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Author Topic: Brawlbox Resources & History  (Read 3862620 times)
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namq
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    « Reply #8910 on: February 08, 2012, 09:35:54 AM »


    One humble suggestion that I would have mentioned before if I didn't realize that this wasn't how it worked:



    That would be a nice add, when we only want to copy one bone rotations and/or translations.
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    « Reply #8911 on: February 08, 2012, 10:55:07 AM »


    or better if hide a bone in the bone names in model preview
    and then paste a key frame from a animation to a other

    so that bone or more bones you have hided will not be touched
    like if you wanted key frame from a animation but only wanted to have Legs/knees from that key frame
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    namq
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    « Reply #8912 on: February 08, 2012, 10:56:50 AM »


    Sounds like a good add also :-)

    EDIT:

    @BJ:

    would brawlbox .66 support the preview gfx from psa?

    <a href="http://www.youtube.com/watch?v=_-mwMQQHDn0" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=_-mwMQQHDn0</a>


    would be great to make hitboxes size in the preview same size of gfx :-)

    I'll be waiting for the reply <3
    « Last Edit: February 08, 2012, 12:37:28 PM by namq » Logged


    BlackJax96
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    « Reply #8913 on: February 08, 2012, 05:00:44 PM »


    One humble suggestion that I would have mentioned before if I didn't realize that this wasn't how it worked:


    or better if hide a bone in the bone names in model preview
    and then paste a key frame from a animation to a other

    so that bone or more bones you have hided will not be touched
    like if you wanted key frame from a animation but only wanted to have Legs/knees from that key frame


    I'm actually going to doing a major restructuring of the model previewer for the next release, so I'll just add all that stuff in then.

    Sounds like a good add also :-)

    EDIT:

    @BJ:

    would brawlbox .66 support the preview gfx from psa?


    would be great to make hitboxes size in the preview same size of gfx :-)

    I&#039;ll be waiting for the reply <3


    Brawlbox will do it all in due time.
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    Popthekirby
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    « Reply #8914 on: February 08, 2012, 05:01:07 PM »


    For some reason I cannot use the newest update of brawlbox, when I try to run the application, my computer says it is unable to.
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    DSX8
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    « Reply #8915 on: February 08, 2012, 05:15:21 PM »


    For some reason I cannot use the newest update of brawlbox, when I try to run the application, my computer says it is unable to.
    lolfail "Wherever Vyse goes, cool follows."

    ur cpu sucks, or maybe u dont have the latest .net
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    « Reply #8916 on: February 08, 2012, 05:43:34 PM »


    lolfail "Wherever Vyse goes, cool follows."

    ur cpu sucks, or maybe u dont have the latest .net

    Typical internet response... Microsoft .Net Framework, download it.

    I'm actually going to doing a major restructuring of the model previewer for the next release, so I'll just add all that stuff in then.

    Eep. Another inconvenient time to be coding in the model previewer, how thoughtful of me...
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    « Reply #8917 on: February 08, 2012, 10:40:36 PM »


    Real time PSA Editing would be the best feature for me (especially the hitbox viewer), cant wait for it.

    Im tired of turning on/off the wii just to test the edited PSA because USB Device+Riivolution+beyonds XML = Slow loading
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    « Reply #8918 on: February 09, 2012, 09:35:26 AM »


    Real time PSA Editing would be the best feature for me (especially the hitbox viewer), cant wait for it.

    Im tired of turning on/off the wii just to test the edited PSA because USB Device+Riivolution+beyonds XML = Slow loading
    Learn how to use RiiFS, and you can stream your files to the wii through internet.
    No need to restart your wii, just update your hacks and re-load them in Brawl.
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    « Reply #8919 on: February 09, 2012, 10:45:07 AM »


    Having the model previewer able to display textures that are mapped to normals would be nice. It currently just displays it white (as if there were no textures at all).

    I would assume this is being worked on already, if you're re-coding the entire model editor.
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    Xiggah
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    « Reply #8920 on: February 09, 2012, 02:28:44 PM »


    It's all a matter of having the proper render tools: Research into OpenGL and a few notes from the Dolphin emulator.
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    BlackJax96
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    « Reply #8921 on: February 09, 2012, 05:49:34 PM »


    Having the model previewer able to display textures that are mapped to normals would be nice. It currently just displays it white (as if there were no textures at all).

    I would assume this is being worked on already, if you're re-coding the entire model editor.


    Yeah I'm working on it, I need to be able to render shaders and material flags first so that all texture layers are visible when I test special texture coordinates. Only the first texture reference is visible atm (unless there are transparent pixels) and there are some transparency problems; the model viewer still needs more work.
    « Last Edit: February 09, 2012, 05:54:41 PM by BlackJax96 » Logged

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    « Reply #8922 on: February 09, 2012, 07:04:07 PM »


    By the way BJ: Have you tested out which export settings for Objects work best with Brawlbox? We have the .DAEs down to an art but nothing on objects.
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    « Reply #8923 on: February 09, 2012, 07:09:27 PM »


    By the way BJ: Have you tested out which export settings for Objects work best with Brawlbox? We have the .DAEs down to an art but nothing on objects.

    What do you mean?
    Just export as .obj
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    « Reply #8924 on: February 09, 2012, 08:11:14 PM »


    I thought there might have been some more picky settings like the .DAE export, from Y/Z flip to Quad/Triangles and such.
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