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Author Topic: Brawlbox Resources & History  (Read 4510521 times)
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Ultraxwing
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    « Reply #6930 on: November 19, 2011, 11:18:58 PM »


    I also have this week off. =3

    maybe i can start making my official General Touran Moveset. start making the moveset officially.

    and somehow getting/making/or modifying a preset model to make him =3

    i love you BlackJax... can you we be friends *pulls turnip with "Wherever Vyse goes, cool follows."*
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    BlackJax96
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    « Reply #6931 on: November 19, 2011, 11:30:19 PM »



    i love you BlackJax... can you we be friends *pulls turnip with "Wherever Vyse goes, cool follows."*

    Only if it's no homo and you're gonna sell that turnip to Joan and not that Tom Nook dumbguy. "Wherever Vyse goes, cool follows."
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    Segtendo
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    « Reply #6932 on: November 19, 2011, 11:41:41 PM »


    Only if it's no homo and you're gonna sell that turnip to Joan and not that Tom Nook dumbguy. "Wherever Vyse goes, cool follows."
    But... Joan sells the turnips "Wherever Vyse goes, cool follows."
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    BlackJax96
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    « Reply #6933 on: November 19, 2011, 11:45:05 PM »


    But... Joan sells the turnips "Wherever Vyse goes, cool follows."

    How am I supposed to know that "Wherever Vyse goes, cool follows."
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    Ultraxwing
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    « Reply #6934 on: November 19, 2011, 11:48:37 PM »


    No worry, i can pull out many turnips *motions to pull a turnip...* *Pulls creeper SSSSSSSSSS BOOM* Damn item modifications...
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    « Reply #6935 on: November 20, 2011, 07:51:11 AM »


    Install them both just to be sure, since most of Brawlbox was coded running 3.5.

    Didn't work.. with or without SP1..
    Do you have any clue on what the problem can come from ?
    It's not the brstm itself since it does this for every brstm.

    Thought 'classic' brstm with 2 channels works perfectly fine.. for the others, it gets loaded since the UI display the number of channels, loop point and so on, yet it crashes right after :/
    « Last Edit: November 20, 2011, 07:52:14 AM by Email » Logged

    DoctorFlux(Mariodk)
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    « Reply #6936 on: November 20, 2011, 10:06:37 AM »


    so you now merge Brawlbox with PSA now?
    if so AWESOME!!
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    Naruto200Man
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    « Reply #6937 on: November 20, 2011, 11:29:01 AM »


    I have something to keep me busy when you're busy being god BJ Tongue
    By the way

    Skyward Sword is Homebrew Friendly Cheesy
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    Don Jon Bravo
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    « Reply #6938 on: November 20, 2011, 12:12:46 PM »


    Yo Black Jax what were your suggestions for troubling texture mapping in brawl box? Do textures need resize? I changed the rotation settings at the texture matrices section yet that did not do anything.
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    BlackJax96
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    « Reply #6939 on: November 20, 2011, 12:24:09 PM »


    Yo Black Jax what were your suggestions for troubling texture mapping in brawl box? Do textures need resize? I changed the rotation settings at the texture matrices section yet that did not do anything.

    Well first off that doesn't work in the currently released version because the flags that control them are built in reverse (which is a bug that I fixed but haven't released yet), and it's not shown in Brawlbox anyway. I think you can fix it with M22K's UVTool.
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    Mewtwo2000
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    « Reply #6940 on: November 20, 2011, 12:35:53 PM »


    Nope, I guess UV Tool doesn't support imports. I guess all of them save the data in 'int16' format, while UV Tool reads them as if they were 'float'. There's a warning to say the type is not the expected one, but it doesn't handle those different types differently yet.

    Every material problem should be fixed before importing. 3d max is the best tool to edit models, and once they're okay there, you only need to import to brawlbox, and forget about texture problems. After that, there would be shader and material tweaks, but the UV should be okay always you get a model into brawlbox.

    Anyway, why int16 when most models use float? Maybe they're shorter in size and that's the reason?
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    Don Jon Bravo
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    « Reply #6941 on: November 20, 2011, 12:43:02 PM »


    Well they show up nicely in 3ds, and they export to the correct polygon. some show up nice and like 2 or 3 others dont show up properly. for example the toungue is white and the teeth are red, should be the other way around.
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    Naruto200Man
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    « Reply #6942 on: November 20, 2011, 12:45:17 PM »


    Well they show up nicely in 3ds, and they export to the correct polygon. some show up nice and like 2 or 3 others dont show up properly. for example the toungue is white and the teeth are red, should be the other way around.

    Couldn't you just recolor those textures so the red part is white and the white part is red.....
    If that texture doesn't share anything else I mean.....
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    BlackJax96
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    « Reply #6943 on: November 20, 2011, 12:45:26 PM »


    Anyway, why int16 when most models use float? Maybe they're shorter in size and that's the reason?

    Brawlbox writes the vertices in the best and smallest format possible.

    Well they show up nicely in 3ds, and they export to the correct polygon. some show up nice and like 2 or 3 others dont show up properly. for example the toungue is white and the teeth are red, should be the other way around.

    First off, are they using the right (and only one) material?
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    Don Jon Bravo
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    « Reply #6944 on: November 20, 2011, 12:54:32 PM »


    Yes they are at the right material, but they are not stretching into their proper place.

    Edit:  I rotated the texture outside of 3ds max and brawlbox. (now this in 3ds max-  Inserted into polygon and it worked!!!!  So now i have white teeth and red toungue. I just gotta check in brawlbox now. So
    « Last Edit: November 20, 2011, 01:24:14 PM by mr.mugenwii » Logged


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