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Author Topic: Brawlbox Resources & History  (Read 4758724 times)
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DarkPikachu
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    « Reply #5070 on: October 16, 2011, 07:02:30 AM »


    Sorry, been busy with real-life things.
    ??
    not quite sure what you mean...
    unless you mean that toward the format... >_>
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    RandomTBush
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    « Reply #5071 on: October 16, 2011, 09:20:51 AM »


    ??
    not quite sure what you mean...
    unless you mean that toward the format... >_>
    As in, I've been busy with things that aren't related to Brawl, things that don't involve my computer, etc.
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    BlackJax96
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    « Reply #5072 on: October 16, 2011, 10:58:02 AM »


    Sorry, been busy with real-life things.
    ??
    not quite sure what you mean...
    unless you mean that toward the format... >_>

    LOL are you serious? Im srs here
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    Albafika
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    « Reply #5073 on: October 16, 2011, 11:03:25 AM »


    Sorry, been busy with real-life things.
    ??
    not quite sure what you mean...
    unless you mean that toward the format... >_>
    .... LOL
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    Ӄit ßallarɖ
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    « Reply #5074 on: October 16, 2011, 11:46:42 AM »


    Yeah, that was quite worthy...
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    SiLeNtDo0m
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    WHAT IN TARNATION?!

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    « Reply #5075 on: October 16, 2011, 02:54:58 PM »


    ??
    not quite sure what you mean...
    unless you mean that toward the format... >_>




    o_o Lulz
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    DSX8
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    meow~

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    « Reply #5076 on: October 16, 2011, 03:28:21 PM »


    lol that was quite.... a blonde moment there tcll.. xD
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    Naruto200Man
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    « Reply #5077 on: October 16, 2011, 04:51:39 PM »


    So....how close are we on this shiz man? Cheesy
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    RandomTBush
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    « Reply #5078 on: October 16, 2011, 04:56:50 PM »


    So....how close are we on this shiz man? Cheesy

    Just got to figure out why only the first polygon group shows up in-game now. It's no longer a problem with the materials, it's something else... but what, exactly?
    Although it's not always just the first polygon group. Making a cube and placing over Jigglypuff didn't work at all. Likewise with adding a bunch of bones to Kirby's Olimar model (to make it work over normal Kirby). Im srs here
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    Ӄit ßallarɖ
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    « Reply #5079 on: October 16, 2011, 05:20:32 PM »


    quite the conundrum this bug is.
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    BlackJax96
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    « Reply #5080 on: October 16, 2011, 05:29:17 PM »


    Hey RTB, I think I found the flag that sets a texture to Clamp, Repeat, or Mirror!
    More info in a bit
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    RandomTBush
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    « Reply #5081 on: October 16, 2011, 05:34:26 PM »


    quite the conundrum this bug is.
    I'll say.

    Hey RTB, I think I found the flag that sets a texture to Clamp, Repeat, or Mirror!
    More info in a bit
    Ah, that'll be helpful to know, especially for stages and such.
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    Dot
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    « Reply #5082 on: October 16, 2011, 05:45:38 PM »


    Hey RTB, I think I found the flag that sets a texture to Clamp, Repeat, or Mirror!
    More info in a bit

    wat
    does that mean we will be able to change the way a texture is applied?
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    BlackJax96
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    « Reply #5083 on: October 16, 2011, 05:47:05 PM »


    I'll say.
    Ah, that'll be helpful to know, especially for stages and such.

    Ok, the flag is located in the material references.

    USetting is currently layerId1, VSetting is currently layerId2.

    0 = Clamp, 1 = Repeat, and 2 = Mirror (Although I haven't seen mirror used yet).

    Clamp is the default, so it will stretch the texture to fit.

    Repeat is used to actually repeat the texture, or allow the UV coords to be greater than 1 or less than 0 (I checked the UV coord max and min for textures that used this setting, and they were indeed > 1 & < 0).

    Everything seems to be matching up correctly... I need to test this out now! Awesome Face

    Also, the material texture matrices seem to be not XYZAB (like Kryal thought), but instead control the clamps:
    X = U Max
    Y = V Max
    Z = Angle (?)
    A = U Min
    B = V Min
    « Last Edit: October 16, 2011, 06:02:16 PM by BlackJax96 » Logged

    Ӄit ßallarɖ
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    « Reply #5084 on: October 16, 2011, 05:49:41 PM »


    Wish I could put more ideas down, but That was as far as my trouble shooting ideas would go =\ Prob all i got's left is maybe check the poly code and try to apply it to a new imported model with the same poly groups, but not "rigged" to that char. Like take a char and try to poly group em with Sonic... then try to repoly group with oohh Capt Falcon.. see what the differences are. else I I wish you the best =\
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