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Author Topic: Brawlbox Resources & History  (Read 4758727 times)
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SuperSmasher
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« Reply #4425 on: October 01, 2011, 03:40:14 PM »


@ BJ what if you tried swapping the model in an ISO? yano as apposed 2 the file patcher/riivo. would that eliminate the issue and if not maybe the model is too hi poly/quality 4 the Wii. my psp model of Vasto Lorde Ichigo from Bleach Heat the Soul 7 is ready to be P.M'ed at your command sir Wink.
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    « Reply #4426 on: October 01, 2011, 04:07:12 PM »


    Gecko is basically ISO replacement.
    And it's probably the rigging (bones, that is) that's causing the problem.
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    SqLeon
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    « Reply #4427 on: October 01, 2011, 04:15:10 PM »


    I don't think it's the same problem, but with the most recent released version of BB, it always made models I edited lag in-game, I made it not lag by removing some of the "FF" bytes toward the beginning of the mdl0, and subsequently fixing the header.
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    SuperSmasher
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    « Reply #4428 on: October 01, 2011, 04:51:05 PM »


    so basically it adds another header that should not b there?
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    DSX8
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    « Reply #4429 on: October 01, 2011, 05:39:57 PM »


    due to the looks of it, yeah it does O.o
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    « Reply #4430 on: October 01, 2011, 05:42:09 PM »


    I don't think it's the same problem, but with the most recent released version of BB, it always made models I edited lag in-game, I made it not lag by removing some of the "FF" bytes toward the beginning of the mdl0, and subsequently fixing the header.
    so you deleted the boneweights to get it work, that's something :/
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    « Reply #4431 on: October 01, 2011, 05:50:32 PM »


    due to the looks of it, yeah it does O.o
    What looks? can you explain?
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    « Reply #4432 on: October 01, 2011, 05:51:47 PM »


    Calm down people, all he did was fix the offsets, there's no second header or bone weights or anything. Why the hell would anybody think I would bother to write a second header? Im srs here
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    « Reply #4433 on: October 01, 2011, 05:53:28 PM »


    Yeah, but I'd really like an explanation as to why DSX8 would think that?  What looks were you referring to?
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    « Reply #4434 on: October 01, 2011, 05:56:07 PM »


    well i was comparing a brawl mdl0 to 1 i made/saved in bj's BB and i see a few differences in them (even tho their the both model), but i can see 1 difference
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    « Reply #4435 on: October 01, 2011, 06:56:44 PM »


    we are getting somewhere!



    a REALLY huge thanks for BJ96 for testing my sandbag on dolpic! 8D
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    « Reply #4436 on: October 01, 2011, 06:59:44 PM »


    YUSH!
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    « Reply #4437 on: October 01, 2011, 07:42:29 PM »


    KC:MM Forums need a like button on posts, I'm diggin that Mario Sandbag Wink
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    « Reply #4438 on: October 01, 2011, 08:53:49 PM »


    Glad to know it works in Dolphin, at least. Sorry I didn't get to try it out myself, I've been really busy for the past few days.
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    « Reply #4439 on: October 01, 2011, 09:10:08 PM »


    Glad to know it works in Dolphin, at least. Sorry I didn't get to try it out myself, I've been really busy for the past few days.

    Don't worry about it. I still have a lot of stuff I need to work on still. I've been doing major upgrades to Kryal's code and I've been hitting a few minor roadblocks, but hopefully this will make writing primitives much easier.

    Btw, I added support for opening v8 MDL0s; the order of the header offsets was really screwed up compared to v9 XD
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