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« Reply #8715 on: February 01, 2012, 07:37:15 PM » |
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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.
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« Reply #8716 on: February 01, 2012, 08:05:06 PM » |
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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?
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« Reply #8717 on: February 01, 2012, 08:07:01 PM » |
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I guess now you're directly insulting me? All those talks we had before mean nothing? <_<
heh... typical that now someone comes out... 
but yes, you're right... I guess the past occasion slipped my mind X( (my memory's worse than having amnesia) D:
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« Reply #8718 on: February 01, 2012, 09:24:06 PM » |
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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.
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« Reply #8719 on: February 01, 2012, 09:30:14 PM » |
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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. 
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« Reply #8720 on: February 01, 2012, 09:50:48 PM » |
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But Kryal programmed the collision editor.  Yeah, but it's still a hassle to not have a unified function for updating the collisions.
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« Reply #8721 on: February 01, 2012, 10:19:39 PM » |
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But your point of blaming BJ96 was far off the mark.
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« Reply #8722 on: February 01, 2012, 10:55:14 PM » |
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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?
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« Reply #8723 on: February 01, 2012, 10:58:15 PM » |
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wat
sure
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« Reply #8724 on: February 02, 2012, 02:06:32 AM » |
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« Reply #8725 on: February 02, 2012, 01:22:22 PM » |
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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.
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[PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.]  Sig by: nomnomblood
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« Reply #8726 on: February 02, 2012, 05:14:48 PM » |
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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.
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« Reply #8727 on: February 02, 2012, 05:20:32 PM » |
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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... Yeah, thanks.
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« Reply #8728 on: February 02, 2012, 05:31:13 PM » |
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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?
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« Last Edit: February 02, 2012, 05:33:38 PM by Michael Yoshi »
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« Reply #8729 on: February 02, 2012, 05:33:19 PM » |
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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.
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