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« Reply #8550 on: January 29, 2012, 04:39:44 AM » |
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Thank you BlackJax! Your new brawlbox fixed the normals/materials issue I was having with my stage! Now it looks all purty
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« Reply #8551 on: January 29, 2012, 04:41:35 AM » |
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is that the temple, there in the middle of skyloft???
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« Reply #8553 on: January 29, 2012, 05:15:49 AM » |
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is that the temple, there in the middle of skyloft???
Why, yes it is. I'm not sure if I want to leave it as temple or make an original skyloft stage. Perhaps I'll make my own thread to see what everyone thinks. Again, great job with BrawlBox. Is there any way I can preview texture animations?
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« Last Edit: January 29, 2012, 05:17:56 AM by SeriousPhatage »
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« Reply #8554 on: January 29, 2012, 06:31:01 AM » |
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Love the new Brawlbox And I'm glad you put my STPM notes to use, now it's fully supported! (Just need to figure out the rest of the values now). Also in the SCN0 (main part) I think Unknown3 = loop, because when I see files having more than 1 frame, Unknown3 equals 1, otherwise 0. (Don't take me on the word though, it's just a suggestion). Also, I have an idea for Flags: What about turning them into a list of checkboxes instead? It would be easier to check/uncheck flags that way.
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #8556 on: January 29, 2012, 07:58:13 AM » |
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A small not important 'bug' I found. You know, importing models now considers the bones and such so the normals are okay when rigged and such. That seems to be great, and the previewer previews the models with the normals in-game. The 'bug' is, when exporting, something is different to before, and when you import back something you've exported, the normals get inverted, and they're like in the previous versions. I mean, exporting inverts something that should not be inverted, and when imported back, it's inverted.
Not a big deal, cause exporting the same thing again, and importing it back, re-fixes it. That's what happens when you invert something that's already inverted, you get the non-inverted thing again.
Amazing work by the way, just downloaded it and starting to look what this baby can do now :3
EDIT: Coming to thing about it, this is just perfect for those who already have wrong normals in their models, they only need to extract their model and import it back, and a few brawlbox adjustements. No 3dsmax needed, so it's even a nice bug xD
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« Last Edit: January 29, 2012, 10:00:59 AM by Mewtwo2000 »
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« Reply #8557 on: January 29, 2012, 08:09:37 AM » |
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So, how do you convert between MDL0 versions?
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FC: 2191-7379-6272
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« Reply #8558 on: January 29, 2012, 08:20:40 AM » |
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Can you please fix my problem? And this started yesterday BEFORE I used the non-beta.
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« Last Edit: January 29, 2012, 08:24:08 AM by KnightMario »
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I know for a fact that the vast majority of the public here cares more about free products than actual quality. I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling.
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« Reply #8559 on: January 29, 2012, 10:50:30 AM » |
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Love the new Brawlbox And I'm glad you put my STPM notes to use, now it's fully supported! (Just need to figure out the rest of the values now). Also in the SCN0 (main part) I think Unknown3 = loop, because when I see files having more than 1 frame, Unknown3 equals 1, otherwise 0. (Don't take me on the word though, it's just a suggestion). Also, I have an idea for Flags: What about turning them into a list of checkboxes instead? It would be easier to check/uncheck flags that way. It was actually a combo of m22k's and your notes that I used. Unk3 probably is loop. And which flags? Can you please fix my problem? And this started yesterday BEFORE I used the non-beta.
Maybe you should check to see if your SD card is locked or out of memory first. So, how do you convert between MDL0 versions?
Highlight the MDL0 and change the version number. Only 8, 9, 10 & 11 are supported, so if you enter any other number it will default to 9. Tried to export a brawl mdl0 and replace another one with it and it just don't work man. You save it or try to view the model and brawlbox just breaks. I tried putting Lucas' over Ikes.
I had to go back to an older version to make it work.
Ok, I'll try replacing an mdl0 myself. A small not important 'bug' I found. You know, importing models now considers the bones and such so the normals are okay when rigged and such. That seems to be great, and the previewer previews the models with the normals in-game. The 'bug' is, when exporting, something is different to before, and when you import back something you've exported, the normals get inverted, and they're like in the previous versions. I mean, exporting inverts something that should not be inverted, and when imported back, it's inverted.
Not a big deal, cause exporting the same thing again, and importing it back, re-fixes it. That's what happens when you invert something that's already inverted, you get the non-inverted thing again.
Amazing work by the way, just downloaded it and starting to look what this baby can do now :3
EDIT: Coming to thing about it, this is just perfect for those who already have wrong normals in their models, they only need to extract their model and import it back, and a few brawlbox adjustements. No 3dsmax needed, so it's even a nice bug xD
Lol guess I forgot to apply the rotation matrix to the normals on export... But if it's a good bug, I can leave it XD
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« Last Edit: January 29, 2012, 10:51:44 AM by BlackJax96 »
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« Reply #8560 on: January 29, 2012, 10:54:10 AM » |
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who edits data off an SD I learned my lesson when my SD blew on me ;_;
I still can't repeat what I did on that... T.T
EDIT: dagnit... posted w/o asking my Q DX
in the shader data, there are Texture Clamps and Texture Matrices... (shaders handle textures, not materials)
anyways... I'm having a problem with the structures... I think I'm right with the texture clamps as the data seems to fit perfectly:
Angle = f32() MaxX = f32() MaxY = f32() MinX = f32() MinY = f32()
data reads look like: Angle,MaxX,MaxY,MinX,MinY = 0,2,2,0,0
but the texture matrices are another story... what's the structure for 1 of them?? (IK there's 8 (just like the clamps))
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« Last Edit: January 29, 2012, 11:00:22 AM by Tcll »
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« Reply #8561 on: January 29, 2012, 10:56:03 AM » |
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Again, great job with BrawlBox. Is there any way I can preview texture animations?
Not yet.
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« Reply #8562 on: January 29, 2012, 10:56:41 AM » |
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Goshdarnit... Saving motion.pacs isn't working on the new version either, except instead of saying the given key wasn't present in the dictionary it just stops working... Why, why does brawlbox hate me for wanting to mess with animations? =P
Edit: Not modifying inside my SD card BTW...
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« Last Edit: January 29, 2012, 10:58:50 AM by Alses »
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Friend Safari: Bug (Masquerain, Butterfree, Pinsir) 4613-8365-7114
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« Reply #8563 on: January 29, 2012, 11:08:00 AM » |
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Ok, I just tested replacing an mdl0 with another mdl0 and had no problems. Also tested saving a motionetc.pac with animation edits and had no problems there either.
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« Reply #8564 on: January 29, 2012, 11:12:03 AM » |
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in the shader data, there are Texture Clamps and Texture Matrices... (shaders handle textures, not materials)
anyways... I'm having a problem with the structures... I think I'm right with the texture clamps as the data seems to fit perfectly:
Angle = f32() MaxX = f32() MaxY = f32() MinX = f32() MinY = f32()
data reads look like: Angle,MaxX,MaxY,MinX,MinY = 0,2,2,0,0
but the texture matrices are another story... what's the structure for 1 of them?? (IK there's 8 (just like the clamps))
IK you have a busy thread BJ... so I'm reposting my Q so you don't have to scroll down
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« Last Edit: January 29, 2012, 11:13:17 AM by Tcll »
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