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Author Topic: [Official] Brawlbox Development: v0.68b Updated  (Read 419385 times)
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Carnage
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    « Reply #10305 on: May 17, 2012, 02:52:31 PM »


    if this article stuff works i hope we can have a button in bb that says import article and choose a char pac file / motion and take all the models/floating points like mario fireball and etc

    but i hope you can awnser my quest about how we can add a visivility bone that  works with model changer 0-3 for example
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    BlackJax96
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    « Reply #10306 on: May 17, 2012, 02:55:28 PM »


    how would we go about adding the visibility bones? and make them work with model changer in psa?now im curious also so far you discovered how to triger lets say generate article X so we can generate the article but he doesnt have floating points yet im i right? also i think the floating points references might be in the rel or something


    Ok, you asked for an explanation:

    This is the model visibility section:
    And this is the Model Changer 1:

    When you change the Bone Group ID value, the other bone groups located in the switch will be turned off. If you set it to a number higher or less than the group count, all the groups will be invisible. Each switch contains groups of bones that control which polygons will be toggled on or off.

    Model changer 1 uses the switches in Reference 1 while Model changer 2 uses the switches in Reference 2.

    The default group value in each switch determines what group of bones should be visible at the start of every animation.

    As for generating articles, there's an event for that. Each article has an ID so that's what the event calls. You can modify existing floating points but I'm just now sure how to add new ones that are attached to a new article yet. That's all. Just because I don't know how yet doesn't mean there's no way. ;O

    WHOA! The title changed again.
    Anyway, I am still hyped, can't wait for the new BB to come out. Please, HURRY UP!

    this

    man you are so freaking epic, with out you nothing would be possible

    PS: please dont die


    I'm going as fast as possible and don't worry I won't die.

    Thread lurk oath broken. I'm here to give you an ultimately very generic yet brutally truthful exclamation of joy and hype that I detect may or may not be greater than or equal to the proclamations exclaimed before it.

    All of my yes.

    Keep up the good work.

    Y'know, with this PSA stuff on the edge we're getting back to 4-5 pages a day, like back when model importing was in the same position. And now you drop the Article possibility on us?

    The hype levels are maxed out lol.


    Indeed
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    « Reply #10307 on: May 17, 2012, 03:03:17 PM »


    Ok, you asked for an explanation:

    This is the model visibility section:
    And this is the Model Changer 1:

    When you change the Bone Group ID value, the other bone groups located in the switch will be turned off. If you set it to a number higher or less than the group count, all the groups will be invisible. Each switch contains groups of bones that control which polygons will be toggled on or off.

    Model changer 1 uses the switches in Reference 1 while Model changer 2 uses the switches in Reference 2.

    The default group value in each switch determines what group of bones should be visible at the start of every animation.

    As for generating articles, there's an event for that. Each article has an ID so that's what the event calls. You can modify existing floating points but I'm just now sure how to add new ones that are attached to a new article yet. That's all. Just because I don't know how yet doesn't mean there's no way. ;O

    I'm going as fast as possible and don't worry I won't die.

    Indeed

    nice tutorial but i cant expand the model visibility in 66b so i guess it works only on the 67  you have there? xD
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    Snivy
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    « Reply #10308 on: May 17, 2012, 03:25:05 PM »



    I'm going as fast as possible and don't worry I won't die.

    I try not to sound rude, and looking back on that one, I might have sounded mean, I apologize. And it's good to hear that you won't die, though I have no idea what you mean by that.
    I must have missed something again. :facepalm:
    Or are you secretly part of some mafia? o3o
    « Last Edit: May 17, 2012, 03:25:57 PM by Snivy » Logged


    BlackJax96
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    « Reply #10309 on: May 17, 2012, 04:05:22 PM »


    nice tutorial but i cant expand the model visibility in 66b so i guess it works only on the 67  you have there? xD

    Yep

    I try not to sound rude, and looking back on that one, I might have sounded mean, I apologize. And it's good to hear that you won't die, though I have no idea what you mean by that.
    I must have missed something again. :facepalm:
    Or are you secretly part of some mafia? o3o

    I live life on the EDDDGGGGEEEEE
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    « Reply #10310 on: May 17, 2012, 04:21:00 PM »


    There must be a way that the articles connect to the extra float/int values but I'm not sure of that yet.
    Articles have their own animations, subactions + flags and actions + flags anyway so it should be fine.


    They do that via the .rel files somehow.

    Some articles have special references in the .rel files to call the floats, but others like MK have articles with no special coding.

    Soo..... yeah.

    While it is one step closer to articles, we aren't there yet.

    I think another thing to consider is how to add it to the PSA file and how to make the slot READ the right .brres file.
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    « Reply #10311 on: May 17, 2012, 04:30:14 PM »


    BJ, I have another question. For example, ZSS's grab makes her go through the entire animation once the grab connects, will this BB be able to fix it so that we could make ZSS's grab a normal one?
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    My PSA Thread

    BlackJax96
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    « Reply #10312 on: May 17, 2012, 06:39:48 PM »


    BJ, I have another question. For example, ZSS's grab makes her go through the entire animation once the grab connects, will this BB be able to fix it so that we could make ZSS's grab a normal one?

    I don't see why not.

    They do that via the .rel files somehow.

    Some articles have special references in the .rel files to call the floats, but others like MK have articles with no special coding.

    Soo..... yeah.

    While it is one step closer to articles, we aren't there yet.

    I think another thing to consider is how to add it to the PSA file and how to make the slot READ the right .brres file.

    You can't know for sure just yet. I'm making progress on DOL and REL anyway though, so it's just a matter of time.

    Really though, I think adding new articles with new brres files in the MotionEtc will work. I wouldn't be so pessimistic Smiley

    Also, this:


    Brawlbox v0.67... hardcore stuff. I think this is the most hex parsing I've ever done.
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    « Reply #10313 on: May 17, 2012, 06:41:29 PM »


    Action 0? tell me this means we can change things like smashes and jabs even more.
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    « Reply #10314 on: May 17, 2012, 07:09:16 PM »


    all of my hype
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    « Reply #10315 on: May 17, 2012, 07:19:15 PM »


    *Hands you a bowl of Chicken Soup*
    Now get your lazy ass better again so you can work better on brawlbox >=3

    lol JK
    But still, adding articles and whatnot...epic [censored]...
    Oh, and rell editing...that would be nice, say hello to porting characters without codes >=3
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    « Reply #10316 on: May 17, 2012, 10:21:52 PM »


    I encountered an error.  Noticed this just today.  Whenever trying to preview any model, I get a "Value must not be null" error box with this.

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ArgumentNullException: Value cannot be null.
       at System.Threading.Monitor.ReliableEnter(Object obj, Boolean& lockTaken)
       at System.Threading.Monitor.Enter(Object obj, Boolean& lockTaken)
       at System.Windows.Forms.ModelPanel.OnMouseMove(MouseEventArgs e)
       at System.Windows.Forms.Control.WmMouseMove(Message& m)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.UserControl.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.66.4487.34057
        Win32 Version: 0.66.1.0
        CodeBase: file:///D:/smash/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.13.4487.34047
        Win32 Version: 0.13.1.0
        CodeBase: file:///D:/smash/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.269 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.276 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.269 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Design
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.237 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

    I don't know what I did.  I tried reinstalling .NET but that didn't work.  Why am I getting this?
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    « Reply #10317 on: May 17, 2012, 10:29:49 PM »


    I encountered an error.  Noticed this just today.  Whenever trying to preview any model, I get a "Value must not be null" error box with this.

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ArgumentNullException: Value cannot be null.
       at System.Threading.Monitor.ReliableEnter(Object obj, Boolean& lockTaken)
       at System.Threading.Monitor.Enter(Object obj, Boolean& lockTaken)
       at System.Windows.Forms.ModelPanel.OnMouseMove(MouseEventArgs e)
       at System.Windows.Forms.Control.WmMouseMove(Message& m)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.UserControl.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.66.4487.34057
        Win32 Version: 0.66.1.0
        CodeBase: file:///D:/smash/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.13.4487.34047
        Win32 Version: 0.13.1.0
        CodeBase: file:///D:/smash/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.269 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.276 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.269 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Design
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.237 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

    I don't know what I did.  I tried reinstalling .NET but that didn't work.  Why am I getting this?
    just hit continue, close the viewer, and hit preview again and it will work.
    Logged

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    « Reply #10318 on: May 17, 2012, 11:02:25 PM »


    It didn't work.  There was something really weird with my system.  Did a system restore and that fixed the problem...no idea what could have happened.
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    « Reply #10319 on: May 17, 2012, 11:43:56 PM »


    fighter pack suport seems nice xDaltough changing something there affects all the chars right?
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