Brawlbox Resources & History

Started by BlackJax96, December 14, 2010, 03:39:11 AM

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Ok I was doing some animating last night on an old project and it was great except I'm going to remove that "sync framecounts" thing because it's annoying and I couldn't save a pac file or even a single CHR0 correctly at all. I figured out why the pac didn't save, but I don't know how dafuq CHR0 messed up.

Brawlbox most likely won't be released this weekend, just because I want to make it the most stable release possible.
No errors allowed whatsoever. :srs:

I will literally read through this thread and address all error reports I've seen. Not requests. Just real errors.

I'll eventually need lots of beta testers who I know will actually test something that I specifically want them to test. I won't call out names >_> Don't bother asking me to test either. That will just guarantee yourself a spot doing nothing.

If it doesn't mess up models like Mario's and Luigi's fireball when saving their motionetc.pac, then that would be a big plus for stability.

So are you busy? Or is Miku Miku Dance models an option atm?

Quote from: BlackJax96 on June 20, 2012, 05:58:25 PM
Ok I was doing some animating last night on an old project and it was great except I'm going to remove that "sync framecounts" thing because it's annoying and I couldn't save a pac file or even a single CHR0 correctly at all. I figured out why the pac didn't save, but I don't know how dafuq CHR0 messed up.

Brawlbox most likely won't be released this weekend, just because I want to make it the most stable release possible.
No errors allowed whatsoever. :srs:

I will literally read through this thread and address all error reports I've seen. Not requests. Just real errors.

I'll eventually need lots of beta testers who I know will actually test something that I specifically want them to test. I won't call out names >_> Don't bother asking me to test either. That will just guarantee yourself a spot doing nothing.
maybe finally the replace all can save correctly?
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Quote from: BlackJax96 on June 20, 2012, 05:58:25 PM
Ok I was doing some animating last night on an old project and it was great except I'm going to remove that "sync framecounts" thing because it's annoying and I couldn't save a pac file or even a single CHR0 correctly at all. I figured out why the pac didn't save, but I don't know how dafuq CHR0 messed up.

Brawlbox most likely won't be released this weekend, just because I want to make it the most stable release possible.
No errors allowed whatsoever. :srs:

I will literally read through this thread and address all error reports I've seen. Not requests. Just real errors.

I'll eventually need lots of beta testers who I know will actually test something that I specifically want them to test. I won't call out names >_> Don't bother asking me to test either. That will just guarantee yourself a spot doing nothing.
I think I counter that "error" too wth corrupted MotionEct file o_o
but I could open it up and look though everything without error, it's just freeze ingame when the charatcers get load
Stupid Tinypic :C

Quote from: SmashClash on June 20, 2012, 06:14:23 PM
So are you busy? Or is Miku Miku Dance models an option atm?

I'm kinda busy atm... >.>

Quote from: ds22 on June 20, 2012, 06:12:52 PM
If it doesn't mess up models like Mario's and Luigi's fireball when saving their motionetc.pac, then that would be a big plus for stability.

I will fix that :O

Quote from: Carnage on June 20, 2012, 06:26:49 PM
maybe finally the replace all can save correctly?

Yes :O

Quote from: pikazz on June 20, 2012, 06:33:36 PM
I think I counter that "error" too wth corrupted MotionEct file o_o
but I could open it up and look though everything without error, it's just freeze ingame when the charatcers get load

No wai :O

Quote from: DSX8 on June 20, 2012, 07:35:57 AM
i got an error when doing Undo a few times... is that fixed yet? :3

I will fix it :O

Speaking of bugs, I noticed that shaders that follow the screen only work on certain polygons. With the PorygonZ I made as an example, the arms and head have a shine that follows, but the body only has a shine applied to it. It doesn't follow. I think the same happens with the Random V2, too.

Although, as far as bugs go, this is only a really small thing.


also so 2d GFX models on some Fit(char).pac will not be messed up too in yours brawlbox?(like my Goku PSA´ kamehameha GFX model, afew more i can´t name right now but there is more)
I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

I found a ridicolous funny glitch with king dedede in preview! xD

will post a pic soon!
Stupid Tinypic :C

Quote from: Spex130 on June 20, 2012, 06:49:43 PM
Speaking of bugs, I noticed that shaders that follow the screen only work on certain polygons. With the PorygonZ I made as an example, the arms and head have a shine that follows, but the body only has a shine applied to it. It doesn't follow. I think the same happens with the Random V2, too.

Although, as far as bugs go, this is only a really small thing.

I don't think that's an error.

Is HasTextureMatrix set to true on the texture refs that are supposed to follow the screen? It should display as true on tex refs in materials that are linked to weighted objects, such as the body. Single-bind objects don't need a texture matrix because they're only weighted to one bone, so that's why the head texture follows the screen.

Hype won't die in the delay, it will keep growing.  This means it will bea better version of brawlbox.  I'm more into the PSA part but I might also use the animation features since I will most likely delete PSA cause of this new brawlbox :-)



dedede s drunk! his eyeiris follows the camera in preview xD
Stupid Tinypic :C

Quote from: pikazz on June 20, 2012, 07:14:42 PM


dedede s drunk! his eyeiris follows the camera in preview xD
:srs: And then there was creepypasta...
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Quote from: BlackJax96 on May 17, 2012, 11:05:22 PM
I live life on the EDDDGGGGEEEEE

Quote from: BlackJax96 on June 20, 2012, 07:02:55 PM
I don't think that's an error.

Is HasTextureMatrix set to true on the texture refs that are supposed to follow the screen? It should display as true on tex refs in materials that are linked to weighted objects, such as the body. Single-bind objects don't need a texture matrix because they're only weighted to one bone, so that's why the head texture follows the screen.

Ah. You're right, HasTextureMatrix was set to false.

That was it! Thanks!


Quote from: Spex130 on June 20, 2012, 07:57:10 PM
Ah. You're right, HasTextureMatrix was set to false.

That was it! Thanks!

No problem :)