Edit: August 31, 2011, 10:41:45 PM by BlackJax96 » Logged

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    « Reply #3291 on: August 31, 2011, 10:45:04 PM »


    I was wondering if there was anything people could do to help the DAE to MDL0 converter to be completed on BrawlBox... Also, the current version of BrawlBox doesn't take all DAEs in its Model Viewer, as someone told me. What they did is that they ripped Soul Calibur 4 models, but got nothing seeable in BrawlBox beside the ship from Star Wars, so I was wondering if this could be updated for all DAEs and make BrawlBox compatible for 4.0 NET frameworks (someone told me it works with 2.0 and 3.5, but my PC doesn't let me download them because they're too old...) Just wonderin'...
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    « Reply #3292 on: August 31, 2011, 10:50:14 PM »


    I was wondering if there was anything people could do to help the DAE to MDL0 converter to be completed on BrawlBox... Also, the current version of BrawlBox doesn't take all DAEs in its Model Viewer, as someone told me. What they did is that they ripped Soul Calibur 4 models, but got nothing seeable in BrawlBox beside the ship from Star Wars, so I was wondering if this could be updated for all DAEs and make BrawlBox compatible for 4.0 NET frameworks (someone told me it works with 2.0 and 3.5, but my PC doesn't let me download them because they're too old...) Just wonderin'...

    I already updated Brawlbox to .NET 4.0 and if you export the model using the guidelines I posted on the OP, any DAE will import fine.
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    « Reply #3293 on: August 31, 2011, 11:02:28 PM »


    I was wondering if there was anything people could do to help the DAE to MDL0 converter to be completed on BrawlBox... Also, the current version of BrawlBox doesn't take all DAEs in its Model Viewer, as someone told me. What they did is that they ripped Soul Calibur 4 models, but got nothing seeable in BrawlBox beside the ship from Star Wars, so I was wondering if this could be updated for all DAEs and make BrawlBox compatible for 4.0 NET frameworks (someone told me it works with 2.0 and 3.5, but my PC doesn't let me download them because they're too old...) Just wonderin'...
    haha ur talkin bout me.... but ya, that did happen to me. but i think i kno wat the issue of that stage was.... when i imported the .obj file of the stage into 3DSmax.. it didnt even show any models at all except for the starship destroyer.. so that was the only thing i was able to export but the .obj file didnt import the textures that came with it... and yeah =/
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    « Reply #3294 on: August 31, 2011, 11:03:19 PM »


    I already updated Brawlbox to .NET 4.0 and if you export the model using the guidelines I posted on the OP, any DAE will import fine.

    What does OP means? Where can I find it?
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    « Reply #3295 on: August 31, 2011, 11:10:33 PM »


    haha ur talkin bout me.... but ya, that did happen to me. but i think i kno wat the issue of that stage was.... when i imported the .obj file of the stage into 3DSmax.. it didnt even show any models at all except for the starship destroyer.. so that was the only thing i was able to export but the .obj file didnt import the textures that came with it... and yeah =/

    So it's not a brawlbox problem at all then, right? I've got a couple different obj importers if ya want to have me give it a try.

    What does OP means? Where can I find it?

    He's saying it should work with NET 4.0 already. Just download it regularly.
    « Last Edit: August 31, 2011, 11:11:59 PM by Justin712 » Logged

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    « Reply #3296 on: August 31, 2011, 11:14:00 PM »


    So it's not a brawlbox problem at all then, right? I've got a couple different obj importers if ya want to have me give it a try. He's saying it should work with NET 4.0 already.

    Oh, the model must be an OBJ first, then, converted to a DAE? That must be why it wasn't working... And what is the OP, and where can I find it? I wish to see what does the OP says so my textures work correctly.
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    « Reply #3297 on: August 31, 2011, 11:18:35 PM »


    Oh, the model must be an OBJ first, then, converted to a DAE? That must be why it wasn't working... And what is the OP, and where can I find it? I wish to see what does the OP says so my textures work correctly.

    No not at all. The DAE just has to be from the autodesk exporter in the OP. It can be in any format before that, just as long as you can open it in 3ds max.

    OP - Opening post. Click page 1.
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    « Reply #3298 on: August 31, 2011, 11:22:14 PM »


    So it's not a brawlbox problem at all then, right? I've got a couple different obj importers if ya want to have me give it a try.
    alright sure, i'll PM u some files that didnt import the textures properly, and some that didnt export fine for BB.
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    « Reply #3299 on: August 31, 2011, 11:51:10 PM »


    So it's not a brawlbox problem at all then, right? I've got a couple different obj importers if ya want to have me give it a try.
     

    I've PMed you my textures, as usual. Please follow the tutorial at the OP that I couldn't do. Good luck!
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