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16  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68d Updated on: July 19, 2013, 08:24:01 AM
If you're planning movesets, wait until you've figured out how the game's fighting engine will be like.
Just pointing out the obvious .-.

Oh, and happy 1000 pages, and good luck with your project Cheesy
17  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Ikarus Development: A new program in dev to make PSAs and animate! on: June 01, 2013, 05:10:23 AM
*a stalker subscribed to this thread* >_>

Quack
18  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68c Released on: May 31, 2013, 03:36:34 PM
I've found an odd little bug, it's present in all the BrawlBox versions I've tried so far (0.67-0.68c)

When editing song titles, the "é" in Pokémon normally shows up like this:

However, when editing titles on a system set to the Japanese locale, the "é" shows up like this:

Which ends up causing the game to silent freeze when it tries to load the title. Now I don't have much knowledge with this stuff, but I'm guessing it's because the game is trying to load characters that don't exist?

The odd thing is, when manually pasting the "é" character in, like this, then saving...

Results in this:

The odd part is, the "駑" character shows up just fine in game, and the game doesn't crash anymore. Even weirder, I'm pretty sure "駑" isn't even a Japanese character, so I'm not sure why that's in the game in the first place?
I've wondered about this for a long time myself.
19  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 10, 2013, 01:07:34 PM
I found a preview bug. quite old from 67 but yet its in 68b

if you use a PAT0 that has Palettes in it (good example is the Toon Links Eyelids), each texture will be screwed up! example FitToonlid.00 will be normal but .01 and .02 will have diffirent color! mostly being much more darker!


believe its the palettes that dont want to change in preview with PAT0
Wouldn't that be an issue with how BB don't render shaders yet?
20  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68 Released on: April 30, 2013, 09:06:17 AM
Apparently "." equates to a bunch of buttons combined, and one of the bits in that combination is equal to delete, which then calls the delete function.

Are you kidding me Microsoft
please throw a brick for how many times they've ripped me off XDD

I hate them... I hate them... I HATE... HAAATE... HAAAAATE
lol, I found a bug o.o

somehow, my increase/decrease volume buttons delete frames Oh shi~
...And then everyone migrated to Macbooks. /story
Why does Microsoft hate us so much? Oh shi~
21  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68 Released on: April 29, 2013, 08:24:15 AM
These features sound awesome. Sadly, my PC won't start, so I can't try them out Undecided
22  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: Good and bad news on: April 24, 2013, 01:59:14 AM
He gave it to me.
I'm gonna try my hardest to break the SCN0 editor. Mwahaha.
Hey! That should've been my job >:\
23  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: The answer is no / it's in the OP on: April 21, 2013, 06:59:16 AM
well erm
multichannels isnt used for surround sound music, its in the brsar that the surround sound panning of voices lie..
the multichannel is only there so that the game doesnt have to stop and load another version of a song or add a track to it when the music is supposed to seamlessly phase to another one

in MKW this is obvious in dry dry ruins how its the song playing.... then in the caves, its just "humming" of the song.. the humming are on channels 3(L) and 4 (R)

and the main song is on channels 1(L) and 2(R)

currently, volume butchering is an issue with me making these multichannels because of how ASS is it to layer them then use the crappy cmd to build them.. but i've learned alot from fidling with MKW modding  
So THAT'S how the developers make seamless transitions in soundtracks :O
24  Help & Tutorials / Stage Tutorials / Re: SCN0 tutorial on: April 20, 2013, 04:16:02 AM
hmm... how soon?
I can't really speak for BlackJax, but I think he said he got only one issue left to fix.
25  Help & Tutorials / Stage Tutorials / Re: SCN0 tutorial on: April 19, 2013, 03:02:47 PM
The next version of BB should work perfectly for editing the values. It's being released soon.
As for that pic, I'm not really sure what you're trying to do.
26  Help & Tutorials / Stage Tutorials / Re: SCN0 tutorial on: April 19, 2013, 07:56:16 AM
so... making an entire stage black and white... no color whatsoever... what would you edit? and what would you change it to?
You would have to change the models themselves I believe. Stage lighting can't do everything.
27  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68 This Saturday on: April 06, 2013, 07:10:04 AM
Oh darn... Riivo sucks for testing so I went back to Gecko. Meh...

Anywhoo... looking forward to the new BB.

I do wonder though... has that strange glitch where the rotations of bones spazz out and stuff been fixed? Thats like the last issue I as an animator have with BB. I'll go to bend an elbow and sure, the elbow bends correctly but now instead of bending at 0,90,0 its like 120,64,128  which is annoying to deal with since if left unchecked, it could mess up the animation.
I find Riivo to be pretty useful for testing. If you stream your hacks from your PC like me, you can update your hack while the game is playing.

Anywho, looking forward to trying out BB.
28  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: The answer is no! on: March 29, 2013, 09:55:46 AM
Not everything about April Fools Day is a lie, however.
But I'd expect BJ to take advantage of it Tongue
29  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: The answer is no! on: March 17, 2013, 09:11:05 AM
when we can emulate brawl in brbx
(doesn't have to have speed, because it's an editor)
then I'll be impressed Wink
Damn, you got some high expectations Undecided
30  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: The answer is no! on: March 14, 2013, 01:24:35 PM
Well you could probably animate any character with SHP0 if you really wanted to, but you'd have to manually add SHP0 files into the MotionEtc for every animation the model would deform, i.e., hurt animations and such.

Same thing with SRT0, PAT0, etc.
Unless the module file determines what animation types the character can use. If that's the case, we can't really add CLR0 and so on that isn't native to the character's animation file.
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