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« Reply #9120 on: February 20, 2012, 11:11:49 PM » |
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Does the animation rig and exporter have .....No :'(
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« Reply #9121 on: February 21, 2012, 04:47:54 AM » |
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Heheh I love how my Added bones broke the rules XD
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« Reply #9122 on: February 21, 2012, 03:35:38 PM » |
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Brawlbox's help section should have the data limits and bone requirements for each character >>
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« Reply #9123 on: February 21, 2012, 03:38:14 PM » |
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I agree with above.
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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 #9124 on: February 21, 2012, 06:43:18 PM » |
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Is there a version of Brawlbox for Mac OS X 1.6?
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« Reply #9125 on: February 21, 2012, 06:50:03 PM » |
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Is there a version of Brawlbox for Mac OS X 1.6?
nope sorry, its for windows only... look for a windows emulator or something if u want to use Brawlbox
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« Reply #9126 on: February 21, 2012, 09:43:33 PM » |
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Does the texture have a palette? Is it linked in the MDL0? What other things did you change?
Brawlbox really doesn't 'recalculate' anything if you don't move/add/remove any nodes.
I did remove a node; I removed a material that would just be a duplicate anyway. The texture has no palette, and the texture reference was automatically added (so it was linked in the mdl0). All I changed were this: Removed "tx_yoshi_eye" material Set Texture reference on other material (changed from "tx_yoshi_all" to "metal00") Changed some texture settings (set them to match a Metal material, to have refracting textures) Set both Objects to use "tx_yoshi_all" material However, it does this on my kart model too, and I didn't modify the model itself: I just used BrawlBox to replace a texture (because it make nice, high-quality texture imports).
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« Reply #9127 on: February 21, 2012, 10:00:43 PM » |
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I did remove a node; I removed a material that would just be a duplicate anyway. The texture has no palette, and the texture reference was automatically added (so it was linked in the mdl0).
All I changed were this: Removed "tx_yoshi_eye" material Set Texture reference on other material (changed from "tx_yoshi_all" to "metal00") Changed some texture settings (set them to match a Metal material, to have refracting textures) Set both Objects to use "tx_yoshi_all" material
However, it does this on my kart model too, and I didn't modify the model itself: I just used BrawlBox to replace a texture (because it make nice, high-quality texture imports).
Oh. It might just be a problem I haven't come across with v11 models or that offset/part2 bug I mentioned that's causing that... Double check all the settings in the materials against an official model just to make sure.
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« Reply #9128 on: February 21, 2012, 11:54:55 PM » |
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Yet another day with no livestream... how can I live with myself
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« Reply #9129 on: February 22, 2012, 08:29:04 AM » |
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nope sorry, its for windows only... look for a windows emulator or something if u want to use Brawlbox
And there's no hope for a Mac port because it uses Windows-specific libraries.
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« Reply #9130 on: February 22, 2012, 09:51:09 AM » |
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BJ. I may be clueless on this, but is there a way to mass add bones? Like, punching in a number of bones that you want? Or do you have to add them one by one?
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« Reply #9131 on: February 22, 2012, 10:36:24 AM » |
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An animation porter that could port animations from one game to a character's bones in brawl would be wonderful. And I mean taking the animation from the original character's bones, and recreating it from scratch over the new characters bones. =3
PSA-ing Scervo would be MUCH easier if that worked =3
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« Reply #9132 on: February 22, 2012, 11:12:59 AM » |
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An animation porter that could port animations from one game to a character's bones in brawl would be wonderful. And I mean taking the animation from the original character's bones, and recreating it from scratch over the new characters bones. =3
If we were to port other animations to brawl, we would first have to figure out the format of those animations first, before it can be made.
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #9133 on: February 22, 2012, 11:39:10 AM » |
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If we were to port other animations to brawl, we would first have to figure out the format of those animations first, before it can be made.
Well, Skyward sword uses CHR0's too :/ I don't know if it's a different kind of CHR0 than the one brawl uses, but I'm pretty sure it's the same thing I really need to learn hex editing and file parsing...if only to crack down on animation files and sound files. (Especially BRSAR =3 )
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« Reply #9134 on: February 22, 2012, 12:39:31 PM » |
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Well, Skyward sword uses CHR0's too :/ I don't know if it's a different kind of CHR0 than the one brawl uses, but I'm pretty sure it's the same thing I really need to learn hex editing and file parsing...if only to crack down on animation files and sound files. (Especially BRSAR =3 ) SS CHR0's are version5 while brawl is version4... and uses a different boneset
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