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Author Topic: Brawlbox Resources & History  (Read 3858665 times)
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Infernape
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    « Reply #8115 on: January 13, 2012, 04:06:03 PM »


    is ur birthday?
    congrats, and thanks a lot for all th effort ur putting into all the brawl hacking scene!!!
    LOL
    awesome joke jokekid Awesome Face

    >.< lol nice joke out there
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    Protoman.EXE
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    « Reply #8116 on: January 13, 2012, 04:47:25 PM »


    BJ is 15?

     ( ._.)

    I feel like ive accomplished nothing with my life so far, seeing as how im 15.  Oh shi~
    Oh well. Anyway, glad your messing with Toon Shading, awhile back i was thinking of giving everyone Brawl character Toon Shading of their own.
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    Segtendo
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    « Reply #8117 on: January 13, 2012, 04:53:40 PM »


    Guys, he's 16 Im srs here [/off-topic]
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    BlackJax96
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    « Reply #8118 on: January 13, 2012, 05:02:36 PM »


    Guys, he's 16 Im srs here [/off-topic]

    15. Im srs here

    And I know how to cellshade a model based on lighting or the camera angle and whether the coordinates are projected regularly or in a sphere map. I'm just tinkering with the unknown stuffz.
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    Tabuu Forte Akugun
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    « Reply #8119 on: January 13, 2012, 05:35:44 PM »


    Wow, 15. I still can't get over it. Makes me feel like nothing, I'm 22 and all I can do is USE models in Brawl. XD [/offtopic]

    On-topic: So, what's next for BB?
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    DSX8
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    « Reply #8120 on: January 13, 2012, 05:37:24 PM »


    Wow, 15. I still can't get over it. Makes me feel like nothing, I'm 22 and all I can do is USE models in Brawl. XD [/offtopic]

    On-topic: So, what's next for BB?
    whats next is a normal shader fix for BB 65b... lol he said that in his model import thread
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    « Reply #8121 on: January 13, 2012, 05:43:49 PM »


    Oh, okay. So does this mean we'll be able to fix shaders more easily now?
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    BlackJax96
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    « Reply #8122 on: January 13, 2012, 06:36:27 PM »


    Before the fix, shown on my import:
    After the fix, shown on my import:
    Before the fix, shown on a brawl model:
    After the fix, shown on a brawl model:

    It might still need some tweaking, but you can see the difference.
    The reason the "after" version of my import looks worse is because the raw normals aren't multiplied by the bone rotation matrix at first when imported. That's the next step, is to fix that when the models import.
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    Infernape
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    « Reply #8123 on: January 13, 2012, 06:46:06 PM »


    Awesome....
    wanna do now Tongue
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    « Reply #8124 on: January 13, 2012, 06:48:52 PM »


    I'm bout to be 21,
    and all I can do right now is talk about my converter Im srs here

    I can't even build a simple OGL GUI w/o requiring help,
    and am getting no help in building my app...

    AND GOOGLE AIN'T WORTH CRAP!
    (been searching for years and still havn't found my answers) Im srs here

    and BJ...
    I can't see your images... Tongue
    (I blame both my wii and my connection)
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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.

    BlackJax96
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    « Reply #8125 on: January 13, 2012, 06:52:40 PM »


    All I need to do now is figure out how to render shaders, apply XF flags correctly and get Blending and Depth test to work correctly with Alpha Test and models will look just like they do in game! Awesome Face

    I&#039;m bout to be 21,
    and all I can do right now is talk about my converter Im srs here

    I can&#039;t even build a simple OGL GUI w/o requiring help,
    and am getting no help in building my app...

    AND GOOGLE AIN&#039;T WORTH CRAP!
    (been searching for years and still havn&#039;t found my answers) Im srs here

    and BJ...
    I can&#039;t see your images... Tongue
    (I blame both my wii and my connection)


    Yeah Google doesn't help at all with this... It's all trial and error and reading the SDK through and through right now. :/
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    Infernape
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    « Reply #8126 on: January 13, 2012, 07:03:47 PM »


    Can you surprise us more?
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    « Reply #8127 on: January 13, 2012, 07:13:48 PM »


    think you could teach me basic OpenGL BJ XDD

    and google ain't worth crap in many... MANY areas for me Im srs here

    and I'm trying to get help wherever I can... >_>

    I have about ~80-120 unanswed threads on about 15-18 forums all related to programming...
    (yes I've been trying to keep count) not impressed
    « Last Edit: January 13, 2012, 07:14:40 PM by Tcll » Logged


    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.

    Naruto200Man
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    « Reply #8128 on: January 13, 2012, 08:38:28 PM »


    Edit: Nevermind =-=

    Also, I have a problem!
    Whenever I try to add a bone to a new model I imported (It's fox's boneset with a few unneded bones deleated) I get a JIT debugging error!

    I've saved the bress and it works with AIS, but for some reason brawlbox won't let me add bones anymore =-=
    « Last Edit: January 13, 2012, 09:19:35 PM by NaruZeldaMaster » Logged


    BlackJax96
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    « Reply #8129 on: January 14, 2012, 02:22:06 PM »


    Well fixing the normals of model imports isn't as easy as I thought it would be. While I only have to multiply the normals by the vertex's influence's rotation matrix to fix models for viewing in Brawlbox, it's not exactly the opposite for actually getting the raw normals. I have to multiply it by the skin rotation matrix and then by the bone inverse bind rotation matrix, which is stored in a different location than where the normals are written...

    I'll have to overhaul the primitive manager again, but I knew I'd have to do it sometime anyway. It's kinda sloppy right now. :X
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