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Author Topic: Brawlbox Resources & History  (Read 3814465 times)
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KnightMario
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    « Reply #10620 on: June 05, 2012, 07:14:10 PM »


    what is that? square instead of circle? translation? scaling? i wantz to knowz
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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. Tongue

    KingJigglypuff
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    « Reply #10621 on: June 05, 2012, 07:15:42 PM »


    what is that? square instead of circle? translation? scaling? i wantz to knowz
    Translation editing made easier. If it were rotation, then it would be a circle. :v
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    KnightMario
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    « Reply #10622 on: June 05, 2012, 07:39:17 PM »


    yes!
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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. Tongue

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    « Reply #10623 on: June 05, 2012, 09:47:02 PM »


    I was wondering why there was not an easy translation tool. Now It may be possible
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    Hero ©
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    « Reply #10624 on: June 05, 2012, 10:39:46 PM »


    Oh thats nice to see Grin.

    Thats not coming to BB v67 though right?
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    pikazz
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    « Reply #10625 on: June 06, 2012, 06:01:29 AM »


    Oh! BlackJax! This question just popped up in my mind. With the upcoming BB, will it be possible to give a character the ability to have a Special grab move? Like giving Mario Ganondorf's Side Special for example.
    itis already possible, only problem is the opponent animation
    you can make foes invisible right now via PSA.

    the thrownB/F/U/D animations control the opponent

    if you put in a ThrownB subaction "add/subtrack damage and put it -10 the foe will be Healed.  If you put generate item and pick up item the foe will grab the item generated.  And for what you asked, just put the visibility event and tickle with visibility events.

    hope this can help you out
    you sure of that? o.o
    cause that's awesome Cheesy
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    namq
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    « Reply #10626 on: June 06, 2012, 09:01:11 AM »


    Completly sure

    Thats how I gave breakable throws a go.

    Every fighting game has tech-throws which prevents the foe from being thrown if he inputs the throw command.

    If I add my throw break PSA mechanic to C.Falcon, Falcon himself won't be able to tech the throws but the rest of the cast will if they are against C.Falcon and he throws them.

    Now people get hype'd!  More psa awesomeness :-).

    Edit:

    And about "it's already possible, the problem is the opponent animation"

    If they can be grabbed already and the problem is that, then I see no problem.

    If they can be grabbed, just ticked with the coresponding subaction which is the one the opponent is during the grab, and do some psa events there and give a on/off switch with "if events" and "variables" and then go to the opponents .pac (yes.... All the roster) and make them have a use for that on/off switch and they will respond well when being thrown by the new throws.

    I have not yet found any easier solution, but this is all I got.
    « Last Edit: June 06, 2012, 09:14:08 AM by namq » Logged


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    « Reply #10627 on: June 06, 2012, 09:05:44 AM »


    itis already possible, only problem is the opponent animationyou sure of that? o.o
    cause that's awesome Cheesy

    pikazz if its possible tell me how i tryed giving yoshi bowser sideB trow and i cant make i work how would you put the catch collision?
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    « Reply #10628 on: June 06, 2012, 11:39:08 AM »


    BJ, is it possible to add working bump maps?
    i remember someone saying it SHOULD be possible, but since i have no idea how bump maps work, nor do i have any idea about any shader/material whatevers...

    it would be epic to make bump maps work...
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    BlackJax96
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    « Reply #10629 on: June 06, 2012, 05:53:31 PM »


    BJ, is it possible to add working bump maps?
    i remember someone saying it SHOULD be possible, but since i have no idea how bump maps work, nor do i have any idea about any shader/material whatevers...

    it would be epic to make bump maps work...

    It's most likely possible using indirect textures and special shader settings, but I haven't come across any factory MDL0s that actually use bump maps for normals so there's not really a way to copy the correct settings.
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    AnImAiNe
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    « Reply #10630 on: June 06, 2012, 05:56:22 PM »


    hey BJ are you out of school yet for the summer?
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    Snivy
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    « Reply #10631 on: June 06, 2012, 05:57:34 PM »


    I is! /o3o/
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    « Reply #10632 on: June 06, 2012, 06:02:24 PM »


    hey BJ are you out of school yet for the summer?

    No, I still have 6 school days left :X
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    Snivy
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    « Reply #10633 on: June 06, 2012, 06:25:52 PM »


    No, I still have 6 school days left :X
    And POOF! You profile picture changed!
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    « Reply #10634 on: June 06, 2012, 08:19:46 PM »


    Just 2 exams left for me :/
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