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« Reply #8415 on: January 24, 2012, 05:25:29 AM » |
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the PAT0's struckture is already done
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Stupid Tinypic :C
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« Reply #8416 on: January 24, 2012, 01:30:13 PM » |
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the PAT0's struckture is already done Well, there's one done. Did BJ have those notes this whole time or was he redoing it himself?
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« Reply #8417 on: January 24, 2012, 02:12:34 PM » |
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Figured something out about G&W's animations:
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« Last Edit: January 24, 2012, 02:19:35 PM by ds22 »
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« Reply #8418 on: January 24, 2012, 02:41:53 PM » |
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Figured something out about G&W's animations: Yeah, I think it's a bug with Brawlbox, reading the keyframes as interpolation rather than linear. We briefly mentioned it about 30 pages ago. I do think we already have CHR0 completely mapped out, so it should be a small fix.
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« Reply #8419 on: January 24, 2012, 05:15:39 PM » |
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There were some float values that were read as integers in the SCN0 light data (which results in huge numbers), so I fixed that. Looking through to make sure there aren't any other misread values.
And Kryal actually set up linear interpolation, but didn't use it... I'll have to take a look at GW's animations myself.
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« Reply #8420 on: January 24, 2012, 05:53:46 PM » |
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I see your Brbx still has that polygon deal...
load the menu or title and preview it to see what I mean
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« Reply #8421 on: January 24, 2012, 06:16:01 PM » |
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I see your Brbx still has that polygon deal...
load the menu or title and preview it to see what I mean
Yeah, I think it has to do with the vertices not being XYZ and the vertex buffer being set up for only XYZ vertices. I thought that 0.0f was put for the Z value in the buffer if not present, but maybe not...
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« Reply #8422 on: January 24, 2012, 06:48:29 PM » |
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There were some float values that were read as integers in the SCN0 light data (which results in huge numbers), so I fixed that. Looking through to make sure there aren't any other misread values.
And Kryal actually set up linear interpolation, but didn't use it... I'll have to take a look at GW's animations myself.
Linear interpolation was never used? It sounds so much easier to set up than normal interpolation... I think setting up keyframes to use linear more often would make animators happier than an undo button. EDIT: Ooo, I thought of something. Could Brawlbox allow you to add multiple textures to a material?
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« Last Edit: January 24, 2012, 07:33:39 PM by Xiggah »
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« Reply #8423 on: January 24, 2012, 06:54:58 PM » |
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Yeah, I think it has to do with the vertices not being XYZ and the vertex buffer being set up for only XYZ vertices. I thought that 0.0f was put for the Z value in the buffer if not present, but maybe not...
that's another deal I had too... that same value is different for all 3 vecotor types >_>
I'm confused on it though... I always though it was if the verts had bounds or not...
although... OGL can do 2D and 4D (I think) verts... maybe that's what it means >_>
if that's so, a simple fix for your problem would be to simply add 0 to the Z vector (if 2D) before appending the vert to the buffer
I wonder... I want to test my theory now XD name me an MDL0 that's set up like that plz (tell me where it is too) XD
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« Last Edit: January 24, 2012, 06:56:43 PM by Tcll »
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« Reply #8424 on: January 24, 2012, 09:00:42 PM » |
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Linear interpolation was never used? It sounds so much easier to set up than normal interpolation... I think setting up keyframes to use linear more often would make animators happier than an undo button.
EDIT: Ooo, I thought of something. Could Brawlbox allow you to add multiple textures to a material?
No, not making them linear, but actually coding proper interpolation with a tangent editor would be what would make animators happy. Linear Interpolation < Undo < Editable Interpolation And are you talking about SRT0 or MDL0 materials? that's another deal I had too... that same value is different for all 3 vecotor types >_>
I'm confused on it though... I always though it was if the verts had bounds or not...
although... OGL can do 2D and 4D (I think) verts... maybe that's what it means >_>
if that's so, a simple fix for your problem would be to simply add 0 to the Z vector (if 2D) before appending the vert to the buffer
I wonder... I want to test my theory now XD name me an MDL0 that's set up like that plz (tell me where it is too) XD
That's exactly what I said. And nah
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« Reply #8425 on: January 24, 2012, 11:01:46 PM » |
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well if any1 wants any progress on BB.... SCN0 rebuilder is almost done.... but he's adding a new feature to the Model Viewer... if any1 can figure it out, u get a cookie! (i kno wat it is tho )
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« Reply #8426 on: January 24, 2012, 11:42:02 PM » |
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No, not making them linear, but actually coding proper interpolation with a tangent editor would be what would make animators happy. Linear Interpolation < Undo < Editable Interpolation And are you talking about SRT0 or MDL0 materials? Ah, priorities... I meant MDL0 materials, like how eyes often have 3 textures layered on. I wasn't aware if it was doable or not, I only noticed that the textures number of a material was changeable. EDIT: Ah, Add New Reference. My bad, I didn't notice that before.
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« Last Edit: January 25, 2012, 12:09:55 AM by Xiggah »
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« Reply #8427 on: January 25, 2012, 12:43:03 AM » |
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Figured something out about G&W's animations: it's because brawl animation doesn't use interpolation (or whats the name again?) and G&W is a perfect example on that. but BB adds them and it turns out to that D: it was hard to do caramelldansen and some other animations with G&W Well, there's one done. Did BJ have those notes this whole time or was he redoing it himself? I believe he had mine cause I gave it to him if I dont got it wrong o.o
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« Last Edit: January 25, 2012, 12:48:08 AM by pikazz »
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Stupid Tinypic :C
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« Reply #8428 on: January 25, 2012, 12:54:25 AM » |
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So will we be able to save in this new brawlbox or do we have to revert back to v0.65 to save?
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« Reply #8429 on: January 25, 2012, 12:58:10 AM » |
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it's because brawl animation doesn't use interpolation (or whats the name again?) and G&W is a perfect example on that. but BB adds them and it turns out to that D: it was hard to do caramelldansen and some other animations with G&W I believe he had mine cause I gave it to him if I dont got it wrong o.o
We'll bring up G&W enough times until the keyframes gets fixed Asides from Game&Watch, it makes me wonder what other animations we view incorrectly. No wonder BJ didn't mention PAT0 files on the to-do list of files to decipher, it must already be done. Good work deciphering PAT0. You should teach me your art of file deciphering so i can teach others >.> And the new Brawlbox won't be a beta, (I think) so it should be able to save properly.
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