Shadic
Alakadoof?
Thanks pikazz. I'll have to check it out tomorrow. Hyped.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
No problem.I wet myself with nerdy joy. I haven't been this hyped for Brawl mods in at least a year :D all my joy is renewed. I will find time to work on Brawl hacks again. Thank you, BlackJax.
It's like people don't care about getting DAEs into Brawlffs, why so little attention here?
I love you as much as one man can love another man before it becomes homosexual, minus a little love so that people like Paul McCartney and Markus Persson are still my most loved people :DNo problem.
I said I wouldn't stop working on it until it was done, and I'd say I'm almost there.
http://forums.kc-mm.com/index.php?topic=17547.msg665850#msg665850
That's because I haven't released the version I have yet, and you probably didn't follow all the guidelines to a successful import.DAE importing didn't worked for me.
Tried to import TF2 Model
I think the main reason is that IIRC imported models, regardless of whether or not they have a proper bone tree, need to have custom animations made for them, which can be a very long and arduous process. Correct me if I'm wrong, I haven't been following DAE-MDL0 in a while, for the very reason this thread is hypeless- Project:M. Seriously, it's drained most of the hype out of nearly every other project.It's like people don't care about getting DAEs into Brawl
That's why I made an animation porter.I think the main reason is that IIRC imported models, regardless of whether or not they have a proper bone tree, need to have custom animations made for them, which can be a very long and arduous process.
True. It seems like hacking here has been focused on Project: M (which I don't really care about tbh... I'll just play Melee if I really want to).Correct me if I'm wrong, I haven't been following DAE-MDL0 in a while, for the very reason this thread is hypeless- Project:M. Seriously, it's drained most of the hype out of nearly every other project.
Here's the tutorial:Alright, thanks
We are excited for your work.That's why I made an animation porter.
True. It seems like hacking here has been focused on Project: M (which I don't really care about tbh... I'll just play Melee if I really want to).
Hype over at KC-MM has been extreme compared to here.
Here's the tutorial:
http://www.youtube.com/watch?v=3L9_qXKYfr0
http://www.youtube.com/watch?v=JOrOUY0mY1U
Alright, I'll see if I can figure out what's wrong.We are excited for your work.
Also, deleting animations with your build (actually any modset other than .63d) will pretty regularly result in corruption of the fitmotion pac to the point that you can't resave it.
WOW, nice! I'll see if I can fix that bug, but I don't really know much about the matrix stuff :/ I have a few questions though; what are you reading to get the hitboxes/hurtboxes and what are you using to render those circles? How did you render stars in them?DISCLAIMER: The following is a lot less done than it appears to be. There are no controls, all the data has to be input manually, and things vanish because of the NaN bug I reported a few posts ago.
[collapse="hype.png"][/collapse]
Holy sheeeeet.DISCLAIMER: The following is a lot less done than it appears to be. There are no controls, all the data has to be input manually, and things vanish because of the NaN bug I reported a few posts ago.
[collapse="hype.png"][/collapse]
Currently I'm not reading anything, I have to input things directly into the code. Eventually I'll figure out how to read from the .pacs.I have a few questions though; what are you reading to get the hitboxes/hurtboxes and what are you using to render those circles? How did you render stars in them?
Oh, I see. Kryal started working on parsing PSA pacs, and Bero and I started adding onto it. The code is in FighterDefinition.cs and FighterDefEnums.cs in the BrawlLib/SSBB/Types folder. If you look in FighterDefinition.cs, there's a struct called "FDefHurtBox" that has everything you'll need to render a hurtbox. Nothing uses that struct yet, but it'll be used once I start working on it. There isn't a hitbox struct yet (although a hitbox is probably set up in the same way as a hurtbox).Currently I'm not reading anything, I have to input things directly into the code. Eventually I'll figure out how to read from the .pacs.
The hitboxes are spheres and the borders are rings, just like the widget thing that circles the active bone. The * angle indicator is a set of quads rotated to face the camera (which like the borders I can't seem to get pointed perfectly correctly, leading to the borders sometimes being inside the spheres). The hurtboxes are manually-drawn sphere/cylinder chunks.
Ewwwwwww structs. Luckily I already had classes set up for hurtboxes and hitboxesOh, I see. Kryal started working on parsing PSA pacs, and Bero and I started adding onto it. The code is in FighterDefinition.cs and FighterDefEnums.cs in the BrawlLib/SSBB/Types folder. If you look in FighterDefinition.cs, there's a struct called "FDefHurtBox" that has everything you'll need to render a hurtbox. Nothing uses that struct yet, but it'll be used once I start working on it. There isn't a hitbox struct yet (although a hitbox is probably set up in the same way as a hurtbox).
Ok, suit yourself.Ewwwwwww structs. Luckily I already had classes set up for hurtboxes and hitboxes; I won't need to use those structs. (By the way, the hurtbox one is wrong - hurtboxes are labelled as "UnknownT" in Tabuu.)a month ago
Yeah, I was actually planning on making a folder importer/exporter.I have a question about making BBox a little less time consuming.
Would it be possible to actually be able to export/import whole folders? i mean, uploading textures to a file is a pain, but when you get into everything else, that amount of files you gotta import/export becomes vast in comparison. I mean, you get into the mdl0 and wanna export the bone tree. I have to say, i got really fast at that when working on primid.
And also, is it possible to replace a bone without destroying the bone tree underneath it?
or rather, without it vanishing?
It's not necessarily done though. I don't wanna hype noobs that will spread the hype everywhere throughout the internetz and then wind up with an inbox full of 50 million pms for nothing.Heh, blackjax, if you want more hype, rename the thread to "finished converter." I don't think people realize...
true, that's probably a better idea.It's not necessarily done though. I don't wanna hype noobs that will spread the hype everywhere throughout the internetz and then wind up with an inbox full of 50 million pms for nothing.
I'll rename it when I finish it completely.
I have been, and I'll credit you, don't worry. XDLook at Tabuu/OpenSA2 source code.
Credit me if you do
*GASP!* Uh oh, i heard it too. does this mean i have to keep it secret?I have been, and I'll credit you, don't worry. XD
(I've been secretly setting up structs and bit shifts to parse the PSA data. Don't tell anyone I told you this extremely confidential information. lol)
Yes you do*GASP!* Uh oh, i heard it too. does this mean i have to keep it secret?
Btw, I don't know if you've already said this, and i'm sorry if you have, but what do you plan to include in the next big update? or rather, what do you hope to, because i've heard you wanting to do tons of really great stuff + requests, but it seems inplausible that you'd be able to get most of that in one update, because of time...
unless your skillz are so totally wicked awesome that you just finish everything all at once.
Send it to the Project M team first, obviously.So, once I get something working well enough to release as a beta, what's the procedure I have to follow to do a release compile? Is there a version number process? Should I send the source to a guy and have him do the compilation instead? etc