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Author Topic: BrawlBox v0.78  (Read 636150 times)
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Nezha B. Rose
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    « Reply #135 on: June 17, 2014, 09:35:35 PM »


    Probably not. I never thought to put it there. Maybe I should. Would it go under Misc->Other?

    Next version (if/when it happens) will probably be 0.73a. It's too late to rename this one, I think. And unfortunately I haven't been able to reproduce any more bugs yet Sad

    Hey Mewtwo2000 - what's the problem you're having with NeedsNormalMtxArray?

    Misc other is fine. Its a good idea to expand your testers, encourage them for feed back.

    I suggest you guys get intel from the users on model importing - from what I heard on the WIP thread now and then, some functions don't work quite well on 0.71 (latest build by BJax) and they have to use an older brawlbox in order to make it work as they want to.

    I use older versions when an import I'm doing crashes and deletes the model data folder. Happened alot.
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    « Reply #136 on: June 18, 2014, 07:47:58 AM »


    I have a question about Brawl Box itself. When i select "show camera Coordinates" where may I find said coordinates?
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    « Reply #137 on: June 18, 2014, 10:10:15 AM »


    Oooooohh, new BB development thread
    Good job, lookin fine.
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    « Reply #138 on: June 18, 2014, 11:20:32 AM »


    I use older versions when an import I'm doing crashes and deletes the model data folder. Happened alot.
    If you have a model that always fails to import, post it here - maybe I can reproduce the problem.

    I have a question about Brawl Box itself. When i select "show camera Coordinates" where may I find said coordinates?
    You have to turn on Options>Settings>Enable text overlays as well. (Took me a bit of digging thru the code to find that one.)
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    « Reply #139 on: June 18, 2014, 01:28:08 PM »


    subs
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    « Reply #140 on: June 18, 2014, 01:40:01 PM »


    You have to turn on Options>Settings>Enable text overlays as well. (Took me a bit of digging thru the code to find that one.)

    Thanks Mate! Now I can make more Precise CSPs!
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    « Reply #141 on: June 18, 2014, 02:31:22 PM »


    Thanks Mate! Now I can make more Precise CSPs!

    You can save the camera position and the model viewer will open to it and you can reset the view to it, in case you didn't know. Makes Brawlbox CSP making a lot faster and perfectly precise every time (unless you change the FOV or something... but that can be saved too).
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    « Reply #142 on: June 18, 2014, 04:14:12 PM »


    Those are features I've never saw before. Could you add some more support such as SCLA and those so called camera parameters like cam_param.dat or something like that so that I can change the fov seperately on 4:3 and 16:9 so that I can continue to make a vert- brawl game?

    But at this point, I'm very happy that Brawlbox is now on development.

    Post Merge: June 18, 2014, 04:36:31 PM
    I have a question about Brawl Box itself. When i select "show camera Coordinates" where may I find said coordinates?

    I have no idea where I can find those because I never found those things in BrawlBox.
    « Last Edit: June 18, 2014, 04:36:31 PM by Brandondorf9999 » Logged

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    « Reply #143 on: June 18, 2014, 06:14:48 PM »


    A little off topic, but are there any exciting features upcoming for stage builders? Planed or unplanned I guess I should say. This is NOT a request, just a question. I don't like asking more then can be done.
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    « Reply #144 on: June 18, 2014, 06:48:21 PM »


    A little off topic, but are there any exciting features upcoming for stage builders? Planed or unplanned I guess I should say. This is NOT a request, just a question. I don't like asking more then can be done.

    I know, but there are files in each pac or arc files including SCLA or other stuff not yet supported need to be editable.
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    « Reply #145 on: June 18, 2014, 07:13:25 PM »


    A little off topic, but are there any exciting features upcoming for stage builders? Planed or unplanned I guess I should say. This is NOT a request, just a question. I don't like asking more then can be done.
    I don't have anything I'm currently working on, although I would like to see if I can make stagePosition easier to edit, sorta like the old BrawlWall app. Depends on how easy/hard it is to do Tongue
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    « Reply #146 on: June 18, 2014, 07:21:59 PM »


    The SCLA file is a file that i have been experimenting with in my thread for File Research. To my knowledge there isn't anything known about it? at least as far as i know.

    Of course i would be adding a way to edit it once i find out the structure of the file. With SCLA all entries in stage .pacs (beside SSE stages) will be editable. i can't think of any besides SCLA in stages that aren't known and editable currently. The collision editor displays all models and textures etc etc and shows the level as it would be seen in game for the most part, but you can't position the models. Only displaying the bones.


    In regards to stage editing etc etc, one thing i would really really like to add and will hopefully be able to pull off in the future would be to allow editing and re-positioning of models from within the collision editor. Reason for this would be because position seperate models within the stages is a pain in the butt at the moment, and to make creating SSE levels in BBox a reality, i would like to make that editable. This of course will take a whole lot of work

    I would also like to implement the ability to play all animations in the level from the collision editor, in order to better represent what the stage would look like in game. Smiley

    long term goals, but that's about it
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    « Reply #147 on: June 18, 2014, 07:36:15 PM »


    The SCLA file is a file that i have been experimenting with in my thread for File Research. To my knowledge there isn't anything known about it? at least as far as i know.

    Of course i would be adding a way to edit it once i find out the structure of the file. With SCLA all entries in stage .pacs (beside SSE stages) will be editable. i can't think of any besides SCLA in stages that aren't known and editable currently. The collision editor displays all models and textures etc etc and shows the level as it would be seen in game for the most part, but you can't position the models. Only displaying the bones.


    In regards to stage editing etc etc, one thing i would really really like to add and will hopefully be able to pull off in the future would be to allow editing and re-positioning of models from within the collision editor. Reason for this would be because position seperate models within the stages is a pain in the butt at the moment, and to make creating SSE levels in BBox a reality, i would like to make that editable. This of course will take a whole lot of work

    I would also like to implement the ability to play all animations in the level from the collision editor, in order to better represent what the stage would look like in game. Smiley

    long term goals, but that's about it
    Like Delfino Plaza for example?
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    « Reply #148 on: June 18, 2014, 07:47:55 PM »


    The SCLA file is a file that i have been experimenting with in my thread for File Research. To my knowledge there isn't anything known about it? at least as far as i know.

    Of course i would be adding a way to edit it once i find out the structure of the file. With SCLA all entries in stage .pacs (beside SSE stages) will be editable. i can't think of any besides SCLA in stages that aren't known and editable currently. The collision editor displays all models and textures etc etc and shows the level as it would be seen in game for the most part, but you can't position the models. Only displaying the bones.


    In regards to stage editing etc etc, one thing i would really really like to add and will hopefully be able to pull off in the future would be to allow editing and re-positioning of models from within the collision editor. Reason for this would be because position seperate models within the stages is a pain in the butt at the moment, and to make creating SSE levels in BBox a reality, i would like to make that editable. This of course will take a whole lot of work

    I would also like to implement the ability to play all animations in the level from the collision editor, in order to better represent what the stage would look like in game. Smiley

    long term goals, but that's about it
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    « Reply #149 on: June 18, 2014, 08:43:49 PM »


    Well yes, Delfino and other moving stages that follow a path (delfino, halberd etc etc) have an unknown file as well, i didn't mention them because they are so explicitly used, and nobody knows what for iirc.

    Then there is pictochat, which has a ton of unknown files.
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