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Author Topic: Brawlbox Resources & History  (Read 4508008 times)
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BlackJax96
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    « Reply #7605 on: December 25, 2011, 03:21:47 PM »



    will release oneslot sonic-mario cap soon

    the importion of objects working great!
    problem is that if you import one polygon, let say my cap to sonic.
    marios cap's object is polygon0 and gets add as polygon26

    the little problem is that sonics own "polygon0" gets affected with mario's material and "visibilty bone" and leaving polygon26 unaffected.
    you can make those changed by yourself, it's no big deal but that one flaw I found


    Yeah, I noticed that too. That's why I said it wasn't exactly finished, but it still sorta works. Tongue
    Try importing a weighted object and see how that goes. Last time I tested that, it didn't work. :X

    Edit: Okay RTB, I fixed the errors you reported.
    « Last Edit: December 25, 2011, 03:30:13 PM by BlackJax96 » Logged

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    « Reply #7606 on: December 25, 2011, 03:31:07 PM »


    Yeah, I noticed that too. That's why I said it wasn't exactly finished, but it still sorta works. Tongue
    Try importing a weighted object and see how that goes. Last time I tested that, it didn't work. :X

    do you believe it can be some kind of releated about that?
    I mean the rig go somewhere else and make it not work? D:

    also, metal texture gets this is it has texture matx

    tried with drybowser, his polygons exploding
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    BlackJax96
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    « Reply #7607 on: December 25, 2011, 03:34:37 PM »


    do you believe it can be some kind of releated about that?
    I mean the rig go somewhere else and make it not work? D:

    also, metal texture gets this is it has texture matx

    tried with drybowser, his polygons exploding

    Idk about the first thing.

    That model opens and animates fine in Brawlbox right?
    That's why I said it might not work in game. :/ All the models I tested it on went all black in game, and whenever you do it the whole model just explodes. Im srs here
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    pikazz
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    « Reply #7608 on: December 25, 2011, 03:48:12 PM »


    Idk about the first thing.

    That model opens and animates fine in Brawlbox right?
    That's why I said it might not work in game. :/ All the models I tested it on went all black in game, and whenever you do it the whole model just explodes. Im srs here
    tI believe it can be it.

    I wonder why D:
    do you have that automatic metal texture with it? I should test do to it x3
    but right now, I will play with SRT0s and PSA to find bugs :3
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    « Reply #7609 on: December 25, 2011, 03:51:57 PM »


    Yeah, I'm having issues with FitGanonMotionEtc too... I wonder why? D:
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    BlackJax96
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    « Reply #7610 on: December 25, 2011, 03:56:18 PM »


    tI believe it can be it.

    I wonder why D:
    do you have that automatic metal texture with it? I should test do to it x3
    but right now, I will play with SRT0s and PSA to find bugs :3

    I wouldn't play around with SRT0s too much, I think I might be wrong about the X and Y stuff. Spycloak always threw an error, so I did a little manual fix. There's tons of data in the SRT0 for it but Brawlbox can't read it yet, which made me change my mind about trying to finish SRT0 before this release.

    Also, the moveset stuff won't save at all, I made sure of it. The only changes you make to it that will save are the hurtboxes.

    Yeah, I'm having issues with FitGanonMotionEtc too... I wonder why? D:

    Redownload Brawlbox, I fixed it by commenting out the part where indices are read from the SHP0. SRT0 and SHP0 need a little more research. >_>
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    « Reply #7611 on: December 25, 2011, 04:01:53 PM »


    hmm... what else can SRT0's do other than deal with textures??

    and also...
    have you figured anything out with the REFF data yet??

    I found a few patterns, counts, and offsets...
    but that's about it >_>
    « Last Edit: December 25, 2011, 04:04:52 PM by Tcll » Logged


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    « Reply #7612 on: December 25, 2011, 04:06:54 PM »


    hmm... what else can SRT0's do other than deal with textures??

    and also...
    have you figured anything out with the REFF data yet??

    I found a few patterns and counts, but that's about it >_>

    SRT0 handles texture animation, that's it.

    REFF is a pretty strange format, I didn't find too many patterns either.
    The best I can do for now is continue adding values to the header until there's some kind of change that I can recognize between different files.
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    « Reply #7613 on: December 25, 2011, 04:12:59 PM »


    oh...
    have you noticed the multiple types of internal data formats??
    the REFF is definitly a brres-like format >_>
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #7614 on: December 25, 2011, 04:16:48 PM »


    I wouldn't play around with SRT0s too much, I think I might be wrong about the X and Y stuff. Spycloak always threw an error, so I did a little manual fix. There's tons of data in the SRT0 for it but Brawlbox can't read it yet, which made me change my mind about trying to finish SRT0 before this release.

    Also, the moveset stuff won't save at all, I made sure of it. The only changes you make to it that will save are the hurtboxes.
    but that's is spycloak lol

    that's why I wanna play with SRT0 cause I wanna find errors!
    will try to make jigglypuff using SRT0 with it eye iris :3
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    « Reply #7615 on: December 25, 2011, 04:28:31 PM »


    You're so deck BJ <3 Now I'll be able to make this possible =3
    <a href="http://www.youtube.com/watch?v=SB30Y7ramCM" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=SB30Y7ramCM</a>

    Note: It won't necessarily be any of these characters because GA2 allows you to literally be anything.(By stretching polygons n whatnot)

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    BlackJax96
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    « Reply #7616 on: December 25, 2011, 05:22:21 PM »


    Lol apparently adding weighted objects works. Somehow I fixed it at the last second! Happy Face
    Now I just need to fix that random null material and visibility bone thing and it should work perfectly!
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    Tabuu Forte Akugun
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    « Reply #7617 on: December 25, 2011, 05:36:10 PM »


    So, does anyone know if AutoMetalMaterial works? I want to know before using it.
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    BlackJax96
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    « Reply #7618 on: December 25, 2011, 05:50:03 PM »


    So, does anyone know if AutoMetalMaterial works? I want to know before using it.


    Well it won't corrupt your model, but it doesn't really work in game. :/

    Anyway, successful test is successful.
    Haruhi No Gekidou uses multiple models for one character. With the object importer, you can merge them into one model! Awesome Face
    http://www.mediafire.com/?w4xhihppipc8s3l

    Feel free to use it for something. Tongue
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    « Reply #7619 on: December 25, 2011, 05:52:14 PM »


    Is this a MDL0 over a certain character?
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