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Author Topic: Brawlbox Resources & History  (Read 4524581 times)
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« Reply #8730 on: February 02, 2012, 05:35:22 PM »


I know, now try loading it in Brawl.

It's not a character though. It's a custom kart model. Another note is that there are no MKW models that have a 'NodeMix' in them. Maybe it's causing problems?
« Last Edit: February 02, 2012, 05:38:25 PM by Michael Yoshi » Logged

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    « Reply #8731 on: February 02, 2012, 05:37:46 PM »


    More Animation file editing and away! By the way, for the stage collision undo code I'll give you the whole Collision Editor class file, knowing you haven't changed anything in there. I hate to think how much of a pain the separated codes must have been.
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    BlackJax96
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    « Reply #8732 on: February 02, 2012, 05:45:36 PM »


    It's not a character though. It's a custom kart model. Another note is that there are no MKW models that have a 'NodeMix' in them. Maybe it's causing problems?

    Just noticed that single binds shouldn't be put into NodeMix.
    That might be your problem. I'll fix it.

    More Animation file editing and away! By the way, for the stage collision undo code I'll give you the whole Collision Editor class file, knowing you haven't changed anything in there. I hate to think how much of a pain the separated codes must have been.

    Alright.
    I just started merging them now :|
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    « Reply #8733 on: February 02, 2012, 06:18:59 PM »


    I just made a little test model. When a model only has one bone, BrawlBox doesn't make a NodeMix. Either way, SZS Modifier won't load it, or my other model.
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    « Reply #8734 on: February 02, 2012, 08:58:44 PM »


    This is turning out to almost be v0.65c, lol.
    I've made so many bugfixes and edits already since last release... Im srs here

    Not to mention that BB has working undo and redo buttons thanks to Xiggah, you can cleanly add any kind of moving materials you want thanks to Mewtwo2000, and I finally added the option to switch the import to default as a character or stage/item.

    Should I just upload it as v0.65c!? Awesome Face
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    « Reply #8735 on: February 02, 2012, 08:59:34 PM »


    Should I just upload it as v0.65c!? Awesome Face

    Yes.
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    « Reply #8736 on: February 02, 2012, 09:00:32 PM »


    Should I just upload it as v0.65c!? Awesome Face
    I think u should, it will mean a different version and it won't get confused with the last version.
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    Naruto200Man
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    « Reply #8737 on: February 02, 2012, 09:21:57 PM »


    YESSSSSS

    Another update before the moveset edditing comes out <3
    With lots of decent features too Cheesy
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    DSX8
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    « Reply #8738 on: February 02, 2012, 09:25:23 PM »


    i say yes Im srs here
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    « Reply #8739 on: February 02, 2012, 09:26:28 PM »


    Do eet.
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    « Reply #8740 on: February 02, 2012, 09:40:34 PM »


    Hold on, let me PM you my stage collision undo/redo!
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    « Reply #8741 on: February 02, 2012, 09:41:34 PM »


    Hold on, let me PM you my stage collision undo/redo!

    Mmmmk, I still have to finish stuff up anyway. Tongue
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    « Reply #8742 on: February 02, 2012, 09:46:44 PM »


    Mmmmk, I still have to finish stuff up anyway. Tongue
    yeah like the float value's for the metal adder xP

    wat else is there.... *thinks*... idk wat else Im srs here
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    « Reply #8743 on: February 02, 2012, 10:05:41 PM »


    Mmmmk, I still have to finish stuff up anyway. Tongue

    Just finish whatever stuff you can release besides the moveset editor and we'll be happy Smiley
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    « Reply #8744 on: February 03, 2012, 04:03:40 AM »


    have you figured out how to fix the bone and keyframe Loc/Rot values yet??

    btw, I still get a messed up model when copying keyframes from the CHR0 keyframe viewer...

    perhapse you could make an extension that would load the model to fix the values
    (since you can't fix the RAW data w/o the bone as a template) Smiley

    Note: the option should ONLY be avalable if only CHR0 data is loaded

    you understand Tongue
    blah blah
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