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Author Topic: Brawlbox Resources & History  (Read 4510905 times)
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Ultraxwing
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    « Reply #3540 on: September 05, 2011, 01:27:13 PM »


    HOLY FFFFFUUUUUUU

    so that means were like 10 steps close to making non Brawl Models work ingame with NO lag.

    then he'll make an official Model Resizer =3

    can't wait for the epic sauce
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    SmashClash
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    « Reply #3541 on: September 05, 2011, 01:32:44 PM »


    HOLY FFFFFUUUUUUU so that means were like 10 steps close to making non Brawl Models work ingame with NO lag. then he'll make an official Model Resizer =3 can't wait for the epic sauce
    Then a BrawlBox with PSA and visual hitboxes! Cheesy
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    Ultraxwing
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    « Reply #3542 on: September 05, 2011, 01:36:05 PM »


    *jizzed in my pants*

    "Wherever Vyse goes, cool follows."

    it's amazing, all my Brawling Fantasies are starting to come true. Inuyasha over Bowser, RX-78-2 Gundam over Snake. an Initial D stage. and a Macross Stage with a shiz ton of animations and fluff.
    you da man bro =3
    « Last Edit: September 05, 2011, 01:37:24 PM by Ultraxwing » Logged


    Ӄit ßallarɖ
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    « Reply #3543 on: September 05, 2011, 01:58:56 PM »


    Inuyasha over Bowser
    .....gimmie.... gimmie gimmie...
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    Ultraxwing
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    « Reply #3544 on: September 05, 2011, 02:01:24 PM »




    you'll have to wait for everyo0ne else Kit Ballard.

    i have his model and everything =3

    i just need someone to fix it for me when the time comes.

    or you can do it =/

    it needs to be T-posed. and everything.
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    Ӄit ßallarɖ
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    « Reply #3545 on: September 05, 2011, 02:04:08 PM »




    you'll have to wait for everyo0ne else Kit Ballard.

    i have his model and everything =3

    i just need someone to fix it for me when the time comes.

    or you can do it =/

    it needs to be T-posed. and everything.
    Of course lol. Just the Fangirl-ism in me leaking out =3
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    Mastaklo
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    « Reply #3546 on: September 05, 2011, 02:17:25 PM »


    I have a question about model importing
    I creat a box in 3ds max 8 and then i convert it to editable mesh
    Then i export it as dae and import it in brawlbox and everything works fine
    But when i do the exact same with a created teapot i only get exploded polygons in brawlbox
    Does anyone know why this happens?
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    deadname mcredactedface
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    Kind of want to start making mods for this again

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    « Reply #3547 on: September 05, 2011, 02:24:35 PM »


    MOTHERFLIPPIN' IMPORTING! Can't wait to see if it works ingame. Either way, great job Jax!

    you'll have to wait for everyo0ne else Kit Ballard.

    i have his model and everything =3

    i just need someone to fix it for me when the time comes.

    or you can do it =/

    it needs to be T-posed. and everything.
    Somehow interpreted this as you making Kit Ballard at first
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    Ultraxwing
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    « Reply #3548 on: September 05, 2011, 02:27:56 PM »




    i would love too... lol

    just too lazy/ not enough horsepower in my computer to handle riggin software ETC.

    and kitballard in brawl would be hilarious.
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    Ӄit ßallarɖ
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    « Reply #3549 on: September 05, 2011, 02:38:16 PM »


    BrawlBox Request: An option that turns on/off the "Lamp" or Angle of the "Lamp" for BB? It's great that the shading's now working, but it's kinda throwing me off (since I'm used to the old ways)
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    BlackJax96
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    « Reply #3550 on: September 05, 2011, 02:38:58 PM »


    BrawlBox Request: An option that turns on/off the "Light" or Angle of the "Lamp" for BB? It's great that the shading's now working, but it's kinda throwing me off (since I'm used to the old ways)

    Was planning on doing that.
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    DSX8
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    « Reply #3551 on: September 05, 2011, 02:57:19 PM »


    Was planning on doing that.
    yeah i'd like that too, cause wenever i view models, it gets laggy with the new lighting/shading effect -_-
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    Ӄit ßallarɖ
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    « Reply #3552 on: September 05, 2011, 03:12:10 PM »


    Was planning on doing that.
    Ok cool ^_^
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    « Reply #3553 on: September 05, 2011, 03:18:10 PM »


    We all know who's gettin in FIRST though... :trollface:
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    Ӄit ßallarɖ
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    « Reply #3554 on: September 05, 2011, 03:39:44 PM »


    Simple small bug report: Clicking "Play" on a 1 frame animation will turn the bones off, forcing you to turn the back on. Nothing big, just figured I'd throw that out there since I accedently did it on a 1 frame animation XD

    edit: Ok it's a bit bigger then I thought. It knocked out the Ability to click Bones, and edit them (everything's grayed out, even after adding frames using the up arrow)
    « Last Edit: September 05, 2011, 03:42:34 PM by Ӄit ßallarɖ » Logged

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