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Author Topic: Brawlbox Resources & History  (Read 3863766 times)
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SOJ
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    « Reply #9420 on: April 06, 2012, 11:19:43 AM »


    .rel for sure! That would be the absolute best to understand what's in a .rel file.
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    « Reply #9421 on: April 06, 2012, 12:59:43 PM »


    voted on .rel files cuz so we can add articles to PSAs or make .rel port for like mario over jiggypuff or edit stages(maybe even hitboxes on them), so i think that is more needed then moveset editing in brawlbox
    if it is something like that blackjax96 means in the poll
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    Miacis
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    « Reply #9422 on: April 06, 2012, 01:32:11 PM »


    Kinda wish I could move my vote now...

    I just realized that when BJ said .rels, he probably meant .rels for "characters and stages," not .rels for "figuring out how to tell the game to add more slots for X."

    If that's the case, I want moveset editing. Oh well, I guess it's set in stone.
    If BlackJax wants to, I can add the option that allows users to change their answer, on the poll.
    (For some reason, only mods/admins can do that.)
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    BlackJax96
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    « Reply #9423 on: April 06, 2012, 04:59:30 PM »


    In order of hardest to easiest to support, it'd be Rel, Moveset, RSAR. So take that into consideration.

    Kinda wish I could move my vote now...

    I just realized that when BJ said .rels, he probably meant .rels for "characters and stages," not .rels for "figuring out how to tell the game to add more slots for X."

    If that's the case, I want moveset editing. Oh well, I guess it's set in stone.

    A rel is a rel. Once the format is reversed, they'll all be editable in C++, I believe.

    If BlackJax wants to, I can add the option that allows users to change their answer, on the poll.
    (For some reason, only mods/admins can do that.)

    Sure, go ahead.
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    DSX8
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    « Reply #9424 on: April 06, 2012, 05:17:08 PM »


    oh BJ... i have a question...

    about the VIS0 editing.. y does it start with 0 instead of 1?
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    BlackJax96
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    « Reply #9425 on: April 06, 2012, 05:20:55 PM »


    oh BJ... i have a question...

    about the VIS0 editing.. y does it start with 0 instead of 1?

    Because 0 is #1 for programmers

    for (int i = 0; i < 10; i++)
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    « Reply #9426 on: April 06, 2012, 05:23:34 PM »


    Because 0 is #1 for programmers

    for (int i = 0; i < 10; i++)
    ok well that i knew.. but like u have for CHR0, it starts at 1... so y cant u make VIS0 start at 1 also? o.o
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    « Reply #9427 on: April 06, 2012, 05:32:17 PM »


    ok well that i knew.. but like u have for CHR0, it starts at 1... so y cant u make VIS0 start at 1 also? o.o

    If you look at the frame count for VIS0 and actually count the entries in a VIS0, the entry count will be 1 more than the actual frame count. That's why it starts on 0.
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    « Reply #9428 on: April 06, 2012, 05:44:01 PM »


    In order of hardest to easiest to support, it'd be Rel, Moveset, RSAR. So take that into consideration.
    I already did =D

    I'm here to make programming brbx as hard as possible for you =3

    A rel is a rel. Once the format is reversed, they'll all be editable in C++, I believe.
    or w/e other languages you can decompile PPC into :3
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    « Reply #9429 on: April 06, 2012, 06:16:36 PM »


    In order of hardest to easiest to support, it'd be Rel, Moveset, RSAR. So take that into consideration.
    That's exactly why I voted RSAR.
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    « Reply #9430 on: April 06, 2012, 07:53:00 PM »


    Yes, vote for rel! Go make me proud!

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    « Reply #9431 on: April 06, 2012, 09:18:15 PM »


    I approve of your pic >:3

    I will download at the price of 3 cookies =3
    *holds out 3 cookies*

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    I love how everyone wants you to work on the hardest things in order first. XDD
    « Last Edit: April 06, 2012, 09:23:31 PM by Tcll » 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.

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    « Reply #9432 on: April 06, 2012, 11:20:17 PM »


    Hi blackjack, hey, how i can add a material or shader to do this:



    add the black line over all the model?
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    « Reply #9433 on: April 07, 2012, 12:55:02 AM »


    Hi blackjack, hey, how i can add a material or shader to do this:



    add the black line over all the model?

    ask Rocky Pervy.  He has managed to release an import with cell-shade and outline(http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25631).  I myself have not gotten a chance to look into it but apparently it can be done.
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    Kind of want to start making mods for this again

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    « Reply #9434 on: April 07, 2012, 05:10:46 AM »


    You build it into the model itself. Make a slightly larger version of all the objects, then flip the normals so they're inside out. This is how many Wii games do it, like Okami, TvC and the Naruto games.

    It's possible to do in shaders too, just not sure how to implement it in Brawl yet. Generally most people go for modeling the outlines instead.
    « Last Edit: April 07, 2012, 05:12:10 AM by TommoPuppy » Logged


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