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Author Topic: Brawlbox Resources & History  (Read 3861826 times)
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DoctorFlux(Mariodk)
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    « Reply #7260 on: December 08, 2011, 11:54:38 PM »


    will it be possible to edit PKMN and DDD's PSA's???
    it is already possible but you have to use a other version of PSA
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    « Reply #7261 on: December 09, 2011, 05:06:45 AM »


    The Pokey's work in PSA 0.21 as long as you increase the size of the FitPokeCharacter.pac and DDD needs to be opened in a somewhat glitchy version of PSA.
    Reason why DDD doesn't work regardless is that his Waddle Dee data is read before his actual moveset data, while the Pokey's are just to small to be normally read in PSA 0.21.
    « Last Edit: December 09, 2011, 05:29:00 AM by ds22 » Logged

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    « Reply #7262 on: December 09, 2011, 05:26:57 AM »


    sry I was gone for so long again...

    aparently the network owner decided to block my IP... >_>
    I didn't figure it out until now... heh

    but hey... he runs an unlocked network,
    so I'm gonna connect any way I know how. Tongue


    so anyways... what'd I miss while I was gone??
    (I'm not scrolling back to see with my wii)
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    « Reply #7263 on: December 09, 2011, 08:28:09 AM »


    In current Brawlbox, is there a simple way to export a brawl character's model and boneset so that they stay together for editing? For example, so that I could export Marth, throw a hat on him, only have to rig the hat, and then finish exporting?
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    « Reply #7264 on: December 09, 2011, 08:35:09 AM »


    In current Brawlbox, is there a simple way to export a brawl character's model and boneset so that they stay together for editing? For example, so that I could export Marth, throw a hat on him, only have to rig the hat, and then finish exporting?
    That's what I've been wanting to do :\
    Well, the next release will include an object rebuilder, so you can easily add objects to models.
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    DoctorFlux(Mariodk)
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    « Reply #7265 on: December 09, 2011, 10:08:33 AM »


    That's what I've been wanting to do :\ Well, the next release will include an object rebuilder, so you can easily add objects to models.
    me too so i can make Sonic with mario hat, Shadow with Luigi hat and afew other thing like that
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    « Reply #7266 on: December 09, 2011, 09:48:13 PM »




    I do as I'm told
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    « Reply #7267 on: December 09, 2011, 09:50:44 PM »


    Cool.

    I have no clue what color nodes do, but at least it's progress Awesome Face
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    « Reply #7268 on: December 09, 2011, 10:26:51 PM »


    Cool.

    I have no clue what color nodes do, but at least it's progress Awesome Face
    its wat u can do for shaders i think... just a guess tho xD
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    « Reply #7269 on: December 09, 2011, 10:46:21 PM »


    So we can edit Shaders slightly more? Cool i guess, maybe i can fix up some stuff nao.

    >_>

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    Is that Ike Lawliet?
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    « Reply #7270 on: December 10, 2011, 08:43:12 AM »


    More importantly, I think we can FIX shaders.
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    « Reply #7271 on: December 10, 2011, 11:18:06 AM »


    Did you guys know that you can just disable color nodes in the shader?
    I haven't tried it myself, but I'm pretty sure you can just set ColorChannel0 and ColorChannel1 in the TREF node to 7. Im srs here

    Ok, here's some more previews.

    You'll be able to edit hitbox flags easily. It's not user friendly or editable just yet though.
    I also have the struct data set up for the special flags, but I've never come across them.

    This is how the model previewer GUI will be set up for moveset editing.

    There's a little toggle switch between the asset panel and the moveset panel.
    « Last Edit: December 10, 2011, 12:50:26 PM by BlackJax96 » Logged

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    « Reply #7272 on: December 10, 2011, 12:55:37 PM »


    Did you guys know that you can just disable color nodes in the shader?
    I haven't tried it myself, but I'm pretty sure you can just set ColorChannel0 and ColorChannel1 in the TREF node to 7. Im srs here

    Ok, here's some more previews.

    You'll be able to edit hitbox flags easily. It's not user friendly or editable just yet though.
    I also have the struct data set up for the special flags, but I've never come across them.

    This is how the model previewer GUI will be set up for moveset editing.

    There's a little toggle switch between the asset panel and the moveset panel.

    nope... i dont think any of us knew we could do that.. xDD

    and smexy pics BJ!
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    « Reply #7273 on: December 10, 2011, 01:33:27 PM »


    Talkin` through my Wii here. You ARE aware that hitbox flags and special flags use binary and not digits right?
    NVM you are.
    Anyway the PMBR posts PSA findings on the OpenSA wiki so I recommend you look at the event page for your event dictionary.
    « Last Edit: December 10, 2011, 01:36:31 PM by Eternal Yoshi » Logged


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    « Reply #7274 on: December 10, 2011, 02:08:26 PM »


    Talkin` through my Wii here. You ARE aware that hitbox flags and special flags use binary and not digits right?
    NVM you are.
    Anyway the PMBR posts PSA findings on the OpenSA wiki so I recommend you look at the event page for your event dictionary.

    Oh cool, they do.

    And of course I know the flags are in binary... Im srs here

    Edit: I also figured out that Kit was opaque because Alpha in the color nodes was set to 128. Tongue
    « Last Edit: December 10, 2011, 02:57:35 PM by BlackJax96 » Logged

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