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Author Topic: Brawlbox Resources & History  (Read 4510632 times)
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BlackJax96
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    « Reply #8010 on: January 07, 2012, 05:27:51 PM »


    That's funny, I've converted a bunch of v11 MDL0s from different games to v9 and vice versa with literally not a single problem at all. Im srs here
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    « Reply #8011 on: January 07, 2012, 05:29:12 PM »


    That's funny, I've converted a bunch of v11 MDL0s from different games to v9 and vice versa with literally not a single problem at all. Im srs here
    hmm i see... very odd O.o
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    « Reply #8012 on: January 07, 2012, 05:34:15 PM »


    That's just the thing, the entire scene isn't saved, only the change that's made is. There's a bool for everything that could be changed in SaveState.cs, although I think an array of bools and a comment saying what index refers to what would be better.

    I like the idea about a compressed string though. That way you could just have an array of bools and a string value for each save and the save id.

    I was going to start explaining some stuff, but now that I look at it, I'm probably a lot more experienced now than I was then. XD I'll just let you do your own thing.

    You can just code it in v0.65; I can transfer over your code pretty easily.

    That scene-save was off-topic anyways: Thanks for the pointers, I found most of the relevant sections linked to the SaveState. I'll stick to an array of bools and comment accordingly since I'm not the only person coding: First to get used to this coding, there's so much scattered everywhere...
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    « Reply #8013 on: January 07, 2012, 07:21:03 PM »


    That's funny, I've converted a bunch of v11 MDL0s from different games to v9 and vice versa with literally not a single problem at all. Im srs here
    did you add bones to it before exporting??
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    Quote: Friedslick6
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    « Reply #8014 on: January 07, 2012, 07:53:18 PM »


    did you add bones to it before exporting??
    he found the issue y they wont export as a version 9... he found out that some objects didnt even have the normals set or even had any
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    BlackJax96
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    « Reply #8015 on: January 07, 2012, 09:39:14 PM »


    LOL SRT0
    SRT stands for Scale Rotate Translate.
    I just read that in the SDK. Im srs here
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    « Reply #8016 on: January 07, 2012, 09:41:05 PM »


    LOL SRT0
    SRT stands for Scale Rotate Translate.
    I just read that in the SDK. Im srs here
    that doesnt make sense for texture animation files.... Im srs here
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    « Reply #8017 on: January 07, 2012, 09:41:53 PM »


    LOL SRT0
    SRT stands for Scale Rotate Translate.
    I just read that in the SDK. Im srs here
    Who would've guessed? Tongue
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    BlackJax96
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    « Reply #8018 on: January 07, 2012, 09:42:18 PM »


    that doesnt make sense for texture animation files.... Im srs here

    Yes it does, considering the only thing SRT0s do is scale, rotate and translate the texture around. Im srs here

    Who would've guessed? Tongue

    Now we know that Nintendo gets straight to the point with their acronyms. Tongue
    « Last Edit: January 07, 2012, 09:43:25 PM by BlackJax96 » Logged

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    « Reply #8019 on: January 07, 2012, 09:44:22 PM »


    Yes it does, considering the only thing SRT0s do is scale, rotate and translate the texture around. Im srs here
    oh.. i see now, it does make sense
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    « Reply #8020 on: January 07, 2012, 10:32:07 PM »


    ROFL go figure XDD

    nice find BJ Grin
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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 #8021 on: January 08, 2012, 04:23:04 AM »


    MDL0 = Model
    CHR0 = Character (bone animation)
    CLR0 = Color (animation)
    VIS0 = Visibility (bone visibility animation)
    PAT0 = Pattern (texture pattern animation)
    SRT0 = Scale Rotate Translate (texture animation)
    SHP0 = Shape (object? animation)
    SCN0 = Scene
    TEX0 = Texture
    PLT0 = Palette

    Would this be right?
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    « Reply #8022 on: January 08, 2012, 05:49:50 AM »


    MDL0 = Model
    CHR0 = Character (bone animation)
    CLR0 = Color (animation)
    VIS0 = Visibility (bone visibility animation)
    PAT0 = Pattern (texture pattern animation)
    SRT0 = Scale Rotate Translate (texture animation)
    SHP0 = Shape (object? animation)
    SCN0 = Scene
    TEX0 = Texture
    PLT0 = Palette

    Would this be right?
    pretty much Smiley

    shp0 is a shape animation...
    I havn't played around with these too much in blender,
    so I don't really know too much about them... >_>
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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 #8023 on: January 08, 2012, 06:45:53 AM »


    not sure if someone asked already or you were going 2, but you should add Inverse kinematics for animating
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    DarkPikachu
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    « Reply #8024 on: January 08, 2012, 06:54:48 AM »


    not sure if someone asked already or you were going 2, but you should add Inverse kinematics for animating
    wouldn't that be the inverse translation/rotation/scale I was asking for??

    actually, what's wrong is the values aren't correct...
    copying the values to use in blender is still useless... DX

    *rethinks*
    or wait a minute...
    Inverse Kinematics == IK bone chains
    (scale one bone to move 3 others)

    that would be nice Cheesy
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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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