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« Reply #9690 on: April 10, 2012, 01:11:44 PM » |
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Nico, when ever I edit Delfino Plaza's polygon's single bind & visibility bone & I export it as mdl0, Some of the polygons's UV's get messed up in Brawlbox V0.66. How do I edit UV's?
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« Reply #9691 on: April 10, 2012, 01:25:50 PM » |
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so this layout is to get us used to it for when the keyframe viewer comes... ok nice its just that all i saw was stuff moved around, with nothing new
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« Reply #9692 on: April 10, 2012, 01:42:57 PM » |
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hey BJ... for the screen size, just stick to 4x3. (that's what I'm doing)
heh... soon to have 8x3 (or hopefully 12x3) ^electricity usage is my biggest worry >_>
yeh... 1 monitor isn't enough for the stuff I do... (when I need 4 desktops with 3 monitors to fully perform... heh)
anyways, the other topic being UMC: model options to the left, animation options to the right, program options to the top, viewer options to the bottom. (I forgot what I wanted the corner buttons for) lol
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« Reply #9693 on: April 10, 2012, 01:44:01 PM » |
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hmmm when will the brawlbox .66b will be available to public download? Want to get my hands on it From OP WIP: - Real-time PSA editing (view/edit hitboxes, gfx, sfx, etc) - REFF parsing + rebuilding - REFT image imparting - SCN0 rebuilding - Model viewer keyframe & tangent graphs - Shaders in the model viewer
To do: - RSAR SFX file parsing + rebuilding - Physics file parsing + rebuilding - Kinect Skeleton Tracking
In love with the work in progress <3... BJ I'm happy with all your work EDIT!
Brawlbox .65c let us edit and view hurtboxes in the model previewer. Brawlbox .66 doesn't show them in the previewer :-(Why did this happened? (Had to download to test the previewer and I was lost but got used to it a bit) The previewer size isn't that bad on a 42' HDTV screen with 1600x1280 resolution EDIT2: The to do list seems to be complicated O.O Parsing the sfx might be the easiest of them... But Kinect skeleton tracking and game physics tracking and rebuilding would take a while I think. I will be waiting for .67 and I'll be one of the first beta/alpha testers around to give you feedback about it as I've been on the moveset editting scene for quite a long time.
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« Last Edit: April 10, 2012, 02:11:31 PM by namq »
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« Reply #9694 on: April 10, 2012, 02:13:55 PM » |
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You're right, the bone list isn't really necessary. But if you do remove it, could at least add like a tiny box that tells you which bone you have selected? I only ask because sometimes the YRotN or XRotN is in the same spot as the HipN and it's hard to differentiate.
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« Reply #9695 on: April 10, 2012, 02:18:30 PM » |
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You're right, the bone list isn't really necessary. But if you do remove it, could at least add like a tiny box that tells you which bone you have selected? I only ask because sometimes the YRotN or XRotN is in the same spot as the HipN and it's hard to differentiate.
Um, about that bone list, I'd actually like you to keep it. I was just doing an animation for Ness, and the fact that he has multiple shoulder bones in the same spot is always annoying me. The easiest way for me to get to it would be to select it from the bonelist. In fact, my favorite thing about this new layout is the fact that I have this massive list! I'm saying this without any context though. You might be thinking something different from what I am, Gamma.
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« Reply #9696 on: April 10, 2012, 02:20:58 PM » |
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I'm saying this without any context though. You might be thinking something different from what I am, Gamma.
No, that makes a lot of sense actually.
I think it can be compressed and shoved off in the corner or something to save space. Maybe add like a drop-down menu? Or make it similar to 3DS where you can press H and have the whole list of bones?
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« Reply #9697 on: April 10, 2012, 02:23:31 PM » |
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mature isnt ur strong. that is all.
Actually, he's pretty mature, looking at how he replied to Kit's rageposts. You, on the other hand...
Um, about that bone list, I'd actually like you to keep it.
I was just doing an animation for Ness, and the fact that he has multiple shoulder bones in the same spot is always annoying me. The easiest way for me to get to it would be to select it from the bonelist. In fact, my favorite thing about this new layout is the fact that I have this massive list!
This. I mentioned earlier I like the bones' placement before. Animations didn't really need that much space, unlike bones.
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« Reply #9698 on: April 10, 2012, 02:23:56 PM » |
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Sorry for being 15. Woah... You're 15? *Feels insanely old and unintelligent.* You're making programs like this and you're only 15? I'm beyond jealous. :/ I'm 21 and just started messing with 3d models.
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« Reply #9699 on: April 10, 2012, 02:31:53 PM » |
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When I preview any model, I get an error message. Any idea what could be the problem? The Details:
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« Reply #9700 on: April 10, 2012, 02:54:28 PM » |
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I voted swag. Cause this got beast swag. for people who don't have beast swag, you might want to add the other model viewer. I like it, but me want no rage posts . (compliment and suggestion like you said )
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« Last Edit: April 10, 2012, 02:56:04 PM by KnightMario »
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« Reply #9701 on: April 10, 2012, 03:01:06 PM » |
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When I preview any model, I get an error message. Any idea what could be the problem? Yes I believe that is the same error as the Static.mdl0 bug. It's getting fixed soon so don't worry...just wait for the patch.
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« Reply #9702 on: April 10, 2012, 03:06:24 PM » |
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When I preview any model, I get an error message. Any idea what could be the problem? The Details: The character, stage, menu and the other ones work on that one i think.
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« Reply #9703 on: April 10, 2012, 03:10:58 PM » |
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« Last Edit: April 10, 2012, 03:45:13 PM by Tcll »
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« Reply #9704 on: April 10, 2012, 03:41:34 PM » |
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I'm keeping the bones list, don't worry, but I need to add 4 new buttons to the options menu. I also need to create a .bbmvs file to store all the default settings for the model viewer. When I preview any model, I get an error message. Any idea what could be the problem? The Details: Oh, that was something for Shaders that I forgot to comment out. It doesn't throw a pointer error on my computer though so you might now have OpenGL 2.0. You might wanna get that for when shaders are rendered in the viewer. :X I commented it out for now though. please... I'm 21, but I'm looking into the bare bones of computers... (I'm basically improving the current data structures and what not)
my COMMON module is the only proof I have... I had to scrap the error system I was working on... (too much hastle) you guys'll just have to deal with base-handling (not as accurate, and less informative)
I'm currently looking into float values now, and working on a way to make them any length...
Notes: s = '-' sign e = exponent m = mantissa
F = m*pow(2.0,e) #look familiar at all
32bit float: s eeeeeeee mmmmmmmmmmmmmmmmmmmmmmm
64bit float: s eeeeeeeeeee mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm mmm
yet I'm still on the very base of my program. (I'm just gonna call the first release UMC 3.0.x) ^x for the re-edits based on my ideas for it... heh
Note: floats of any length will be handled later... (I'm just writing 32 and 64 bit floats atm)
EDIT: hey BJ I have a slightly better design IMO to improve the feel of your layout for the LRS values I hope you'll consider the arrangement.
but I'd prefer this:
Loc: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ cut ] Rot: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ copy ] Sca: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ paste ]
you may go with this: X: Y: Z: Loc: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ cut ] Rot: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ copy ] Sca: [XXXXXX][YYYYYY][ZZZZZZ] [v] [ paste ]
or this: Loc: X:[XXXXXX] Y:[YYYYYY] Z:[ZZZZZZ] [v] [ cut ] Rot: X:[XXXXXX] Y:[YYYYYY] Z:[ZZZZZZ] [v] [ copy ] Sca: X:[XXXXXX] Y:[YYYYYY] Z:[ZZZZZZ] [v] [ paste ] if you like (not that I'm telling you to... lol)
but the current vertical layout just doesn't feel right X(
Good ideas :O and isn't the current layout horizontal...?
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« Last Edit: April 10, 2012, 03:46:23 PM by Nico »
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