Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 579 580 581 [582] 583 584 585 ... 1046
Author Topic: Brawlbox Resources & History  (Read 4653173 times)
0 Members and 2 Guests are viewing this topic.
BlackJax96
Brawl Mod God
Moderator
****
Offline Offline

Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #8715 on: February 01, 2012, 07:37:15 PM »


    Maybe I'm being naive, and ignoring the 2d-3d difference, but shouldn't it be similar to the code moving the stage collision editor?

    Well you have to take into consideration local or world coordinates, using the matrices to convert between them, and getting the mouse point location in eye coords and converting it world coords... It's probably pretty easy to program though, since that's already done for rotations.

    The collision editor just renders planes in world coords; they don't have any matrices.
    Logged

    Naruto200Man
    Badace Kitten
    *****
    Offline Offline

    Posts: 5100

    Guy: Go fourth and Brawl! Lee: Yes Guy Sensei!

  • Awards Hot Topic Heart Container Dedicated Hacker KCMM Veteran

  • View Profile WWW Awards
    « Reply #8716 on: February 01, 2012, 08:05:06 PM »


    Quick and serious question about importing.
    When I import the model via DAE, the bones in said model will have new ID numbers right?

    I guess for who I import them over, I change stuff like haveN and Hip N etc to the number of those characters bones? Or just leave it as is?
    Logged


    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #8717 on: February 01, 2012, 08:07:01 PM »


    I guess now you're directly insulting me? All those talks we had before mean nothing? <_<
    heh...
    typical that now someone comes out... Tongue

    but yes, you're right...
    I guess the past occasion slipped my mind X(
    (my memory's worse than having amnesia) D:
    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.

    Xiggah
    Supreme Kitten
    ********
    Offline Offline

    Posts: 648

  • Awards Super Saiyan Topic Heart Container

  • View Profile WWW Awards
    « Reply #8718 on: February 01, 2012, 09:24:06 PM »


    Well you have to take into consideration local or world coordinates, using the matrices to convert between them, and getting the mouse point location in eye coords and converting it world coords... It's probably pretty easy to program though, since that's already done for rotations.

    The collision editor just renders planes in world coords; they don't have any matrices.


    Thought it would be easy to take from the rotation coding. By the way, the coding for the stage collision editor is MESSY, at least in comparison to how everything else is programmed. Brawlbox sure has been handed down too many times.
    Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #8719 on: February 01, 2012, 09:30:14 PM »


    Thought it would be easy to take from the rotation coding. By the way, the coding for the stage collision editor is MESSY, at least in comparison to how everything else is programmed. Brawlbox sure has been handed down too many times.

    But Kryal programmed the collision editor. Im srs here
    Logged

    Xiggah
    Supreme Kitten
    ********
    Offline Offline

    Posts: 648

  • Awards Super Saiyan Topic Heart Container

  • View Profile WWW Awards
    « Reply #8720 on: February 01, 2012, 09:50:48 PM »


    But Kryal programmed the collision editor. Im srs here

    Yeah, but it's still a hassle to not have a unified function for updating the collisions.
    Logged


    Shadic
    Expert Kitten
    ****
    Offline Offline

    Posts: 92


    Project M Developer

  • Awards Hot Topic Former PMDT

  • View Profile WWW Awards
    « Reply #8721 on: February 01, 2012, 10:19:39 PM »


    But your point of blaming BJ96 was far off the mark.
    Logged

    Xiggah
    Supreme Kitten
    ********
    Offline Offline

    Posts: 648

  • Awards Super Saiyan Topic Heart Container

  • View Profile WWW Awards
    « Reply #8722 on: February 01, 2012, 10:55:14 PM »


    But your point of blaming BJ96 was far off the mark.

    Oh, I didn't mean to blame you BJ. Sorry about that. Have some undo stage collision coding to make up for it?
    Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #8723 on: February 01, 2012, 10:58:15 PM »


    wat

    sure
    Logged

    Mewtwo2000
    The Stage Master
    Special Access
    *****
    Offline Offline

    Posts: 3331


    Making stages since 2010

  • Awards Former PMDT King for a Day Ceiling Cat Featured

  • View Profile WWW Awards
    « Reply #8724 on: February 02, 2012, 02:06:32 AM »


    Does this serve you?

    http://www.mediafire.com/download.php?f55giknp1z285dv

    Just a stage builder block.
    Logged

    SW FC: SW-5958-4724-5095
    Wii FC: 1247-2259-6207
    Twitch: http://twitch.tv/mewtwo2000
    Visit my stage thread here


    Stage light and fog tutorial
    Stage shadows tutorial

    dpgthirteen
    Holy Kitten
    *
    Offline Offline

    Posts: 1769


    Good bye everyone.

  • Awards KCMM Veteran Heart Container Constructive

  • View Profile Awards
    « Reply #8725 on: February 02, 2012, 01:22:22 PM »


    Never came in here before, I never had issues i guess. Amazing work guys, you really have contributed to what Brawl hacking has become. But with the  V.65 of BB i have had many issues with Toon Link. I can not open his Fitmotion, and every time I try to make a resizer for him it all ways crashes. I think the two issues go hand in hand though. So just wondering if you guys have seen this issue.
    Logged

    [PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.]

    Sig by: nomnomblood

    Changeling
    Expert Kitten
    ****
    Offline Offline

    Posts: 52


    Rawr.


    View Profile Awards
    « Reply #8726 on: February 02, 2012, 05:14:48 PM »


    I've been trying to use BrawlBox to import models into other games that use v11 MDL0s. Changing the 'version' to '11' makes the model LOOK correct (Even in a hex editor), and it loads fine on Dolphin, but it crashes the Wii itself (stuck at black screen). My shaders match those from the original models and my materials also match. The only thing I see different is that the original models don't have a "NodeMix" and mine does. Both models have a bone structure (Original has 2 bones, mine has 7). What is "NodeMix"?
    Also, when I select the model, the original has 2 "nodes" and mine has 18.
    Logged

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #8727 on: February 02, 2012, 05:20:32 PM »


    I've been trying to use BrawlBox to import models into other games that use v11 MDL0s. Changing the 'version' to '11' makes the model LOOK correct (Even in a hex editor), and it loads fine on Dolphin, but it crashes the Wii itself (stuck at black screen). My shaders match those from the original models and my materials also match. The only thing I see different is that the original models don't have a "NodeMix" and mine does. Both models have a bone structure (Original has 2 bones, mine has 7). What is "NodeMix"?
    Also, when I select the model, the original has 2 "nodes" and mine has 18.


    NodeMix carries the weights. Did you change influences?

    Never came in here before, I never had issues i guess. Amazing work guys, you really have contributed to what Brawl hacking has become. But with the  V.65 of BB i have had many issues with Toon Link. I can not open his Fitmotion, and every time I try to make a resizer for him it all ways crashes. I think the two issues go hand in hand though. So just wondering if you guys have seen this issue.


    I'll look at Toon Link's stuff I guess...

    Does this serve you?

    http://www.mediafire.com/download.php?f55giknp1z285dv

    Just a stage builder block.


    Yeah, thanks.
    Logged

    Changeling
    Expert Kitten
    ****
    Offline Offline

    Posts: 52


    Rawr.


    View Profile Awards
    « Reply #8728 on: February 02, 2012, 05:31:13 PM »


    NodeMix carries the weights. Did you change influences?

    No, this was a model that I imported using a .DAE file. I haven't tried loading it on Brawl.

    Edit: Though when I look at the Influences, it has a lot of influences simply named "Influence". What would cause that?
    « Last Edit: February 02, 2012, 05:33:38 PM by Michael Yoshi » Logged

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #8729 on: February 02, 2012, 05:33:19 PM »


    No, this was a model that I imported using a .DAE file. I haven't tried loading it on Brawl.

    I know, now try loading it in Brawl.
    Logged

    Pages:  1 ... 579 580 581 [582] 583 584 585 ... 1046
    Print
    Jump to: