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Author Topic: Brawlbox Resources & History  (Read 4504307 times)
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Segtendo
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    « Reply #3900 on: September 13, 2011, 07:32:17 PM »


    BlackJax, it seems as if the Mario Kart Wii hacking community is a step ahead of you Tongue

    They got imported characters into the game. 404 even made a stage using that method.
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    yadayada
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    « Reply #3901 on: September 13, 2011, 07:32:53 PM »


    Segtendo, can you send me a link? I'm interested <3.
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    Segtendo
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    « Reply #3902 on: September 13, 2011, 07:34:27 PM »


    Segtendo, can you send me a link? I'm interested <3.
    The MK Wii hacking thread is in "On-Topic," while 404 just released his stage (Aperature Science [Portal FTW])
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    BlackJax96
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    « Reply #3903 on: September 13, 2011, 07:35:43 PM »


    BlackJax, it seems as if the Mario Kart Wii hacking community is a step ahead of you Tongue

    They got imported characters into the game. 404 even made a stage using that method.

    They're not rigged.
    If they are, then wtf how do you rig an obj model without support for bones.
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    Segtendo
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    « Reply #3904 on: September 13, 2011, 07:36:39 PM »


    They're not rigged.
    If they are, then wtf how do you rig an obj model without support for bones.
    I'm just saying that the fact they got custom models to work in game is amazing.

    That is all.
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    Gamma Ridley
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    « Reply #3905 on: September 13, 2011, 07:37:42 PM »


    They're not rigged.
    If they are, then wtf how do you rig an obj model without support for bones.

    They aren't rigged. They're positioned using 3DS Max, and they can't be animated. /:

    So we're somewhere on the same page as them, maybe.
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    ForOhFor Error
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    « Reply #3906 on: September 13, 2011, 07:38:39 PM »


    They're not rigged.
    If they are, then wtf how do you rig an obj model without support for bones.
    They're not rigged, you're correct. It's a method that lends itself to stages, which can use multiple models.
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    yadayada
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    « Reply #3907 on: September 13, 2011, 07:40:16 PM »


    Seg, I can't find the thread ;~;
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    BlackJax96
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    « Reply #3908 on: September 13, 2011, 07:43:34 PM »


    I've known about obj imports being possible to do n stuff.
    DAE importing is more for character imports, but it can be used for stages too.
    I've been looking at some obj model imports to learn some default settings from them Evil
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    Naruto200Man
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    « Reply #3909 on: September 13, 2011, 07:44:25 PM »


    I've known about obj imports being possible to do n stuff.
    DAE importing is more for character imports, but it can be used for stages too.
    I've been looking at some obj model imports to learn some default settings from them Evil

    Default Settings = the stuff about the shaders ? Cheesy
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    BlackJax96
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    « Reply #3910 on: September 13, 2011, 07:45:01 PM »


    Default Settings = the stuff about the shaders ? Cheesy

    That and a few other things
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    Segtendo
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    « Reply #3911 on: September 13, 2011, 07:45:37 PM »


    Seg, I can't find the thread ;~;

    Oops, I thought it was in "On-Topic."
    Here.
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    yadayada
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    « Reply #3912 on: September 13, 2011, 07:46:04 PM »


    Oops, I thought it was in "On-Topic."
    Here.


    Thank you sir.
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    BlackJax96
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    « Reply #3913 on: September 13, 2011, 09:24:13 PM »


    Ok, I have a better way to group primitives working.

    Went from this (the first test that just happened to work):
    Code:
                    for (int i = 0; i < Triangles.Count; i += 3)
                    {
                        TriangleGroup group = new TriangleGroup();
                        group.Triangles = new List<Triangle>();
                        group.nodeIds = new List<int>();
                        if (!(i >= Triangles.Count))
                        {
                            group.Triangles.Add(Triangles[i]);
                            if (group.nodeIds.IndexOf(Triangles[i].x.NodeId) == -1)
                                group.nodeIds.Add(Triangles[i].x.NodeId);
                            if (group.nodeIds.IndexOf(Triangles[i].y.NodeId) == -1)
                                group.nodeIds.Add(Triangles[i].y.NodeId);
                            if (group.nodeIds.IndexOf(Triangles[i].z.NodeId) == -1)
                                group.nodeIds.Add(Triangles[i].z.NodeId);
                            if (!(i + 1 >= Triangles.Count))
                            {
                                group.Triangles.Add(Triangles[i + 1]);
                                if (group.nodeIds.IndexOf(Triangles[i + 1].x.NodeId) == -1)
                                    group.nodeIds.Add(Triangles[i + 1].x.NodeId);
                                if (group.nodeIds.IndexOf(Triangles[i + 1].y.NodeId) == -1)
                                    group.nodeIds.Add(Triangles[i + 1].y.NodeId);
                                if (group.nodeIds.IndexOf(Triangles[i + 1].z.NodeId) == -1)
                                    group.nodeIds.Add(Triangles[i + 1].z.NodeId);
                                if (!(i + 2 >= Triangles.Count))
                                {
                                    group.Triangles.Add(Triangles[i + 2]);
                                    if (group.nodeIds.IndexOf(Triangles[i + 2].x.NodeId) == -1)
                                        group.nodeIds.Add(Triangles[i + 2].x.NodeId);
                                    if (group.nodeIds.IndexOf(Triangles[i + 2].y.NodeId) == -1)
                                        group.nodeIds.Add(Triangles[i + 2].y.NodeId);
                                    if (group.nodeIds.IndexOf(Triangles[i + 2].z.NodeId) == -1)
                                        group.nodeIds.Add(Triangles[i + 2].z.NodeId);
                                }
                            }
                        }
                        groups.Add(group);
                    }

    To this, which groups primitives more dynamically:
    Code:
                    bool NewGroup = true;
                    TriangleGroup grp = new TriangleGroup();
                    for (int i = 0; i < Triangles.Count; i++)
                    {
                    Top:
                        if (NewGroup) //Create a new group of triangles and node ids
                        {
                            grp = new TriangleGroup();
                            grp.Triangles = new List<Triangle>();
                            grp.nodeIds = new List<int>();
                            NewGroup = false;
                        }
                        if (!(grp.CanAdd(Triangles[i]))) //Will add automatically if true
                        {
                            groups.Add(grp);
                            NewGroup = true;
                            goto Top;
                        }
                        if (i == Triangles.Count - 1) //Last triangle
                            groups.Add(grp);
                    }

    Now I just have to group triangles into tristrips to save space, and grouping primitives will be exactly how I want it to work.
    Writing all the primitives as triangles works, but it takes up a lot more space than if they were tristrips.

    I also fixed a problem where there was a dummy color relocation offset and wrote some default XF flags to each material.
    Still working on shaders and the UVAT groups...
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    TokoyamiTheDark
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    « Reply #3914 on: September 13, 2011, 09:53:06 PM »


    BJ, when I use your BrawlBox to do some ModelSwapping, I come across a glitch galled the "TransD Glitch". People told me to use some software called '??Taboo??' to fix the TransN bone when I import a model over another character (ex: Lucario over Snake), but it never worked for me, as the Wii always crashes after the stage selection screen. I was wondering... If I export Lucario's TransN bone and put it over Snake's TransN bone, will the glitch vanish away? (Note that I must rebuild Snake's skeleton from scratch after that) Could the new BrawlBox you're making for Christmas disable the glitch automatically?
    « Last Edit: September 13, 2011, 09:55:53 PM by TokoyamiTheDark » Logged

    I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry! Sad

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