Segtendo
Wat up[ss:NMH (w.i.p.)]
Posts: 370
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Post by Segtendo on Feb 28, 2012 9:02:26 GMT -6
Holy crap O: VILE's back.
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Post by BlackJax96 on Feb 29, 2012 18:38:20 GMT -6
SRT0 viewing/editing/saving works now. It'll be in the next update.
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Post by Albafika on Feb 29, 2012 19:44:00 GMT -6
SRT0 viewing/editing/saving works now. It'll be in the next update. Now that's great! Hopefully you'll have Hitboxes showing for the next update, too?
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Post by Gamma Ridley on Feb 29, 2012 20:31:12 GMT -6
Yaaay STR0 editing.
How's that tristripper coming along, by the way? Any luck with it yet?
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demonslayerx8
Hacking Dissidia 012 stages... GO![ss:Brawl Menu]
Posts: 170
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Post by demonslayerx8 on Feb 29, 2012 20:54:49 GMT -6
Yaaay STR0 editing. How's that tristripper coming along, by the way? Any luck with it yet? last thing i knew about that, the coding he had for it gave no errors, but yet it didnt work on the MDL0's.
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Post by BlackJax96 on Feb 29, 2012 21:50:08 GMT -6
SRT0 viewing/editing/saving works now. It'll be in the next update. Now that's great! Hopefully you'll have Hitboxes showing for the next update, too? Not sure about that, moveset editing will probably be moved to the release after the next since I made so many GUI changes and additions already. Who knows though, I might have time to program it in by the very next release. Yaaay STR0 editing. How's that tristripper coming along, by the way? Any luck with it yet? Surprisingly, I think it almost works. There's just a few more things that I need to fix and it should work fine. Then I just need to integrate its output into the object rebuilder.
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Post by Gamma Ridley on Feb 29, 2012 21:51:46 GMT -6
Surprisingly, I think it almost works. There's just a few more things that I need to fix and it should work fine. Then I just need to integrate its output into the object rebuilder. That's good to hear. There are so many things I stopped working on because of filesize issues. > Good luck with all that and stuff.
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Post by Sky Grounder on Mar 1, 2012 9:16:37 GMT -6
So a new release's closing up? Can't wait!
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Post by vile on Mar 2, 2012 0:53:46 GMT -6
I was thinking about you saying the bezier curves not working correctly in game BJ. I tested the program again and it appears that the points bunch up as they get to the apex, meaning that the points aren't evenly spaced.
If there are 10 frames, the 10 coordinates generated have varying space in between, you will have to find the position of 10 evenly spaced points within the curve generated.
If you are busy, I can always write some quick code so you can implement it straight up.
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Post by BlackJax96 on Mar 3, 2012 20:42:03 GMT -6
New Brawlbox preview: I'm editing an SRT0 at the same time as CHR0 and a VIS0 in the pic, as an example. You select a focus animation type and it will sync up all the other file types up with that one and play all the synchronized files at once when you click play. You can also create new animations within the previewer, along with tons of other new things. Oh and you can edit all models now, meaning you can select any bone of any model in the scene and it will load it as the main model you're editing, and animations will apply to every model in the scene.
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Post by spex130 on Mar 3, 2012 21:09:10 GMT -6
BJ, this is absolutely beautiful. Yes indeed. I love that there's multi-bone-multi animations now. Awesome!
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demonslayerx8
Hacking Dissidia 012 stages... GO![ss:Brawl Menu]
Posts: 170
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Post by demonslayerx8 on Mar 3, 2012 22:06:17 GMT -6
keep up the good work man!
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Post by Albafika on Mar 4, 2012 0:08:12 GMT -6
Okay, I came.
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Post by Eternal Yoshi on Mar 4, 2012 9:00:12 GMT -6
Impressive that you got this working to the point you can edit all of them simultaneously. This would be a big help with this flag I imported. Anyway, would it be possible to add an option to the model importer that forces all materials' UWrapNode and VWrapNode to be on clamp upon importing? All the stage and character models I'm importing have screwed up results on repeat.
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Post by BlackJax96 on Mar 4, 2012 15:07:28 GMT -6
Impressive that you got this working to the point you can edit all of them simultaneously. This would be a big help with this flag I imported. Anyway, would it be possible to add an option to the model importer that forces all materials' UWrapNode and VWrapNode to be on clamp upon importing? All the stage and character models I'm importing have screwed up results on repeat. Sure, no problem.
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