Here's a tool I wrote that you can use to patch the default RSAR with sawnd files for use with FPC 4.1.
Load the DEFAULT rsar (won't work on an rsar that's been rebuilt already with the latest brawlbox, because Sawndz/SuperSawndz doesn't support that) and all the sawnd files you want to put back into it and click patch. It's been tested with a variety of sawnd files so if it crashes, it probably means one of the sawnd files was corrupt or the rsar was not the default one.
After that, you can use Brawlbox v0.77 to add more sounds and whatnot without the sounds originally stored in sawndz files going silent or whatever.
I believe the biggest demand for this tool was so new sounds could be added to Project M without problems.
Older BB versions do not run animations faster by any means, in fact, they run them slower if anything. BB v0.63d for example used different timer code which ran animations far slower than the actual framerate value set, and it's very noticeable.
Brawlbox v0.68 runs the animation at the same frame rate as Brawlbox v0.77, I just tested the same model running the same animation on loop side by side and neither one fell behind the other after a minute of waiting.
As for the original question, I don't know why it won't go faster. You should be able to render up to 200 fps but it seems to be stuck at 60fps, huh.
Another glitch to report: If any vertices are rigged to more than one bone(By that, I mean any one vertex is rigged to 2 or more bones), then attempting to vertex them or port them to another .pac/.pcs file of the same character via the "Import New Object" method, both of these will end up exploding the parts that are rigged to multiple bones; the only way to avoid this explosion when attempting either of these is if the vertices are rigged to only one bone. I think this might be one of the more important glitches. Post Merge: July 30, 2016, 10:44:51 PMP.S. It drives me nuts all the time, especially since it limits porting single objects(a hat, an arm, etc.) to some extent... -_-
I noticed this too. It's been fixed for the next update.
Brawlbox just auto-updated to v0.77 for me, however I now get an error message "Unable to find Octokit.dll" upon opening a file type that has been associated with Brawlbox. If I execute Brawlbox directly then this error does not occur (Octokit.dll is in the same directory as Brawlbox v0.77). Has anyone found a fix for this issue? I'm always glad to see a new Brawlbox update though!
We have a decent amount of tools to hack the game already. In less than 2 years of the game being released and we are already talking about model imports.
We didn't have Brawl model importing until a few years ago.
Actually Brawl model importing using Brawlbox came to fruition about 5 years ago, 3 years after Brawl was released, and people had already been able to import basic unrigged models a little bit before that. So if you think about it, non-complex model imports after 2 years since Smash 4's release isn't too odd, we're just old af and have been through some [censored].
And from what I've heard, Smash 4's NUD model format is apparently a lot easier to manipulate than MDL0 was.
Is there a way to define what settings the model will have for materials and shaders as a default? I'm importing characters into Mario Kart Wii and everytime I make a change to the model in 3ds Max I have to set them again and after a while it get's quite tedious, especially if making a lot of iterative changes.
Right click the model you've already imported and choose "Reimport Meshes". This will update the meshes of all the objects with the same name and add new meshes without resetting anything else.
You can reproduce it if you select vertices of both a single-binded object and a non-single-binded object and weight those vertices 100% to one bone; otherwise, you can't really reproduce the error. I know, because I have to do this with Blender importing, since I can't yet import rigging, unless it's single-binded. And vertexing the vertices before saving has made it not translate the vertices like that every time so far, for me, at least.
That did it. I'll go ahead and mark it as an issue on github, thanks.
Thanks for the info, btw, but is there a way to do it by selecting the vertices, the bone, and then typing the percent weight into the box to the left of "Set"? Because that's the way I normally do it.
Unfortunately you have to select the bone from the list, it will deselect the vertices if you pick it in the viewer. This can be fixed though.
Is there a way to fix the weighting glitch? Because there's a glitch where whenever I change the weight of ANY vertex, even though it works fine, if I save the file, then when I re-open the file, the vertices will be translated to weird places. I mean, there is a workaround where translating the vertices that are changed in weight will stop this from happening, but it's rather annoying to have to do this every single time. So is there a way to fix this?
Post before and after pictures, I can't seem to reproduce this problem.
Also, is there any way to select a vertex and set the weight to a bone that it(Or another vertex you have selected) isn't weighted to? For example(This is just an imaginary example), if I had a tail model rigged to BustN and I wanted those vertices rigged to the TailN bone, would there be a way to do that in BrawlBox without selecting anything already rigged to the TailN bone? And if not, could this also be implemented?
Just choose the vertex, choose the bone in the list/tree on the right, and then click + or set weight in the weight editor. Make sure the textbox next to either button isn't 0 as well.
@BlackJax96 But the problem is thawhen you disable the lightchannel, the shader rest so performance aren't ameliored.
In fact, I want an shader that is doesn't affected by light so all the calculs related to lighting isn't done, so I can use more polygons. But if you know an other way to ameliore performance without removing polygons and textures tell me please.
Well as long as you're fine rendering the model without using any vertex colors or a solid material color, just don't use RasterColor or RasterAlpha as an input in the stages of your shader(s) and instead only pass texture color/alpha through SelectionD without multiplying it by RasterColor/Alpha.
Also you're not going to notice much of a performance hit if you enable lighting or if you add another shader stage or two in comparison to adding vertices to the model. Vertices are much more costly to performance.
In the model viewer, go to Options->Settings and then you'll see the coordinates under Current Viewport->Camera->Position. Check default to see or edit the saved coordinates.
Also in the same settings window, check "Enable text overlays" and then in back in the overall model viewer check View->Viewport->Show Camera Coordinates if you want to view the coordinates directly in the viewer so you don't need to keep the settings window open.