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« Reply #5115 on: October 17, 2011, 08:34:03 PM » |
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as always excelent job bj =D Keep doing the epicness you do ^_^
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« Reply #5116 on: October 17, 2011, 08:40:15 PM » |
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Also, setting Flandre's material ref UV settings to "Repeat" fixed the texture issue, and I didn't have to center the UV coords.
HUZZ-ah?
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« Reply #5117 on: October 17, 2011, 08:52:49 PM » |
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I just figured out how the bone flags work, for REALZ this time. If the bone scale is 1,1,1; then it has a Fixed Scale. If the bone trans/rot is 0,0,0; then it has a Fixed Translation/Rotation. No Transform is used when both the Matrix and Inverse Matrix are the same as its parent's (but it's not applied to the parent, because it's transforming the children, if you know what I mean)
I just set them to change automatically when you edit anything, so there's no point in making them editable anymore.
I'm also working on trying to figure out why models lag the game. The good news is, there's always at least one object that shows up right now, and it's not necessarily always the first one. I've noticed that the first material always aligns the offsets, but sometimes it has 0x10 extra align bytes and sometimes it doesn't. I think that has to do with it.
Also, setting Flandre's material ref UV settings to "Repeat" fixed the texture issue, and I didn't have to center the UV coords.
This is some really noice progress.
AMAZING PROGRESS IS AMAZING!!! *says it in a British accent*
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« Reply #5118 on: October 17, 2011, 08:54:43 PM » |
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BlackJax, you're making some insane progress, man.
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« Reply #5119 on: October 17, 2011, 11:50:39 PM » |
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I just figured out how the bone flags work, for REALZ this time. If the bone scale is 1,1,1; then it has a Fixed Scale. If the bone trans/rot is 0,0,0; then it has a Fixed Translation/Rotation. No Transform is used when both the Matrix and Inverse Matrix are the same as its parent's (but it's not applied to the parent, because it's transforming the children, if you know what I mean) I just set them to change automatically when you edit anything, so there's no point in making them editable anymore. I'm also working on trying to figure out why models lag the game. The good news is, there's always at least one object that shows up right now, and it's not necessarily always the first one. I've noticed that the first material always aligns the offsets, but sometimes it has 0x10 extra align bytes and sometimes it doesn't. I think that has to do with it. Also, setting Flandre's material ref UV settings to "Repeat" fixed the texture issue, and I didn't have to center the UV coords. This is some really noice progress. So, you have a model of Flandre? I have a model of her sister Remilia, though she only has 2 bones ; TopN and TransN. Does this means I could add bones from scratch, based on another character's bones to make her work in Brawl with the new BB?
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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 #5120 on: October 18, 2011, 12:00:21 AM » |
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Tokoyami. Were. You. Not. Told. To. Make. A. Separate. Topic. 
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Asbel: "To protect those close to us!" Malik: "To be a completely badass!" Hubert: "To be a Tsundere nerd!" Richard: "To be completely FABULOUS!" All: "WE ARE THE TOGF MANLY MEN BRIGADE!" -kazemaru95421  [PICTURES REMOVED. Reason: All signature pics must fit a 695x200 frame, even when inside a spoiler.]
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« Reply #5121 on: October 18, 2011, 03:12:22 AM » |
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Tokoyami. Were. You. Not. Told. To. Make. A. Separate. Topic.  This question was asked to BlackJax, since he's the only one who can answer this. Creating a help topic would have been pointless, since no one besides him has a near-fully working BrawlBox v0.65, and no one would have been able to answer. So, when questions are about the UNRELEASED BrawlBox, I have no choice but to ask them to BJ.
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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 #5122 on: October 18, 2011, 03:45:06 AM » |
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I just figured out how the bone flags work, for REALZ this time. If the bone scale is 1,1,1; then it has a Fixed Scale. If the bone trans/rot is 0,0,0; then it has a Fixed Translation/Rotation. No Transform is used when both the Matrix and Inverse Matrix are the same as its parent's (but it's not applied to the parent, because it's transforming the children, if you know what I mean)
I just set them to change automatically when you edit anything, so there's no point in making them editable anymore.
I'm also working on trying to figure out why models lag the game. The good news is, there's always at least one object that shows up right now, and it's not necessarily always the first one. I've noticed that the first material always aligns the offsets, but sometimes it has 0x10 extra align bytes and sometimes it doesn't. I think that has to do with it.
Also, setting Flandre's material ref UV settings to "Repeat" fixed the texture issue, and I didn't have to center the UV coords.
This is some really noice progress.
that's pretty neat :] hm, 0x10 bytes you said...
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Stupid Tinypic :C
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« Reply #5123 on: October 18, 2011, 03:45:37 AM » |
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could u make a mini update? i'd like to know if u can make the model previewer so that if u select a vertice, u can see its number ^^
it would be pretty usefull for some stuff, like fixing loose vertices
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« Reply #5124 on: October 18, 2011, 07:51:53 AM » |
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^ Would it not be easier to develop a 3DS Max script for that so we don't have to use two programs? You could even add it to MK's vertexing script.
I'm excited about the importer making decent progress compared to the last few month =3
But I'm really gettin a rise for the sexy real time psa edditor that BJ has possibly started on.
Goodby Silent Doom, heloooo thousands of noobs with thousands of downloads *shot*
Then again, if WE can make cool ass [censored] with a real time psa editor, imagine what the great SD can do with it =3
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« Reply #5125 on: October 18, 2011, 08:02:12 AM » |
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^ Would it not be easier to develop a 3DS Max script for that so we don't have to use two programs? You could even add it to MK's vertexing script.
I'm excited about the importer making decent progress compared to the last few month =3
But I'm really gettin a rise for the sexy real time psa edditor that BJ has possibly started on.
Goodby Silent Doom, heloooo thousands of noobs with thousands of downloads *shot*
Then again, if WE can make cool ass [censored] with a real time psa editor, imagine what the great SD can do with it =3
 There are other PSA makers besides him.
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« Reply #5126 on: October 18, 2011, 08:14:38 AM » |
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 There are other PSA makers besides him.  I know, I was just making a joke =-= don't get your underwear in a knot man There's also Divine Overloard :Af2: lol JK kingjigs  you know we like ur psa's too X3 Especially char char....I think I'ma try him when I get my computer back today.
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« Reply #5127 on: October 18, 2011, 01:21:58 PM » |
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 This question was asked to BlackJax, since he's the only one who can answer this. Creating a help topic would have been pointless, since no one besides him has a near-fully working BrawlBox v0.65, and no one would have been able to answer. So, when questions are about the UNRELEASED BrawlBox, I have no choice but to ask them to BJ. Your question should have been posted in Help. BJ posts there sometimes too. You could even PM him.. maybe.
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« Last Edit: October 18, 2011, 01:38:34 PM by Lateralus »
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« Reply #5128 on: October 18, 2011, 02:19:16 PM » |
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Suddenly, BlackJax's entire inbox.
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« Reply #5129 on: October 18, 2011, 02:25:15 PM » |
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Suddenly, BlackJax's entire inbox.
^This
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  Sig by Segtendo. Epic
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