Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 2 [3] 4 5 6 ... 44
31  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: RSAR almost done on: February 22, 2013, 06:26:44 AM
I think you should dance .
32  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: RSAR almost done on: February 14, 2013, 08:03:57 AM
Off-topic:


EDIT: DON'T USE CHROME!!!
unless you have a reliable virus protection software...
(I don't even have a firewall Tongue)
 ^to prove a point

I've never used firefox well enough to know of it's security, but it seems much better >_>
...I use Chrome, and it's the browser that works the best for me I see what you did there ...
And I don't even have a anti-virus.

Here's two tips: Don't download software off of unreliable sites, and use an AdBlocker plugin.
33  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: RSAR almost done on: February 13, 2013, 11:01:19 PM
Just send all the rsars, I'm the only one who would like to have them for reference.




Btw, what's up with this?
Your mother's credit score is too low?

Edit 1: it seems to have disappeared now
Edit 2: now it's showing literally on this post instead
Edit 3: oh fantastic, looks like my laptop has a nice browser virus.
Time to re-install Chrome/Firefox I suppose.
Btw, I recommend you use AdBlockPlus as a browser plugin.
34  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: RSAR almost done on: February 06, 2013, 08:33:40 AM
yo BJ... i did some stage collision searching.. and ya, here's a list of th footsteps i've taken notes of (note: they have the same names as their sfx in the brsar).. there were SOME stages that made collision editor crash and close BB68

Actually, I did some research on the Collision files some time ago. The materials list and collision object values are unfinished:
Quote
COLL


Collision object values (left->right):

Value4 (Flags):
2   0010 Independent
4   0100 Module-controlled
8   1000 SSE Unknown 050001 300001
10   1010 SSE Unknown (independent) 100201 160202 160301

0001 Not used?
0010 Independent
0100 Module-controlled
1000 SSE Unknown


Value7 (Boneindex):
-1 No boneindex
0+ Boneindex (exception: DOLPIC)

Feature: Make it so that boneindex automatically changes with bone used for collision object.


The rest of the values isn't used.

-----------------------------

Unnamed materials:

Stage / FileIndex / Value

DOLPIC [3] [50/54 (Sand)] 1B, 1C
EMBLEM [2/3] 18
FAMICOM [2] 1A
FZERO [2]    1B
JUNGLE [41/52] 18
MARIOPAST_0x    [2] 18, 1B
OLDIN [2]    18
PALUTENA [2] 18
STADIUM [6] 1B
TENGAN [2] 18

HOMERUN    [2] 1D
TARGETLV5 [2/3] 18

SSE: Ruined Hall [2] 18

-----------------------------

Materials:

Footstep1   Default
Footstep2   Stone/hard
Footstep3   
Footstep4   Dirt/ground/grass
Footstep5   Wood
Footstep6   
Footstep7   Metal
Footstep8   Carpet/soft?
Footstep9   
Footstep10   
Water      
Bubbles      
Ice      
Snow      
SnowIce      
Footstep11   
Ice2      
Footstep12   
Crash1      Used with module-controlled hitboxes.
Crash2      
Crash3      
LargeBubbles   
Footstep13   Cloud
Footstep14   Subspace

0x18      Stone2
0x19      
0x1A      NES (8-bit)
0x1B      Metal2
0x1C      Sand
0x1D      Homerun

Some of the materials could also use some renaming.

EDIT:

While I'm at it, I might aswell post some STPM values, in case any stage maker could make use of it:
Quote
STPM


x = non-float
* = I figured it out myself :P
- = I didn't find a change
Value1  -
Value2  -
Value3  -
Value4  -
Value5  - x
Value6  - ShadowVerticalAngle
Value7  - ShadowHorizontalAngle
Value8  -
Value9  -
Value10 - CameraAngle
Value11 - MinimumZ
Value12 - MaximumZ
Value13 - MinimumTilt
Value14 - MaximumTilt
Value15 - *CamRotX?
Value16 - *CamRotY?
Value17 - *CamScale?
Value18 - -
Value19 - *CamTransZ? (leave it at 1)
Value20 - *CamTransY+ (leave it at 1)
Value21 - *CamTransY- (leave it at 1)
Value22 - *CamTransX+ (leave it at 1)
Value23 - *CamTransX- (leave it at 1)
Value24 - PauseCamX
Value25 - PauseCamY
Value26 - PauseCamZ
Value27 - PauseCamAngle
Value28 - *PauseCamZoomIn
Value29 - *PauseCamZoomDefault
Value30 - *PauseCamZoomOut
Value31 - *PauseCamRotY-
Value32 - *PauseCamRotY+
Value33 - *PauseCamRotX-
Value34 - *PauseCamRotX+
Value35 - FixedCamX
Value36 - FixedCamY
Value37 - FixedCamZ
Value38 - *FixedCamZoom
Value39 - FixedHorizontalAngle (FixedCamRotX)
Value40 - FixedVerticalAngle (FixedCamRotY)
Value41 - -
Value42 - -
Value43 -
Value44 -
Value45 -
Value46 -
Value47 -
Value48 -
Value49 -
Value50 - x
Value51 -
Value52 -
Value53 -
Value54 -
Value55 -
Value56 - x
Value57 - x
Value58 - x
Value59 - x
Value60 - x
Value61 - x
Value62 - x
Value63 - x
Value64 - x

Changing the CamTrans values will cause undesired camera glitching.
35  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's Stage Thread [Working on stages (28/01/2013)] on: February 04, 2013, 01:59:16 PM
Feliz cumpleaños Mewtwo! My Spanish sucks, in case that was wrong xD
Wow, I never imagined you were 10 years older than me o.O
36  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's Stage Thread [Working on stages (28/01/2013)] on: January 31, 2013, 08:19:08 AM
Wow, looks really good! I like the transition screen, and you've gotten pretty good at doing the lights ^^
On the transition screen, when the characters turn white with the background, do you use SCN0 editing to make the characters white?
37  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: RSAR almost done on: January 26, 2013, 03:24:10 AM
Is there a reason that _strings in MSBinNode is set to internal? I couldn't make my own read-only version of MSBinEditor because of this. (Not a big deal, but still.)
This leads me to a question: Is the MSbin editor fully featured/finished? Very often, I see lines like this in one of Brawl's MSbin: <size=4E4E,color=000000FF>Close</end>
Could this be changed so we actually can see the color / size of the letters in BB?

I'm not expecting anyone to do something about it, I'm just pointing it out.
38  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Almost Perfect Spring on: January 14, 2013, 10:49:38 PM
everyone seems to have true water in every stage so i just tough so lol
That's usually stages that are rel-ported over Jungle Japes though.
39  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: RSAR almost done on: January 11, 2013, 10:27:29 AM
can anyone look at this picture. I edit the background of Delfino plaza like I said & exported it & replaced it & viewed it this what happened with some of the objects UV nodes.
Old version of BB, probably fixed in the next version.
40  Help & Tutorials / Help / Re: Mario's 6th Palette Color Won't Change, HELP!!!! on: January 05, 2013, 01:29:59 PM
Just look at the picture I posted, and compare the color to the number on the far left.
Also, did you check the other costumes to see if you accidentally replaced the wrong color?
41  Help & Tutorials / Help / Re: Mario's 6th Palette Color Won't Change, HELP!!!! on: January 05, 2013, 04:56:29 AM
Also, for those who didn't know, the reason some of the characters skip a costume name is because their original costume is a team color costume.

To give you a better idea, ASF1NK made this color chart (re-uploaded since I don't remember where the original link is):
42  Help & Tutorials / Stage Tutorials / Re: SCN0 tutorial on: December 28, 2012, 06:47:18 PM
So...if i want to give a stage a darker atmpsphere for the character (like a night effect) what i need to edit?
Change the color of the ambient light that are connected to the LightSet characters are using.
It's usually named something like"chr", in the AmbLights section.

Also, made the "Lights" section more readable.
43  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: RSAR in progress on: December 18, 2012, 02:39:55 PM

Anywho, don't feel obligated to finish it by Christmas. We'll all be dead before then!  Happy Face
3 days remains until the moon collides.
44  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's Stage Thread [Released Yoshi's Island 64 (15/12/2012)] on: December 18, 2012, 08:46:26 AM
Does items drop into the ring, or land atop of it?
45  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: RSAR in progress on: December 11, 2012, 01:34:19 PM
What was the name chosen?

Also loved the icon BJ, really nice.

I just hope bowser and Samus are supported this time, that might incline me to come back from modding vacations.
IcarusBox. Excluding the "Box" part :P
Pages:  1 2 [3] 4 5 6 ... 44