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Author Topic: Brawlbox Resources & History  (Read 3863468 times)
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BlackJax96
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    « Reply #11745 on: July 18, 2012, 11:10:41 AM »


    Found a pretty serious issue.
    When I try and compare a variable above 255, it refuses to let me select it in the model viewer. I don't know if this also applies to normal view, but it's annoying. IC-basic 20003 automatically changes to 35 before leaving the event edit thing.

    k, will fix.
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    namq
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    « Reply #11746 on: July 18, 2012, 05:34:07 PM »


    Animation appending is messed up in BB67, had to re-download 66 to do them.

    the animation gets wacky with 67, with 66b they work completely fine.
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    « Reply #11747 on: July 18, 2012, 08:27:39 PM »


    off topic:  how does the obj importer work again?
    i mean if an object is rigged to one bone can it be replaced via the obj importer function?
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    BlackJax96
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    « Reply #11748 on: July 18, 2012, 08:46:12 PM »


    off topic:  how does the obj importer work again?
    i mean if an object is rigged to one bone can it be replaced via the obj importer function?

    Do you mean the MDL0 object importer? There is no .obj importer.
    And any object can be imported, even if it's rigged to multiple bones. The bones it uses will be imported also, though.

    Animation appending is messed up in BB67, had to re-download 66 to do them.

    the animation gets wacky with 67, with 66b they work completely fine.

    ok...
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    Gamma Ridley
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    « Reply #11749 on: July 18, 2012, 08:53:55 PM »


    Will Brawl Box ever be able to export folders? Such as a model's UVs?
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    BlackJax96
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    « Reply #11750 on: July 18, 2012, 08:58:01 PM »


    Will Brawl Box ever be able to export folders? Such as a model's UVs?

    Only folders that I want it to be able to export. A lot of folders don't actually hold any data, they just group initialized entries together.
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    « Reply #11751 on: July 18, 2012, 09:00:07 PM »


    Hm, alright, I getcha.

    I ask because it might be easier for some to export all of a character's materials/shaders or, in my case, UV files.

    I'd rather not do 475 by hand. :|
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    « Reply #11752 on: July 19, 2012, 02:47:31 AM »


    Everything made simple for expert Brawl hackers. I made the 'Vegeta Project' thanks to the update of BrawlBox. A useful tool.
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    « Reply #11753 on: July 19, 2012, 07:05:25 PM »


    I don't know if this bug has been reported but I tried to save a psa with the Moveset editor in Brawlbox and it corrupts the file and becomes inaccessible via Smash attacks
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    « Reply #11754 on: July 19, 2012, 07:09:23 PM »


    I don't know if this bug has been reported but I tried to save a psa with the Moveset editor in Brawlbox and it corrupts the file and becomes inaccessible via Smash attacks
    Does the file load fine in game and in BrawlBox? If it just PSA to can't open it then it isn't a bug, it's from the way v0.67 rebuilds the file. Actuallythe only reason I see that using PSA would be better is so you can have multiple subactions having the same animation name, but this is supposably fixed in the v0.67b, which isn't up for DL yet.
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    « Reply #11755 on: July 20, 2012, 03:21:07 AM »


    PSAMod can still edit BrawlBox edited files, however PSA will corrupt the file and make it unusable.
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    « Reply #11756 on: July 20, 2012, 11:39:59 AM »


    Do you think you can try and revisit translating verticies?
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    « Reply #11757 on: July 20, 2012, 05:08:05 PM »


    That awkward moment when you're experimenting with camera bone flags, and then you get the "FollowCameraRotation" flag to work in the model viewer, and then you test it on the shield model, and it works, and then you get curious and add the flag to the neck bone of a rigged character model, and then you get creeped out because the model's head follows you everywhere in the model viewer. Im srs here

    Do you think you can try and revisit translating verticies?

    no
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    « Reply #11758 on: July 20, 2012, 05:14:29 PM »


    That awkward moment when you're experimenting with camera bone flags, and then you get the "FollowCameraRotation" flag to work in the model viewer, and then you test it on the shield model, and it works, and then you get curious and add the flag to the neck bone of a rigged character model, and then you get creeped out because the model's head follows you everywhere in the model viewer. Im srs here
    Mind posting a pic? Awesome Face

    Also, have you gotten visibility flag to be used in the model viewer?
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    BlackJax96
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    « Reply #11759 on: July 20, 2012, 05:17:34 PM »


    Mind posting a pic? Awesome Face

    Also, have you gotten visibility flag to be used in the model viewer?


    Well it's kinda pointless atm since a still picture doesn't do the creepiness justice.

    Actually no, it's still creepy. I'll get a pic.


    Im srs here

    And yes I have, I'm pretty sure it works in v0.67.
    « Last Edit: July 20, 2012, 05:24:56 PM by BlackJax96 » Logged

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