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Author Topic: Brawlbox Resources & History  (Read 4097140 times)
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BlackJax96
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    « Reply #7050 on: November 23, 2011, 11:07:40 AM »


    What about posting a 0.65b version with the latest non-PSA related upgrades (relative to imports mostly) and leave the 0.66 to the completion of that PSA part?

    Unless it's mostly done and there's no meaning on posting the 0.65b anymore O.o

    I'm still having problems with saving the metal materials and imported objects though. :|

    I guess I'll focus on that for now, or something. lol
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    DSX8
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    « Reply #7051 on: November 23, 2011, 01:27:09 PM »


    I'm still having problems with saving the metal materials and imported objects though. :|

    I guess I'll focus on that for now, or something. lol
    ah i see... bummer... i'd say focus on that a lil bit more...

    btw did u add that option for stage imports yet? xP
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    « Reply #7052 on: November 23, 2011, 01:34:34 PM »


    What's wrong with stage imports, DSX8? O.o

    I have no problems at all xD
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    « Reply #7053 on: November 23, 2011, 01:37:54 PM »


    really? i've been having issue's with it biiig time... mostly transparencies and the shaders dont even work properly even tho i replace it with an original stage shader >.>

    and stages use 256 in Unknown4 of the MDL0.... call me crazy but its like now become my worst enemy xDD
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    « Reply #7054 on: November 23, 2011, 01:39:42 PM »


    I'm still having problems with saving the metal materials and imported objects though. :|

    I guess I'll focus on that for now, or something. lol

    Object files might take a while, I don't know much about your work with those, but I thought that you were further with the metal materials fix. What's your current progress, program-wise?
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    BlackJax96
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    « Reply #7055 on: November 23, 2011, 02:01:55 PM »


    Object files might take a while, I don't know much about your work with those, but I thought that you were further with the metal materials fix. What's your current progress, program-wise?

    Both things already work perfectly. The problem that's stopping both things from saving is writing the objects. When you add texture matrices (for metal mats) then you need to rebuild the object and re-write the primitives to include the matrices. Also, if any bones have been edited (for object imports) then the node ids need to be re-written also (it doesn't need a full rebuild, but it causes some null influence issues in NodeMix for some reason).

    The node ids in the object seem to go higher than they're supposed to (like they're referencing the null influences) when they're written to the object, causing errors.

    The moveset editor I haven't encountered any problems with though. I've just been chuggin' along coding stuff Tongue
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    Mewtwo2000
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    « Reply #7056 on: November 23, 2011, 02:07:57 PM »


    really? i've been having issue's with it biiig time... mostly transparencies and the shaders dont even work properly even tho i replace it with an original stage shader >.>

    and stages use 256 in Unknown4 of the MDL0.... call me crazy but its like now become my worst enemy xDD

    O.o

    Well, ok then xD

    I guess all of that can be easily fixed anyway... Does material tool change anything?
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    « Reply #7057 on: November 23, 2011, 02:11:04 PM »


    O.o

    Well, ok then xD

    I guess all of that can be easily fixed anyway... Does material tool change anything?
    to be honest... i've never even bothered using ur tool with stages cause b4 this current BB was released, the last BB worked fine for my stages
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    « Reply #7058 on: November 23, 2011, 02:33:00 PM »


    Both things already work perfectly. The problem that's stopping both things from saving is writing the objects. When you add texture matrices (for metal mats) then you need to rebuild the object and re-write the primitives to include the matrices. Also, if any bones have been edited (for object imports) then the node ids need to be re-written also (it doesn't need a full rebuild, but it causes some null influence issues in NodeMix for some reason). The node ids in the object seem to go higher than they're supposed to (like they're referencing the null influences) when they're written to the object, causing errors. The moveset editor I haven't encountered any problems with though. I've just been chuggin' along coding stuff Tongue

    NodeMix, eh... I can't say I've ever had a reason to work with the NodeID before, but I bet I could teach myself the basics and find some patterns to the error. You seem as if you don't know exactly why the node id goes haywire, right?

    EDIT: Seeing as how my 10 minutes worth of research doesn't help too much, although certain posts in this thread did prove useful. I'm starting off by finding all of the differences between a model exported and reimported compared to its original, but I don't think you want me to point out every little detail you probably already know about.
    « Last Edit: November 23, 2011, 03:09:29 PM by Xiggah » Logged


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    « Reply #7059 on: November 23, 2011, 05:40:18 PM »


    Does this means we'll be able to swap PSAs with the new BrawlBox?
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    BlackJax96
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    « Reply #7060 on: November 23, 2011, 05:46:09 PM »


    NodeMix, eh... I can't say I've ever had a reason to work with the NodeID before, but I bet I could teach myself the basics and find some patterns to the error. You seem as if you don't know exactly why the node id goes haywire, right?

    EDIT: Seeing as how my 10 minutes worth of research doesn't help too much, although certain posts in this thread did prove useful. I'm starting off by finding all of the differences between a model exported and reimported compared to its original, but I don't think you want me to point out every little detail you probably already know about.

    It's a code issue, not an unknown file issue. I know exactly what's wrong, it's just that my code isn't handling it the right way.

    Does this means we'll be able to swap PSAs with the new BrawlBox?

    It won't be any easier than it would be doing it with PSA.
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    « Reply #7061 on: November 23, 2011, 07:26:42 PM »


    You know what would be nice, a rel editor. Tongue

    Too bad not many people have looked inside rels instead of just being able to just patch them.
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    « Reply #7062 on: November 23, 2011, 07:51:20 PM »


    You know what would be nice, a rel editor. Tongue

    Too bad not many people have looked inside rels instead of just being able to just patch them.

    ^This
    Next thing you know you'll be asking the guy to walk on water....
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    « Reply #7063 on: November 23, 2011, 08:10:59 PM »


    Will it be possible to have two BB's open and be able to copy/paste data between the two? It's not possible in PSA.
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    BlackJax96
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    « Reply #7064 on: November 23, 2011, 08:35:44 PM »


    Will it be possible to have two BB's open and be able to copy/paste data between the two? It's not possible in PSA.

    I don't see why not.

    ^This
    Next thing you know you'll be asking the guy to walk on water....

    I can already walk on water
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