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Recent content by Kryal

  1. K

    BrawlBox v0.63d (bug fixes)

    Haha, I'll take that as a compliment. Honestly, compared to raw C++ programming, the code I wrote isn't nearly as complex. .NET gives us the luxury of automatic memory management! Speaking of pointers, there's a specific reason I chose memory maps instead of file streams. In fact, it took me...
  2. K

    BrawlBox v0.63d (bug fixes)

    Just visiting for now, sorry! :( I suppose that's fine. Nothing stopping you there! I would rather not open up the Google Code repository, but you're free to do what you want with the code.
  3. K

    BrawlBox v0.63d (bug fixes)

    Hi all! Thought I'd stop in to say hello. Things have been rather interesting the past six months. After the tsunami in Japan last March, I left my stable job to volunteer in Tohoku for two months. This gave me loads of time to think and reflect. I was fortunate enough to land a job in web...
  4. K

    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    You're right. Sorry Bero! Got a little excited there. I'll keep the model format posts out of this thread. Keep up the good work! It's good to see that people are still involved in Brawl modding.
  5. K

    Universal Model Converter (UMC) Development thread - Deceased

    Lots of good information can be found on the Dolphin EMU SVN on how the GPU registers are set up and emulated. The Revolution SDK fills in most of the rest. I cringe at giving out links in forums, but if you google these two you'll find good links at the top. The GPU operates very closely to...
  6. K

    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    I think you've missed the point. They're not nodes, they're not materials, they're pseudo-shaders. You can't render a model with them, you can't define geometry with them, but you CAN prepare the hardware environment with them. You can't take a modeling system like blender's and match it to...
  7. K

    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    BLib has a dae import/export class that is mostly done, but won't work with blender. It properly exports texture coords and bones/skins to Maya/Max. For the sake of example, here's the decoded 'Shader0' from FitPikachu00: ----Block 0---- 61 FE 00 00 0F - BP Mask 0x0F 61 F6 00 00 04 -...
  8. K

    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    No, there are 5 materials (10 if counting metal). Once again, textures are not materials. Shaders are not materials. Materials may use a combination of textures and shaders, but not the other way around. Materials are 'referenced' in MDL0 as well. Materials attach to polygons to define a...
  9. K

    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    If you look at the data structures in BrawlLib you'll find answers. I think you're mistaken on what the definition of a material is. These are used by materials as extra GPU commands. They are shared, but have one entry in the asset header for each material. They are not exactly 'shaders', but...
  10. K

    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    No, you don't need to remove them. That's how you get the scale values. I didn't clarify what I meant about the problem with scaling. The problem with distortion is unavoidable, simply because that's how scaling works. It distorts the matrix. Open any modeling program and apply scale +...
  11. K

    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    Any model that is 'skinned' cannot be transformed without distortion. Also, scale may have something to do with it. Always try modifying a model's animation first. Correct. Programs that inject data into the model are not properly linked. Resizing a block of data in the slightest requires a...
  12. K

    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    So I did! I have multiple copies of the project folder, and it was past midnight. I fixed the download. Those models may not be linked properly. Since I was working on the asset loaders months ago, I changed how everything is loaded and stored.
  13. K

    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    Okay, it's done (for the most part). Look at revision 38 on the BrawlTools SVN. http://code.google.com/p/brawltools/source/detail?r=38 I have also built a preview release so you can test it out: http://brawltools.googlecode.com/files/BrawlBox%20v0.64%20Preview.zip Lots of changes yes...
  14. K

    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    Not yet. Being late is something I'm good at. That and I program all week so coming home to more 'work' isn't exactly fun. The mouse-picking and rotating is working great. There's just some small problems with the math and combining the angles. Instead of adding the angle differences, you have...
  15. K

    [Modset4.2] Open BrawlBox/Lib Development Thread [PW's SSS support(PAT0 editing)]

    Okay, almost done. I need to tweak a few more things and then I'll post the code. Probably in the next few days or so.
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