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« Reply #4785 on: October 10, 2011, 07:13:05 PM » |
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i would liek to see a video with that kit ballard....
I could film it, if it's alright with RTB. I really don't know anything much about the character Kit Ballard, but this subject is just really interesting to me.
So she has all her animations like ZSS? Does the Final Smash work? Sorry, but there's always so many posts on here, I can barely keep up. Was there any more than those two previews one with Luigi, and one of her on Bridge of Eldin at night?
Yep, all the animations work and the FS works. There aren't any other previews though.
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« Reply #4786 on: October 10, 2011, 07:18:35 PM » |
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I could film it, if it's alright with RTB. Sure, since I still haven't found my video-to-PC recording doodad yet.
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« Reply #4787 on: October 10, 2011, 07:22:14 PM » |
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I'm happy to hear news about BrawlBox v0.65, that it is soon going to be released. I know there's no release date, but I do have a question. I rigged Snake's bones to a model, and sligltly moved the legs bones to make them fit, but didn't deleted anything from the skeleton. Will it work in Brawl since it has Snake's bones despite the legs bones being moved very slightly? RTB is testing it, but I wonder if it works or not...
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I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry!
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« Reply #4788 on: October 10, 2011, 07:37:14 PM » |
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Take RTB's approach to the problem? Perform a controlled experiment to screw up a normal model, and try reversing it for an imported model. okay, I did not catch that D:
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Stupid Tinypic :C
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« Reply #4789 on: October 10, 2011, 09:07:36 PM » |
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I'm happy to hear news about BrawlBox v0.65, that it is soon going to be released. I know there's no release date, but I do have a question. I rigged Snake's bones to a model, and sligltly moved the legs bones to make them fit, but didn't deleted anything from the skeleton. Will it work in Brawl since it has Snake's bones despite the legs bones being moved very slightly? RTB is testing it, but I wonder if it works or not...
I would think it'd be fine.
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« Reply #4790 on: October 10, 2011, 09:14:24 PM » |
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I would think it'd be fine.
It might have some slight animation issues, but that's probably it.
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« Reply #4791 on: October 10, 2011, 09:43:01 PM » |
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It might have some slight animation issues, but that's probably it.
Yeah I would think there would be some slight deformation where you moved the bones, but that's kinda a given when you're applying one character's animations to another character anyway.
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« Reply #4792 on: October 10, 2011, 10:11:26 PM » |
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I really wish I am more helpful ._.
Do you know that your old .obj importing thing technically makes you a pioneer in importing other models to Brawl right? That alone makes you hepful.
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« Reply #4793 on: October 10, 2011, 10:30:40 PM » |
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Soon, I will finally be able to hug Kit in game. *SHOT!*
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3DS Friend Code: 2895-6640-9302
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« Reply #4794 on: October 10, 2011, 10:35:59 PM » |
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Soon, I will finally be able to hug Kit in game. *SHOT!*
more like every1 will be able to
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« Reply #4795 on: October 10, 2011, 11:25:36 PM » |
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more like every1 will be able to I will be the first with a custom Lucario grab!
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3DS Friend Code: 2895-6640-9302
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« Reply #4796 on: October 11, 2011, 01:00:09 AM » |
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I will be the first with a custom Lucario grab!
XD I'm a bit late to the waiting bandwagon here, but yeah, you guys are doing some awesome work. That Kit model just completely blew my mind. I wish you good luck in fixing the final problems. You're doing what everyone has been waiting for, since Brawl-hacking started out: adding real, new characters to the game. "You're doing it man. You're making this happen !"
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« Last Edit: October 11, 2011, 01:03:35 AM by Miacis Ballard »
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Round and round the signature goes ~ ~ where it stops, nobody knows.
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« Reply #4797 on: October 11, 2011, 03:07:24 AM » |
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A few questions (hope they have not been answered before, I can't read that much): 1- Is the next brawlbox finally not glitching up the models when they're edited? 2- Will there be an optional flag or something like that to make that small changes don't rebuild the model if we don't want it? I've appreciated that even changing a texture name rebuilds completely the model, changing the offsets for the different parts, and even the total filesize. 3- Is the importer able to import normals correctly? Cause that character doesn't seem to have any (or at least in the picture I saw, don't know if there are newer) O.o Thanks
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« Reply #4798 on: October 11, 2011, 03:50:23 AM » |
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A few questions (hope they have not been answered before, I can't read that much): 1- Is the next brawlbox finally not glitching up the models when they're edited? 2- Will there be an optional flag or something like that to make that small changes don't rebuild the model if we don't want it? I've appreciated that even changing a texture name rebuilds completely the model, changing the offsets for the different parts, and even the total filesize. 3- Is the importer able to import normals correctly? Cause that character doesn't seem to have any (or at least in the picture I saw, don't know if there are newer) O.o Thanks 1. Yes and no. We're trying to figure out why moving the polygons up a bit fixes some things, since it so far has only worked with 25% of the models I've tried. Something about the offsets seems to make it not work, which is incredibly stupid. 2. It doesn't appear to change anything else in the model if you don't change them, other than the offsets. 3. Yes, it is. The shader's not set up to use 'em, but it shows up properly in BrawlBox. ( v0.65 preview, with proper normals) ( v0.63d preview, with broken shading) Anyway, I have now successfully (if you can say that) broken Jigglypuff's model -- I added in a shader, then deleted it immediately afterwards, so that only the offsets are changed and NOTHING ELSE, and it is now causing polygon lag with none of Jiggly's original polygons showing up in-game. Wish me luck, I'm gonna reverse-engineer this back into working condition.
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« Reply #4799 on: October 11, 2011, 04:06:06 AM » |
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Stage builder blocks are glitching too, maybe it's easier to reverse-engineer that model instead of doing so with a character.
About your answers (thanks for them by the way)
2- I'm not home now to test, but I'm pretty sure the size of the model did change too, not only the offsets. And didn't add anything, only changed the material type, or one of the flags. I'll take a look later again anyway.
3- Why isn't it set up? Wasn't it important enough for the test, or it just can't be done yet?
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