Yo BJ, I'm halfway done writing a maxscript to export keyframes from 3ds max into a CHR0 file. Is that something useful relating to Brawlbox?
Relating
directly to Brawlbox, no. Mainly though, yes.
hey BJ...
Can you please explain to me how to create the group ID's in the relocation offsets :/
I've had no luck in trying to understand them... DX
EDIT:
hey BJ...
I'm sure you know what this edit means
although sadly it could be alot better T.T
EDIT2:
WOAH!
that looks just like Melee's hitboxes
ok... please tell me how you calculated that 8D
are you using the bone envelopes??
EDIT3:
btw...
have you worked on the GID generator since 0.64??
if so, I need your src (PM the text, not the file).
I can create an MDL0 with all it's GID's being 0...
except for the first being FFFF.
and I also need to understand how to create the Next and Prev ID's correctly >_>
(don't quite understand how they're used)
I actually don't know, I didn't code the GID generator.
For the hurtboxes, I just read the hurtbox data from the moveset.
Toomai coded the actual OpenGL hurtbox rendering code though, I just modified it a bit.
ignored -.-
EDIT: Im still having a major problem with just trying to get a clean zerosuit model to go in and imediately out of 3DS Max. Without making any changes, I still cant get it into brawlbox without it crashing - using all te appropriate settings. Furthermore, when trying to take an imported model and putting it over a brawl characters bones, the rotation in brawlbox is always 45 degrees or more off and messes up all the rigging
A lot of people get ignored on this thread.
It's really not a good place to ask questions that aren't directly related to Brawlbox.
Btw, I finished the hurtbox editor and SSE/Main attributes viewer. Here's what I did as a test:
When you select a hurtbox, it turns green so you know which one you're editing. High hurtboxes are light yellow, middle hurtboxes are plain yellow, and low hurtboxes are dark yellow.
It's not saveable yet though.
Now my focus is the code editor and the real-time VIS0 editor. :O