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Author Topic: Brawlbox Resources & History  (Read 4758725 times)
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Ӄit ßallarɖ
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    « Reply #4950 on: October 13, 2011, 02:07:28 AM »


    Ok. Good luck RTB and BJ (since he's also hammering away)
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    « Reply #4951 on: October 13, 2011, 02:10:17 AM »


    Well, I found one thing that's causing the problems, but there's another one that's still preventing it from working properly.
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    « Reply #4952 on: October 13, 2011, 02:11:14 AM »


    Well, I found one thing that's causing the problems, but there's another one that's still preventing it from working properly.
    Orly?  and wats this new problem?
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    « Reply #4953 on: October 13, 2011, 02:12:37 AM »


    Well, I found one thing that's causing the problems, but there's another one that's still preventing it from working properly.
    well its good to atleast find something its progress xD i know you guys will figureit out eventually
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    Ӄit ßallarɖ
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    « Reply #4954 on: October 13, 2011, 02:12:54 AM »


    Progress ^_^ Atleast it's one more thing fixed =3 you guys are doing a great job.
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    « Reply #4955 on: October 13, 2011, 02:22:14 AM »


    The BrawlBox beta wasn't writing the "Textures1" headers properly again, which is making the first object in the DrawOpa (not necessarily the first polygon group, as changing it made different polygon groups show up instead) work in-game again after being fixed, but nothing else... just like earlier before the materials were (re-)fixed.

    I blame you, DrawOpa! *shakes fist*
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    « Reply #4956 on: October 13, 2011, 02:26:45 AM »


    so its back to square 1 it seems like im guessing? Oh shi~
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    « Reply #4957 on: October 13, 2011, 02:43:50 AM »


    I'm thinking what happened was when you adjusted the fix, it broke what you already fixed.... just a general guess from an old trouble shooter like me XD
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    « Reply #4958 on: October 13, 2011, 02:52:42 AM »


    so its back to square 1 it seems like im guessing? Oh shi~
    Square 1 would be it not working in the first place. This would be, uh, let's see...

    *counts*

    Square 42, why not? The polygon groups work, but not in tandem, which is more or less the last problem we need to fix.
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    « Reply #4959 on: October 13, 2011, 06:34:45 AM »


    Square 1 would be it not working in the first place. This would be, uh, let's see... *counts* Square 42, why not? The polygon groups work, but not in tandem, which is more or less the last problem we need to fix.
    Thanks goodness you don't have to start over from scratch. I do have one last question about BrawlBox v0.65 ; is it only the MDL0 that will be importable/exportable along with DAEs, or the MikuMikuDance files (.pmd) will also be importable/exportable?
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    « Reply #4960 on: October 13, 2011, 07:14:51 AM »


    Thanks goodness you don't have to start over from scratch. I do have one last question about BrawlBox v0.65 ; is it only the MDL0 that will be importable/exportable along with DAEs, or the MikuMikuDance files (.pmd) will also be importable/exportable?
    So far, MMD importing/exporting isn't implemented yet, as getting the MDL0s to work in the first place is our highest priority.
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    « Reply #4961 on: October 13, 2011, 07:47:04 AM »


    yeah.. can't convert anything untill the mdl0 file has been properly coded to work. when that's completed, I'm sure nearly any file format can be converted. If... done properly XD
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    « Reply #4962 on: October 13, 2011, 08:02:07 AM »


    Materials are all in place now, not offset anymore.

    So WHY IS IT STILL NOT WORKING RIGHT?!? Stupid, STUPID finicky MDL0 format! Im srs here
    [captian obivious]t must be something, otherwise it would work [/captian obivious]

    yeay, finally I am with my wii again :'D now I can acually help by testing  <3

    The BrawlBox beta wasn't writing the "Textures1" headers properly again, which is making the first object in the DrawOpa (not necessarily the first polygon group, as changing it made different polygon groups show up instead) work in-game again after being fixed, but nothing else... just like earlier before the materials were (re-)fixed.

    I blame you, DrawOpa! *shakes fist*
    can take a closer look into it :3
    « Last Edit: October 13, 2011, 08:19:45 AM by pikazz » Logged

    Stupid Tinypic :C

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    « Reply #4963 on: October 13, 2011, 09:29:43 AM »


    well, from reading from my previous post on page 6,
    @toko: well, listening to the other people, I'm glad the prob wasn't XP Smiley
    if I'd've known this a while back, I would've said something more along the lines of:
    you need a new plugin...

    blender 2.49b's 1.4.0 importer gave me just bones with an AIS export,
    but the 141 importer gave me a weighted model with a messed up rig...
    (only with Pika)

    I havn't gotten to try importing with 2.5x (soon to be 2.6x <3 <3)
    but I'll try it with a brbx export once I get my compy back Smiley

    then I'll try exporting from blender and importing with brbx...


    btw, does brbx import the DAE models it exports w/o errors??

    blender 249's 140 plugin couldn't do that Tongue
    and 141 only had an import >_>
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    « Reply #4964 on: October 13, 2011, 10:43:42 AM »


    [captian obivious]t must be something, otherwise it would work [/captian obivious] yeay, finally I am with my wii again :'D now I can acually help by testing  <3 can take a closer look into it :3
    Good to know. I hope you'll find the error soon. By the way, I am willing to change some items (Home-Run Bat and Beam Sword) with funny things (it's a surprise to most people Wink )so I would need someone like you to test them (I don't know if Dolphin can do it, though... if yes, please let me know) As for character model rigging, well, I can't seem to do it (gets deformed animations) and it sucks because I was ready to get Terra from Dissidia ready for my Wii since 4 MONTHS AGO Im srs here
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