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« Reply #135 on: January 12, 2011, 12:42:47 PM » |
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So I downloaded 4.1 and I get the same error when I try to build :/
and I have a hard time finding what I'm looking for in the filemaze of brawlib
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« Reply #136 on: January 12, 2011, 12:50:15 PM » |
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So I downloaded 4.1 and I get the same error when I try to build :/
and I have a hard time finding what I'm looking for in the filemaze of brawlib
Why not start with the brawlbox 6.3D and just inject the draggable bones code from modest 4.1 into it and work from there?
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« Reply #138 on: January 12, 2011, 12:54:11 PM » |
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@ naru -i dun got the souce code for 6.3d
@noah -> wut u looking for? ive gone thru it a few times and do you think you can upload your 3.2 source code so i can dl cuz i dun think the original link/dl is there anymore
@tcll- not a rip off if its free imo lol
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« Reply #139 on: January 12, 2011, 12:57:39 PM » |
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@ naru -i dun got the souce code for 6.3d
@noah -> wut u looking for? ive gone thru it a few times and do you think you can upload your 3.2 source code so i can dl cuz i dun think the original link/dl is there anymore
@tcll- not a rip off if its free imo lol
Couldnt you pm phantomwings for it over at smashboards? :s Oh btw, try just using normal bb to make ZSS's Face bone tree move up one on the bone list(so that the "face" bone tree is above the Trans N bone) then try it out in game, you'll get the lols for sure XD
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« Reply #140 on: January 12, 2011, 12:58:29 PM » |
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@tcll- not a rip off if its free imo lol
no 30 day trial rip-off?? :/
if not 30 days, can I get a copy :/
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« Reply #141 on: January 12, 2011, 01:01:29 PM » |
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its unlimited as long as you sign up for msdn..which is also free lol 1 sec gettn dl edit: @naru-lol i doubt he'd gimmie it(plus he didnt make bb...) and at the face comment ->??? ...i hate when i ask sum1 for sumthin and they sign off >.> edit: http://www.microsoft.com/express/Downloads/
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« Last Edit: January 12, 2011, 01:04:40 PM by TheShyGuy »
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« Reply #143 on: January 12, 2011, 01:05:57 PM » |
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its unlimited as long as you sign up for msdn..which is also free lol 1 sec gettn dl edit: @naru-lol i doubt he'd gimmie it(plus he didnt make bb...) and at the face comment ->??? ...i hate when i ask sum1 for sumthin and they sign off >.> edit: http://www.microsoft.com/express/Downloads/ no me and MSDN don't get along... I don't want nuthin to do with them 
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« Reply #144 on: January 12, 2011, 01:06:49 PM » |
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.....lol then no FREE c# for u
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« Reply #145 on: January 12, 2011, 01:10:00 PM » |
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its unlimited as long as you sign up for msdn..which is also free lol 1 sec gettn dl edit: @naru-lol i doubt he'd gimmie it(plus he didnt make bb...) and at the face comment ->??? ...i hate when i ask sum1 for sumthin and they sign off >.> edit: http://www.microsoft.com/express/Downloads/Hold on I'll make a quick video of it XD
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« Reply #146 on: January 12, 2011, 01:10:23 PM » |
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TheShyGuy, your bone tree editor is wonderful. it's taken me a few days to get used to it, but i just tested a model that i moved some ExtraBones around and that were renamed to the important bones (TransN, X/YRotN and HipN), and it turns out that it worked perfectly. one problem i ran into was that every time i saved if i only moved a few of them was that the names of the ExtraBones would rotate, but it might have been because of the position they were in. it seems like if you have ExtraBones mixed in with real bones, then the rotating names issue comes up, or at least from what i tested. it could just be a problem on my part too, i'm not too good at moving the bones around.
so we can actually move the ExtraBones, and use them for certain situations. and you said you were going to update this so it could edit the ExtraBones. it seems like it already can, you just have to specify the TopN Offset in the second tree, and it works just fine.
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« Reply #147 on: January 12, 2011, 01:16:01 PM » |
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^yeh it can, but like the code(for the new one)is like 2 lines different from reading one that doesnt have fake bones and does. You still have to specify the offset tho. And im surprised that u use the old one,back then it was a bit confusing for me too lol.
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« Reply #148 on: January 12, 2011, 01:19:25 PM » |
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there's one besides the one in the OP? if so, where? i only found it a few days ago.
at least it's less confusing than FortWaffles's...
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« Reply #149 on: January 12, 2011, 01:20:06 PM » |
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TheShyGuy, your bone tree editor is wonderful. it's taken me a few days to get used to it, but i just tested a model that i moved some ExtraBones around and that were renamed to the important bones (TransN, X/YRotN and HipN), and it turns out that it worked perfectly. one problem i ran into was that every time i saved if i only moved a few of them was that the names of the ExtraBones would rotate, but it might have been because of the position they were in. it seems like if you have ExtraBones mixed in with real bones, then the rotating names issue comes up, or at least from what i tested. it could just be a problem on my part too, i'm not too good at moving the bones around.
so we can actually move the ExtraBones, and use them for certain situations. and you said you were going to update this so it could edit the ExtraBones. it seems like it already can, you just have to specify the TopN Offset in the second tree, and it works just fine.
hey TSG, ^his post reminds me to ask you...
do you have an option to add a bone like FW's does?? that would make things even easier 
besides, you still havn't explained how FW's bone adder works  does it only add to the relocation table??
STOP ninja-ing me D:
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