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Author Topic: Brawlbox Resources & History  (Read 4503495 times)
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BlackJax96
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    « Reply #11775 on: July 20, 2012, 09:33:24 PM »


    New bug, nothing too big and not sure if reported and it's not that important but if you modify a ofensive collision and you put something like:

    x offset : 2
    y offset : 3
    z offset : 4

    When you see the collision in the script it says z=2 y=3 x=4

    That's not a bug.

    The text files that came with Brawlbox display it the same way as all Vector3s, like this:
    (x, y, z)

    Just modify the syntax and fix it yourself. I'm assuming you're not using the text files provided if it displays like "z=2 y=3 x=4".
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    « Reply #11776 on: July 20, 2012, 10:00:13 PM »


    So do imported characters come with fixed normals?
    or will this updated make imported normals "perfect"?
    or do we still sometimes have to fix them and now we will be able to see if we fixed them?


    Just as BJ96 himself said, it doesn't fix the normals...
    however, you can now check if your import has normals issues by just looking it in brawl box model viewer.
    just like that pic of Toon Link, If it looks good in BrawlBox it'll look good ingame

    I'm glad you fixed that, BlackJax Smiley
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    « Reply #11777 on: July 21, 2012, 01:32:55 AM »


    ah thanks guys for making that clear<.<
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    pikazz
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    « Reply #11778 on: July 21, 2012, 08:52:32 AM »


    followcamerabone flag, now I am intrested!
    works ingame? :3
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    « Reply #11779 on: July 21, 2012, 09:08:36 AM »


    The model viewer's lighting has been fixed.
    No more normal problems with viewing normals on characters like Toon Link and Peach.
    The light now uses a radius, azimuth angle and elevation angle and some trigonometry to emulate the sun. Awesome Face


    There's still a faint difference at the edges of the eye object for Toon Link but there aren't any major normal differences like before.

    Oh man. Thank you.
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    « Reply #11780 on: July 21, 2012, 09:23:35 AM »


    Hey BJ, mind adding the STPM value names and the collision footsteps materials + collision object value support to the next update that I sent you earlier?
    *gasp* That's a mouthful :srs:
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    BlackJax96
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    « Reply #11781 on: July 21, 2012, 10:51:04 AM »


    Hey BJ, mind adding the STPM value names and the collision footsteps materials + collision object value support to the next update that I sent you earlier?


    Can you just send me that big text file with all your notes in it?
    I always lose it

    followcamerabone flag, now I am intrested!
    works ingame? :3


    yes
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    pikazz
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    « Reply #11782 on: July 21, 2012, 02:14:12 PM »


    oooh, can you please tell me how to enable that flag? :3
    there is some things I wanna try about that flag!
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    BlackJax96
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    « Reply #11783 on: July 21, 2012, 02:19:11 PM »


    oooh, can you please tell me how to enable that flag? :3
    there is some things I wanna try about that flag!

    It's pad1 in bone entries in older Brawlboxes. Set it to 2 with a hex editor if you can't wait for v0.67b lol
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    Sky Grounder
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    « Reply #11784 on: July 21, 2012, 03:53:44 PM »


    It's pad1 in bone entries in older Brawlboxes. Set it to 2 with a hex editor if you can't wait for v0.67b lol
    So pad1 was even more boneflags?...
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    BlackJax96
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    « Reply #11785 on: July 21, 2012, 04:38:09 PM »


    So pad1 was even more boneflags?...

    Yes.

    Also, in v0.67b....

    Expect a LOT of unknown values and flags for any given BRRES format to be labeled with their official names.
    Just sayin.
    You'll see.
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    pikazz
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    « Reply #11786 on: July 21, 2012, 04:42:32 PM »


    It's pad1 in bone entries in older Brawlboxes. Set it to 2 with a hex editor if you can't wait for v0.67b lol
    lets say, what happen if I give followcamera flag on example the bone "HipN" while the otherbone hasn't. will the childbone follow the camera or will they rotating from the HipN bone whatever the rotation from the hipN bone or will they be not affected at all?
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    BlackJax96
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    « Reply #11787 on: July 21, 2012, 04:43:42 PM »


    lets say, what happen if I give followcamera flag on example the bone "HipN" while the otherbone hasn't. will the childbone follow the camera or will they rotating from the HipN bone whatever the rotation from the hipN bone or will they be not affected at all?

    The child bone tree moves with the parent if the parent follows the camera.
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    pikazz
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    « Reply #11788 on: July 21, 2012, 04:50:01 PM »


    The child bone tree moves with the parent if the parent follows the camera.
    like my thought, this will be funny as hell to do <w<
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    « Reply #11789 on: July 21, 2012, 05:10:42 PM »


    like my thought, this will be funny as hell to do <w<
    Eyes always face the screen Cheesy xD

    Idea;
    1. Get a Mona Lisa picture model
    2. Make seperate texture/bones for the eye
    3. Turn on Face-the-screen boneflag
    4. ???
    5. Profit!!
    « Last Edit: July 21, 2012, 05:14:00 PM by Sky Grounder » Logged

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