Reporting a small bug with the display in v2.0. When I made the scaling show up, I didn't account for the fact that a rotation will mess with the scaling inside a matrix. So if your rotation goes above 90/below 0 the icon will reach a scale of 0/negative causing it to disappear.(
anything in between will just make it smaller or bigger) You can still select it via the dropdown box and it wont affect the outcome of the CSS, but it's annoying none the less.
Also, I'm not sure if this is consistent, but when I rotated the icons, the rotation remained on frame 1 instead of 36. This caused the rotation to be deleted when I removed the extra frames. So you may want to delete all but frame 1 and have your custom CSS on frame 2 and
then pad back up to 51.
The CSS Organizer will handle however many textures/positions that are name "MenSelchrChrFace.xxx" or "posX"/"cposX" inside the file. While it is hypothetically possible to add additional icons and use them in game by simply setting the right icon value in the Custom CSS code, there is still the issue with the file sizing and/or any indexing that would likely be going on. As for using them with custom characters, that would still require the Clone Engine for when it came down to setting the character id associated with the icon.
As far as the Module Editor goes (
and by extension the Clone Engine) progress has been rather slow as this has been a pretty busy week for me. However, I have discovered a little of the general layout of the named object classes that make up the modules. (
As you were asking me about them earlier, Dantarion, just float me a PM if you're interested)
Edit: On a side note, there seems to be a bug that could either be from Brawlbox, BrawlLib, the CSSOrganizer or a combination of all three. Every now and again it seems the textures will get messed up despite appearing perfectly normal in Brawlbox - if anyone's got some information on this, it would be greatly appreciated.
(
kudos to you E-Jolteon for your clever usage of Brawlbox and the CSS Organizer)
Edit Again: Oh, silly me, I forgot that there isn't an actual code out yet for changing the character/icon associations. I guess I'll release that next I get the chance.