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Question: What would you like me to release next?
Melee Mute City - 73 (41.7%)
Gerudo Valley - 31 (17.7%)
Bowser In The Sky - 17 (9.7%)
Inside Peach's Castle - 14 (8%)
Fire Temple - 13 (7.4%)
Windmill Hut - 3 (1.7%)
Dodongo's Cavern - 3 (1.7%)
Venom - 4 (2.3%)
Pac-Man - 17 (9.7%)
Total Voters: 175

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Author Topic: Mewtwo2000's Stage Thread - [Mute City released] - (20/06/19)  (Read 1927125 times)
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toastoftriumph
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    « Reply #4635 on: July 29, 2011, 11:15:27 PM »


    The tower on the fighting platform seems out of place, but that's just me =P
    Maybe the tower could be replaced with a warp pipe?
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    Mewtwo2000
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    « Reply #4636 on: July 30, 2011, 03:09:56 AM »


    Ok, good idea.

    I'm using the Block tool to rotate a 2d model's normal which I have previously edited in BrawlBox to have a -90 value for Rotation X.
    After setting up the parameter values on the Block tool and as I try to rotate the model's normal to -90 I get this 'Estouro' error message. Any ideas?

    I've also tried it with a (0,0,0) rotation model but the error message keeps showing. Actually it is even possible to just ignore the error and keep going, but then I can't get to import the model back to Brawlbox without getting it to crash XD


    Have you entered the settings menu by having the program in a 'bin' folder and such?

    Are the offsets entered correctly?

    The normals thing should work fine unless I've touched something in the program that messes it up.
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    Thyrus
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    « Reply #4637 on: July 30, 2011, 05:58:21 AM »


    Have you entered the settings menu by having the program in a 'bin' folder and such?

    Are the offsets entered correctly?

    The normals thing should work fine unless I've touched something in the program that messes it up.

    Yes, I have the program in a bin folder and the offset values are also correct. I've read your tutorial quite some times before -and after- using the tool.

    Still I was unsure how exactly to set up the offsets when I first tried it, so it may be that I'm doing something wrong there.
    Brawlbox provides me with three different MDL0Offset values so I was wondering if both Vertex offset 2/3 and Normal offset 2/3 should necessarily equal 0 leaving the offsets 1 to be completed with the Brawlbox values.
    « Last Edit: July 30, 2011, 06:00:14 AM by Thyrus » Logged

    Mewtwo2000
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    « Reply #4638 on: July 31, 2011, 04:13:10 AM »


    The value that needs to be 0 isn't the offset, but the other value (number of vertex/normal entries). If you put offset=0 and the small number isn't 0 too, then the program will write some values at the beginnig of the file, corrupting it.

    If still failing, send me your original 2D model and will try it myself. If it's a bug in the program it will be good to know in order to fix it.

    EDIT:

    Some boos will be fooling around in the courtyard:

    « Last Edit: July 31, 2011, 05:30:43 AM by Mewtwo2000 » Logged

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    Thyrus
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    « Reply #4639 on: July 31, 2011, 07:56:21 AM »


    When I have both the offsets and entries = 0, it gets me the error message.

    I've tried it with the offsets unchanged and the entries = 0 and the Estouro message is no longer there, but I get some weird results after rotating the model:
    Original model, no rotations
    After rotating it (x -90) using Brawlbox
    After rotating it (x -90) using Block Tool
    No ideia what's going on here lol
    Oh and here is the 2d model I'm using: Download

    There is also something else I've noticed when I last played on the stage - even when I don't rotate the 2d models, the lighting on them looks different from what it was supposed to look:
    The one to the left is a 2d model with unchanged rotation and the one to the right is a block model using the exact same texture as the 2d model.
    Why is that they don't look the same? I'm confused.

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    DoctorFlux(Mariodk)
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    « Reply #4640 on: July 31, 2011, 07:58:36 AM »


    The value that needs to be 0 isn't the offset, but the other value (number of vertex/normal entries). If you put offset=0 and the small number isn't 0 too, then the program will write some values at the beginnig of the file, corrupting it. If still failing, send me your original 2D model and will try it myself. If it's a bug in the program it will be good to know in order to fix it. EDIT: Some boos will be fooling around in the courtyard:
    awesome
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    JuanMKnight
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    « Reply #4641 on: July 31, 2011, 08:31:26 AM »


    Some boos will be fooling around in the courtyard:

    looks awesome!  AWESOME 2.0!
    good job :3
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    Segtendo
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    « Reply #4642 on: July 31, 2011, 11:15:52 AM »


    O_O
    Wow, wut.
    How did you make those Boos?
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    DannyDirnt
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    « Reply #4643 on: July 31, 2011, 01:20:27 PM »


    WOW! Mewtwo ur AWESOME!
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    « Reply #4644 on: July 31, 2011, 03:04:36 PM »


    Omg I'm really impressed, this Boo looks exactly like the SM64 one. I wonder how you made him...oO
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    ItalianStallion
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    « Reply #4645 on: July 31, 2011, 03:18:47 PM »


    What the hell?

    Are those 3D? Where did you get them? So many questions!

    Well Mewtwo, I don't think it's possible for you to tease people more than you already have lol.
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    « Reply #4646 on: July 31, 2011, 03:42:53 PM »


    i think he just vertexed a boo model from brawl
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    Mewtwo2000
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    « Reply #4647 on: July 31, 2011, 04:36:25 PM »


    When I have both the offsets and entries = 0, it gets me the error message.

    I've tried it with the offsets unchanged and the entries = 0 and the Estouro message is no longer there, but I get some weird results after rotating the model:
    Original model, no rotations
    After rotating it (x -90) using Brawlbox
    After rotating it (x -90) using Block Tool
    No ideia what's going on here lol
    Oh and here is the 2d model I'm using: Download

    There is also something else I've noticed when I last played on the stage - even when I don't rotate the 2d models, the lighting on them looks different from what it was supposed to look:
    The one to the left is a 2d model with unchanged rotation and the one to the right is a block model using the exact same texture as the 2d model.
    Why is that they don't look the same? I'm confused.




    When you've rotated the model in block tool... Have you only rotated it? I mean, if you don't get the exact thing in the bone when you apply it, then you're getting a different result... How to explain? If you rotate and resize at the same time, you get one result. If you try to resize something that's already rotated, you get another. To get the same, the scales should be different.

    What you need to compare is the thing first one you've showed me with the modified one with all the values applied, and an empty animation in brawlbox (all to 0 except for scales)

    About the different colors, that's what normals do. Normals control the way the model (or polygon, or face) reacts to lighting. Or the direction of lighting, to be exact. They control if you're a right face or a left face, or just an angled face. If normals aren't properly rotated, you will get strange results. That's why I implemented it in the program, cause if I rotate the normals the same way I rotate the model, the result will be exactly the same as if I was rotating the model with an animation. If normals aren't rotated, then the difference can be seen. And that's what you're getting.

    I'll check the case tomorrow.

    PS: About the boo, it's made the same way I made the rest of the models. Originally, 16 2D models put together. After some processing, just 4 models together. I may have used some sphere model, but it was more accurate this way. Still thinking about doing it with sphere models anyway.

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    « Reply #4648 on: July 31, 2011, 05:22:29 PM »


    I do hit the refresh buttom before rotating the model on the Block Tool, otherwise it looks all messed up when imported back to Brawlbox. 

    But I still can't get past this feeling that something (probably me) is definitely wrong - you can clearly see it by just comparing the pictures I have on my last post. The 'wrecked' portion of the model's texture is positioned in a different edge and the Rotation X has not really changed - the model is still facing front after all!

    Back on the different colors thing, how am I supposed to edit a model's normal when this model has not been rotated? I was expecting it to act correctly seeing how 0 is probably the model's default value.
    That's what I was trying to show you with that last picture comparing a 2d and block model which are using the same texture. Sorry if I haven't made it clear.
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    Mewtwo2000
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    « Reply #4649 on: July 31, 2011, 05:45:17 PM »


    I've tested a little with block tool and your model, and I got some answers:

    1- The program works well, but you're using it wrongly. You're trying to apply the settings from the top-level bone, but the rest of bones aren't neutral. So, applying the top-level bone directly to the model is the same as having an even lower level bone with the animation of the top-level one, and that's not the same as having it on the top. The other bones modify what the model has changed into, and that's the weird thing you're getting. To do it well (I've not tested it, but it should this way), you should apply bone by bone, from low level to top level, starting from BodyM and finishing in Plat-4b (ThrownN doesn't affect the model).

    Also, to change normals without changing the model itself, just go to the rotate button, select the 'normals only' option along with every other option (selected by default) and press the 'apply' button. It has successfully worked for me.

    Also, I've not zeroed the unused offsets, only the small number on their right side. And it hasn't thrown any error. I've not tried to change the offsets to 0 anyway, but it's not needed anyway.

    So, it looks that the program works fine for that model. I may include a manual normal editor on it in a future release.

    EDIT: Wait, setting it up this way works, but the file size gets increased. Something's written in the undesired offsets. It shouldn't, but it does. I'll take a look tomorrow. When you hit offset=0, some '200000' decimal values are written in the file. Just use a huge offset value and cut off the model by hexing, or wait for a fixed version.
    « Last Edit: July 31, 2011, 05:54:42 PM by Mewtwo2000 » Logged

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