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Author Topic: Brawlbox Resources & History  (Read 4502911 times)
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DSX8
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    « Reply #4020 on: September 18, 2011, 10:43:00 AM »


    hype hype hype x3
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    « Reply #4021 on: September 18, 2011, 10:46:26 AM »


    YES.
    BlackJax's awake.
    Hype it up, peeps.
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    « Reply #4022 on: September 18, 2011, 10:51:47 AM »


    if it works BJ, I have a though, an exellent thought what might give us the answer to why it gets ingame lag by adding 2 bones or more <w<
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    « Reply #4023 on: September 18, 2011, 11:11:24 AM »


    I've followed the tutorial to rig bones, but it doesn't tell how to fuse the bones and the model together...
    Does the new BrawlBox has an enhaced Model Viewer? Is the MDL0 exporter works well? Do the models works in Brawl?
    « Last Edit: September 18, 2011, 11:30:07 AM by TokoyamiTheDark » Logged

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    « Reply #4024 on: September 18, 2011, 11:30:48 AM »


    In anticipation of good news, I gave Naruto a blade, so that when he finally gets imported, he can also be used over Ike without the moveset:
    « Last Edit: September 18, 2011, 11:33:42 AM by ds22 » Logged

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    « Reply #4025 on: September 18, 2011, 11:34:47 AM »


    DS22: I have some resized models (In 3DS Max format) from Clash of Ninja 3 Revolution that I really want to import and possibly psa ^+^
    Would you mind if I shoot them your way for rigging? I could probably do the other stuff in the tutorial without [censored]ting it up, but the actual rigging I just can't figure out :l
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    « Reply #4026 on: September 18, 2011, 11:46:51 AM »


    I rather wait until the new BBox is out, so that I can check if I actually rig models properly and if I used the right way of getting Brawl skeletons.
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    Ӄit ßallarɖ
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    « Reply #4027 on: September 18, 2011, 11:49:27 AM »




    Hype dog.


    Sorry couldn't resist. Anyways, I look forward to trying to add Kit to brawl using this method. If this does work, I highly recommend the admins make a new section to handle the requests and projects.
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    « Reply #4028 on: September 18, 2011, 11:49:43 AM »


    I rather wait until the new BBox is out, so that I can check if I actually rig models properly and if I used the right way of getting Brawl skeletons.

    What was your method of getting brawl skeletons? I know there's a way with exporting the DAE like if you were to vertex edit it, but then with mariokart64_n's script that 'fixes' the model, the bones go away and the model is resized... Before that, the model is small but has bones.
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    « Reply #4029 on: September 18, 2011, 11:54:42 AM »


    ...So the game froze when I picked ZSS. I looked at the filesize of the pac. It was over 6,000mb. Im srs here
    The model alone is larger than ZSS's original pac file. Im srs here

    Sooooooo I think I need to group primitives as tristrips and do anything else possible to reduce the filesize.
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    DSX8
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    « Reply #4030 on: September 18, 2011, 11:57:27 AM »


    Oh shi~
    well mind testing out a stage also just to make sure it works? if not i can do that for ya
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    « Reply #4031 on: September 18, 2011, 12:01:30 PM »


    What was your method of getting brawl skeletons? I know there's a way with exporting the DAE like if you were to vertex edit it, but then with mariokart64_n's script that 'fixes' the model, the bones go away and the model is resized... Before that, the model is small but has bones.
    Basically using the bones from the .DAE from the vertex method.

    And BJ96, let's be happy she wasn't over 9,000MB.
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    « Reply #4032 on: September 18, 2011, 12:02:02 PM »


    And BJ96, let's be happy she wasn't over 9,000MB.
    inb4overratedmeme
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    « Reply #4033 on: September 18, 2011, 12:08:27 PM »


    And BJ96, let's be happy she wasn't over 9,000MB.

    LOL Yeah. Im srs here

    Oh shi~
    well mind testing out a stage also just to make sure it works? if not i can do that for ya

    I'm perfectly fine testing on my own thank you "Wherever Vyse goes, cool follows."
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    DSX8
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    « Reply #4034 on: September 18, 2011, 12:23:31 PM »


    awww dang Sad
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