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Author Topic: Brawlbox Resources & History  (Read 4761291 times)
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Tabuu Forte Akugun
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    « Reply #5130 on: October 18, 2011, 02:36:18 PM »


    Hahahahaha! Gold, Tommo! :3

    So, did you fix any more glitches?

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    BlackJax96
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    « Reply #5131 on: October 18, 2011, 04:32:25 PM »


    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?

    1st off, that Remilia model of yours has no bones. Brawlbox adds TopN and TransN automatically.

    2nd off, I have multiple models of just about every Touhou character you can think of. Hit meh with a name, I should have them "Wherever Vyse goes, cool follows."

    3rd, I only answer off topic questions when they're posted in the help forum.

    You could even PM him.. maybe.
    Suddenly, BlackJax's entire inbox.

    LOL yeah, maybe not the greatest idea. XD

    that's pretty neat :]

    hm, 0x10 bytes you said...

    I also noticed that only single-bind objects on Flandre's model didn't show up in-game. Every object that was rigged, did. Im srs here

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    Ӄit ßallarɖ
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    « Reply #5132 on: October 18, 2011, 04:38:57 PM »


    You maybe on to som'in...
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    « Reply #5133 on: October 18, 2011, 04:42:27 PM »


    2nd off, I have multiple models of just about every Touhou character you can think of. Hit meh with a name, I should have them "Wherever Vyse goes, cool follows."
    Reisen II?

    I also noticed that only single-bind objects on Flandre's model didn't show up in-game. Every object that was rigged, did. Im srs here
    Hm, how very peculiar... I'll have to look into that later on tonight. Im srs here
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    Tempo_
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    « Reply #5134 on: October 18, 2011, 04:46:46 PM »


    Unzan and his manly fists.
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    BlackJax96
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    « Reply #5135 on: October 18, 2011, 04:54:33 PM »


    Reisen II?


    Yeh. "Wherever Vyse goes, cool follows."
    Actually, no. Im srs here *shot*
    I don't have like, a whole terabyte to store at least one model of every Touhou character XD

    Unzan and his manly fists.


    wut

    btw, I fixed Jigglypuff & friends. Awesome Face
    « Last Edit: October 18, 2011, 04:56:16 PM by BlackJax96 » Logged

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    « Reply #5136 on: October 18, 2011, 05:00:27 PM »




    btw, I fixed Jigglypuff & friends. Awesome Face

    awnsome jiggly really needs some atention since psa  or vertex  wise she has nothing :s i can see igglybuff,wiglytuff and clefairy evo line in the future xD
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    Tempo_
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    « Reply #5137 on: October 18, 2011, 05:03:22 PM »


    wut


    Ichirin's stand partner.
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    DSX8
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    « Reply #5138 on: October 18, 2011, 05:11:08 PM »


    if u found a code within jiggly... then AWESOME.. lol
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    BlackJax96
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    « Reply #5139 on: October 18, 2011, 05:15:08 PM »


    if u found a code within jiggly... then AWESOME.. lol


    ...no. Here's a picture of Jigglypuff, without the texture fix (that was coded into Brawlbox):
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    « Reply #5140 on: October 18, 2011, 05:20:56 PM »


    Huh. I wondered what you meant by "fixed".

    So "friends" would include Kirby?
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    « Reply #5141 on: October 18, 2011, 05:21:57 PM »


    Ah, the textures have finally been fixed to stretch properly! Awesome!
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    BlackJax96
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    « Reply #5142 on: October 18, 2011, 05:35:23 PM »


    Huh. I wondered what you meant by "fixed".

    So "friends" would include Kirby?

    I think so.

    I just noticed something too. In the XF commands for Metal and Kirby's dark model outline, the flags are different than usual flags. Here's what the normal flags look like (this is texture 1):
    Address: XF_TEX0_ID | Value 0: (Projection: XF_TEX_ST | Input Form: XF_TEX_AB11 | Texgen Type: XF_TEXGEN_REGULAR | Source Row: XF_TEX0_INROW | Emboss Source: 4 | Emboss Light: 2)
    Address: XF_DUALTEX0_ID | Value 0: (Normal Enable: False | Dual Matrix: 0)

    And here's what the outline/metal flags say (this is texture 2):
    Address: XF_TEX1_ID | Value 0: (Projection: XF_TEX_STQ | Input Form: XF_TEX_ABC1 | Texgen Type: XF_TEXGEN_REGULAR | Source Row: XF_NORMAL_INROW | Emboss Source: 4 | Emboss Light: 2)
    Address: XF_DUALTEX1_ID | Value 0: (Normal Enable: True | Dual Matrix: 3)

    I'll bet that's what controls if the texture faces the camera or follows the model (like normal) Im srs here
    « Last Edit: October 18, 2011, 05:36:39 PM by BlackJax96 » Logged

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    « Reply #5143 on: October 18, 2011, 05:55:44 PM »


    If that's true, then that's really cool!

    It'd be really funny to see an outline that didn't follow the screen, though.
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    « Reply #5144 on: October 18, 2011, 06:11:46 PM »


    I'll bet that's what controls if the texture faces the camera or follows the model (like normal) Im srs here
    I know there's a certain bone flag that forces itself to face the screen at all times. (Food items, perhaps? I know Bomberman's antennae and hands also do the same thing.)
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