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« Reply #10125 on: May 11, 2012, 09:11:37 PM » |
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Do I think? Nope, who thinks nowadays Do I know? Yes sir indeed I do Even moar indices than Tabuu shows MY HEART WILL EXPLODE IF THERE IS ANY MORE HYPE! STOP IT!
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« Reply #10126 on: May 11, 2012, 09:15:11 PM » |
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About the Actions thing you showed a page ago, does that mean we can further edit the Action, like its hard coding and stuff?
Yeah
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« Reply #10127 on: May 11, 2012, 09:21:56 PM » |
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Oh boy. Prepare for awesomer PSAs.
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« Reply #10128 on: May 11, 2012, 09:30:12 PM » |
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Another question with the actions again, if it's possible or if you already managed to do it (I think this has been asked before. <_>), but will it be possible to add new Actions? Oh boy. Prepare for awesomer PSAs.
There will also be a lot of horrible new PSAs as well. Just like with model importing. :/
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« Reply #10129 on: May 11, 2012, 09:31:16 PM » |
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Do I think? Nope, who thinks nowadays Do I know? Yes sir indeed I do Even moar indices than Tabuu shows Oh you cheeky bastard. 
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Muslims are literally murderers
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« Reply #10130 on: May 11, 2012, 11:58:55 PM » |
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Moveset editor progress: The flags button toggles the panel that lets you change flags for the action. (duh lol) As soon as I get the events to run like an actual script (as like in-game... maybe even with keyboard buttons as wiimote buttons to trigger action & animation changes!?), I'll post an image with a hitbox rendered. Because I know you're all waiting for that grand moment. XD Everything is working perfectly so far, except for that random extra space below the actions list in that preview (I have no idea why it's doing that atm). Also, since BRSAR sounds are previewable again, I'll see if I can code that into the previewer as well to play when they're called. ;O seriously O___O I thought I couldn't be more hype but I was wrong. thats awesome :DDDDDDDx1000
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Stupid Tinypic :C
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« Reply #10131 on: May 12, 2012, 02:38:15 AM » |
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Do I think? Nope, who thinks nowadays Do I know? Yes sir indeed I do Even moar indices than Tabuu shows just wondering what do the bone floats 1 and 2 references do? are they the boneref for items that are attached to the body like bunny hood and etc? thats the only refs we dont know yet,thats the only glitches port haves right now
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« Reply #10132 on: May 12, 2012, 02:41:59 AM » |
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Real-time PSA editing + animations + SFX? This is insane! (In a good way.) All that's left would be viewing GFX and PSA editing would be complete I guess...
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #10133 on: May 12, 2012, 03:31:25 AM » |
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just wondering what do the bone floats 1 and 2 references do? are they the boneref for items that are attached to the body like bunny hood and etc? thats the only refs we dont know yet,thats the only glitches port haves right now
boneref2 is the item attachment like beamsword or homerun bat 32 seems to be tem attachment to the diffirent items like bunny hood, large crate, bagdes ect
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Stupid Tinypic :C
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« Reply #10134 on: May 12, 2012, 10:03:39 AM » |
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BJ, the section that's labeled BoneRef2 in your image controls which bones are used for Item holding. HOWEVER, there's more indexes in the section that Tabuu doesn't show in the same relative area, including indexes used for Heavy Items (They use ThrowN) and ALL cllobbering items. Look in a hex editor in that area to see what I mean. Lemme bring up an example pic....  Taken from Snoopy's guide.
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« Last Edit: May 12, 2012, 10:05:54 AM by Eternal Yoshi »
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« Reply #10135 on: May 12, 2012, 10:12:29 AM » |
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BJ, the section that's labeled BoneRef2 in your image controls which bones are used for Item holding. HOWEVER, there's more indexes in the section that Tabuu doesn't show in the same relative area, including indexes used for Heavy Items (They use ThrowN) and ALL cllobbering items. Look in a hex editor in that area to see what I mean. Lemme bring up an example pic....  Taken from Snoopy's guide. I discovered that :< 
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« Reply #10136 on: May 12, 2012, 10:41:54 AM » |
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Yes you did. 
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« Reply #10137 on: May 12, 2012, 10:41:55 AM » |
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What is Havok-4.0.0-r1 files for? i opened it on hex editor and i found this:  each character or item have one of this. maybe its a silly question but i just wanted to know. its for physics but how its used?
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« Reply #10138 on: May 12, 2012, 10:51:59 AM » |
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Havok is what they use for stuff like how the capes move and stuff I think. Like how zelda's and peaches hair reacts to 'wind' for example.
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« Reply #10139 on: May 12, 2012, 11:02:42 AM » |
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Good theory, I was wondering what purpose they had also.
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