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46  Help & Tutorials / Music/SFX Tutorials / Re: SFX in your Brawl - Tutorial for absolute beginners on: November 10, 2011, 04:24:05 PM
If you can't find the sound you're looking for, export other Samus' rwsds. Also, if you meet "Dividing by 0" error when clicking some of the waves, don't worry about it, it's normal.

And no, the sound doesn't have to be shorter than the original anymore. You just have to be careful about the overall size of the group.
47  Help & Tutorials / Music/SFX Tutorials / Re: SFX in your Brawl - Tutorial for absolute beginners on: November 09, 2011, 08:15:29 AM
BrawlBox 0.65 seems to have problems with exporting the rwsds. Try 0.63d, it works fine.
48  Help & Tutorials / Music/SFX Tutorials / Re: SFX in your Brawl - Tutorial for absolute beginners on: November 08, 2011, 02:26:45 PM
You probably have to use BrawlBox. Do every step from what I posted above and if you have any problems, write away.
49  Super Smash Bros. Brawl Hacking / Model Imports / Re: klonoa preview!! on: November 08, 2011, 11:12:17 AM
It's nice to see Tails finished, but I think you need to spend more time on rigging. I can understand Tails having no knees, but parts of hair on the face stretching to arms looks just lazy.
50  Help & Tutorials / Music/SFX Tutorials / Re: SFX in your Brawl - Tutorial for absolute beginners on: November 07, 2011, 02:19:28 PM
Sorry, I thought you meant exporting a .wav file, your post left me a bit confused. ;p Should have been more clear both there and while writing that help.

You pick one of contained collection values in brawlbox.txt from Samus' part, convert it to decimal and then look for it.
51  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Stuffz: New Style-Garchomp Brainstorming Has Begun. on: November 07, 2011, 12:06:22 PM
My next project will be Garchomp. I will be porting the rigged model by Soneek over onto Meta Knight. I just need to find out a way to change Meta Knight's Final Smash without the hitbox putting the foe in place first.
Simply switch out of Metaknight's final smash action into something else and do hitboxes from there.
52  Help & Tutorials / Music/SFX Tutorials / Re: SFX in your Brawl - Tutorial for absolute beginners on: November 07, 2011, 11:16:29 AM
Quote from: Jaklub used Helping Hand!
How to insert a sound using BrawlBox
This option is only for those who are forced to use BrawlBox (64-bit computer users). If you can, use SmashBox way, it's much simplier.
1. Copy your smashbros_sound.brsar file to the directory with program. note: smashbros_sound.7z is a file that contains smashbros_sound.brsar. Open it with whatever you want.
2. Open the brsar file in BrawlBox.
3. Click the smashbros_sound label with purple icon next to it.
4. Take a look at the brawlbox.txt file that came with Sawndz, so you know what to export and how to fill the first two fields.
5. Search for the chosen number in the right-bottom part of BrawlBox window.
6. Right-click it and choose export.
7. Open the exported file with BrawlBox.
8. Find the Wave you're looking for. Fill the Wave ID field.
9. Press Insert and select the sound you want in.
10. Test. If it screws up, try exporting your sound in Audacity or other sound editing program and then try again.
And you don't have to export anything from brsar if you want to insert sounds, btw.
53  Help & Tutorials / Music/SFX Tutorials / Re: SFX in your Brawl - Tutorial for absolute beginners on: November 05, 2011, 06:58:04 PM
I never moved from Gecko to Riivolution, so I most likely won't be able to help. However, try these:
- Add _en to names of CSS and SSS files (should work).
- Backup and remove your save file. Few times I experienced freezes after swapping a stage with rel, for some reason that helped.
54  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: November 05, 2011, 09:53:26 AM
Detach script?
Code:
/*
Detach by Material ID
Version: 2
by Jefferson Lim
Terabye Inc./ Shirogumi Inc.

[features]
Detach Polygons based on its Material ID
- works on a selection of objects
- Options to name detached objects
- material propagation
  - this will assign a corresponding material by id to the detached object

[usage]
1. select any number of objects
2. set the desired paramteters
3. optional: if you know the maximun number of ids the object has
   set the Max IDs to help speed up detachment.
4. press detach

[Internal Operations]
Procedure:
- object[s] is/are copied
- then collapsed to an editable poly
- faces are finally detached by material ID

Naming:
- "Numbered"
  - will creae numbered names
  - e.g. 0,1,2,3
  - preferable to use with the Prefix option checked
- "Bitmap Name"
  - if not diffuse bitmap found, it will use the material name
  - if no material applied, it will use the object's name
- "Material Name"
  - if no material applied, it will use the object's name
- "Object Name"
  - will create a unique name based on the object's name
*/

try(destroyDialog detachByID)catch()
rollout detachByID "Detach by ID" width:140 height:250
(
local name_type = 1
local the_polyobj
local ran_color = true
local the_name
local the_mat_arr = #()
local id_list = #()


label lbl_maxids "Max IDs:" pos:[10,190] width:55 height:15
GroupBox grp_naming "Naming: " pos:[5,0] width:130 height:125
GroupBox grp_prefix "" pos:[5,75] width:130 height:50
GroupBox grp_ops "Options:" pos:[5,125] width:130 height:90

radiobuttons rb_naming "" pos:[10,15] width:107 height:64 enabled:true labels:#("Object Name", "Material Name", "Bitmap Name", "Numbered") default:1 columns:1
checkbox chk_prefix "Use Prefix" pos:[10,85] width:70 height:15 checked:false
edittext edt_prefix "" pos:[5,100] width:125
checkbox chk_prop "Propagate Materials" pos:[10,140] width:120 height:15 checked:true
checkbox btn_del "Delete Original" pos:[10,155] width:120 height:15 checked:true
checkbox chk_rancolor "Random Wire Colors" pos:[10,170] width:120 height:15 checked:true
spinner spn_maxids "" pos:[70,190] width:60 height:16 range:[0,99,99] type:#integer scale:0.05
button detach_bot "DETACH" pos:[5,220] width:130 height:25

fn getMaterialIDs obj =
(
id_arr = #()

for i in 1 to spn_maxids.value do
(
obj.selectByMaterial i
the_faces = getFaceSelection obj
if (the_faces as array).count != 0 do
(
append id_arr i
)
)
id_arr
)

fn getMatTextureName mat =
(
local the_map_name = the_polyobj.name

try
(
bmp = mat.diffusemap
if classof bmp == Bitmaptexture then
(
the_mapfile = mat.diffuseMap.bitmap.filename
the_map_name = getFileNameFile the_mapfile
)
else
(
the_map_name = mat.name
)
)
catch()

the_map_name
)

on rb_naming changed val do
(
name_type = val
the_name = edt_prefix.text
)

on edt_prefix entered txt do
(
the_name = txt
)

on chk_rancolor changed val do
(
ran_color = val
)

on detach_bot pressed do
(
undo "Detach by ID" on
(
the_sel = selection as array
if the_sel.count != 0 do
(
for obj in the_sel where \
superclassof obj == GeometryClass and \
obj.material != undefined do
(
try(convertToPoly obj)catch(exit; print "DetacByID: Error Occured on Object Conversion")
the_orig = obj
the_polyobj = copy the_orig

the_mat = obj.material
id_count = the_mat.numSubs
id_list = getMaterialIDs the_polyobj

-- start detaching
for i in id_list do
(
the_polyobj.selectByMaterial i
the_faces = getFaceSelection the_polyobj

case name_type of
(
1: the_name = uniquename (the_polyobj.name)
2: the_name = uniquename (the_mat[i].name)
3: the_name = uniquename (getMatTextureName the_mat[i])
4: the_name = uniquename the_name
)

if chk_prefix.checked do the_name = edt_prefix.text + the_name
polyOp.detachFaces the_polyobj the_faces asnode:true name:the_name
theDetachedObj = (getnodebyname the_name)

if isValidNode theDetachedObj do
(
if chk_prop.checked do theDetachedObj.material = the_mat[i]
if ran_color do theDetachedObj.wirecolor = random black white
)

)-- end detach loop

if btn_del.checked do delete the_orig
)-- end object check loop
)-- end selection loop
)-- end Undo
)-- end button press

)
createDialog detachByID style:#(#style_sysmenu,#style_toolwindow)



/*
[2.0]
2008-12-09
- added material propagation
- faster detachment procedure
  - old script was looping through every face to look for IDs
  - the new procedure will only search thru the <Max IDs> set by the user
- cleaned up code
- reworked UI

[1.0]
2005-05-24
- initial public release

[to do]
- make a more intuitive naming option
- save settings to ini file
- add progress bar

[notes]
- script request by Eye of Hawk (CGTalk)
- "Propagate Materials" feature request by titane357 (scriptspot)
*/
55  Super Smash Bros. Brawl Hacking / Music & SFX / Re: SFX replacemant with Sawndz not working on: November 04, 2011, 10:55:18 AM
You're supposed to keep SmashBox off. That's what I said.

The brawlbox.txt is for those who can't use SmashBox for various reasons. Using it, they can easily export the right collection and view the samples - the wave ID needs to be obtained by user. You have SmashBox, so please kindly disregard the file.

If you have the fields filled as you said and you're choosing the right sound and you're opening the right brsar after conversion, here is what you should do.

Open the sound in a sound editor of your choice (preferably Audacity).
Export the sound just like that.
Use the new sound.
56  Super Smash Bros. Brawl Hacking / Music & SFX / Re: SFX replacemant with Sawndz not working on: November 04, 2011, 10:36:47 AM
Looks alright (didn't check the data, mind you). Now try inserting it again, but make sure the SmashBox is turned off. And open the right file after the operation.
57  Super Smash Bros. Brawl Hacking / Music & SFX / Re: SFX replacemant with Sawndz not working on: November 04, 2011, 10:21:00 AM
yes

Assuming you didn't replace wave ID, you are replacing wave 0.
58  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Stuffz: New Style-Waluigi Hates Being Bashed. >_> on: November 04, 2011, 09:02:47 AM
Just searched through last 4 pages of your and SDoom's thread.

Only one person went "he'll be better than Waluigi anyway". And that's the only real bashing I've noticed.

What the hell.
59  Super Smash Bros. Brawl Hacking / Model Imports / Re: Spex130's Roadside Model Shack. on: November 03, 2011, 11:35:36 AM
Cait Sith? That's neat.

It's one of nine playable FFVII characters.
60  Super Smash Bros. Brawl Hacking / Model Imports / Re: KTH Melee Model Import on: November 02, 2011, 03:24:00 PM
I can see it.
My expression is like no-one else's.
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