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Author Topic: [Official] Brawlbox Development: v0.68b Updated  (Read 415437 times)
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    « Reply #11730 on: July 16, 2012, 10:29:27 AM »


    You should be able to change what animation plays in a Sub Action. I'm making a PSA right now and I'm trying to do that so when he taunts, he can look at the screen regardless of which direction he's facing. Opening the file in PSA does not work anymore....
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    « Reply #11731 on: July 16, 2012, 10:43:34 AM »


    Didn't notice the thread reopened o.o
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    « Reply #11732 on: July 16, 2012, 10:45:20 AM »


    You should be able to change what animation plays in a Sub Action. I'm making a PSA right now and I'm trying to do that so when he taunts, he can look at the screen regardless of which direction he's facing. Opening the file in PSA does not work anymore....


    Rename the subaction in the node tree.
    Don't open the moveset in the model viewer.

    There's a problem with Wav.FromFile()
    It just casts the RIFFHeader on top of the filemap, assuming the datachunk is the second chunk. When this isn't the case it gets the wrong data chunk size and the wrong samples and then everyone dies.


    Do you know how to fix it? Because that's been a problem ._.
    everybody has been dying if they don't delete all the info in the wav


    nvm found the answer on msdn lol

    Well, I managed to edit Sephy pretty deeply (with my limited but decent skills) but eventually got this when I tried to save.

    System.Collection.Generic.KeyNotFoundExcemtion: The given key was not present in the dictionary.
    at System.Collection.Generic.Sorted'2.get_Item(TKey Key)
    at BrawlLib.SSBB.ResourceNodes.MoveDefNode.OnRebuild(VoidPtr address, Int32length, Boolean force)
    at BrawlLib.SSBB.ResourceNodes.Rebuild(VoidPtr address, Int32length, Boolean force)
    at BrawlLib.SSBB.ResourceNodes.ARCNode.OnRebuild(VoidPtr address, Int32length, Boolean force)
    at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(VoidPtr address, Int32length, Boolean force)
    at Brawl.SSBB.ResourceNodes.ResourceNode.Rebuild(Boolean force)
    at Brawl.SSBB.ResourceNodes.ResourceNode.Merge(Boolean forceBuild)
    at System.Windows.Forms.ModelMovesetPanel.SaveMovese t()


    Already fixed, wait for v0.67b

    Stage Module Converter
    I wrote a version of the stage module converter that can integrate with BrawlBox. Do you want to put it in?
    I think it would be convenient for a lot of people, since they could take .rel files that many stage makers include with their stages and change those (already-edited) .rels to go over another stage.
    When you use it as part of BrawlBox, clicking "Okay" loads it into a temporary file and loads that into BrawlBox as a .rel file.


    Sure, I 'spose.
    « Last Edit: July 16, 2012, 11:36:51 AM by BlackJax96 » Logged

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    « Reply #11733 on: July 16, 2012, 05:30:08 PM »


    In Bones, "Pad1" isn't padding, it's a setting which determines how a bone reacts to the camera/related objects. In Mario Kart Wii, Pad1 set to 3 makes the bone point away from the camera (used for the sun and the question mark in itemboxes). The values may be different for Brawl.
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    « Reply #11734 on: July 16, 2012, 05:33:53 PM »


    In Bones, "Pad1" isn't padding, it's a setting which determines how a bone reacts to the camera/related objects. In Mario Kart Wii, Pad1 set to 3 makes the bone point away from the camera (used for the sun and the question mark in itemboxes). The values may be different for Brawl.

    Tock already told me; it's been fixed in v0.67b. It's never used in Brawl, it seems. At least Kryal and I've never seen it used.

    Do you know exactly what the flags do?
    Sometimes it's 1 (first bit set), 2 (second bit set) or 3 (first and second bit set).
    At the moment I just have them randomly set as FollowCameraX = 1 and FollowCameraY = 2.
    Do you have a better name for them?
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    « Reply #11735 on: July 16, 2012, 05:47:52 PM »


    Thanks for including some of my code. It's cool to contribute to something a lot of people use, and it's helped me get accustomed to C# as well Smiley
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    « Reply #11736 on: July 16, 2012, 06:40:33 PM »


    Please make it so there can be multiple subactions with the same animation name. D: It really helps save file size for movesets.
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    « Reply #11737 on: July 16, 2012, 06:41:59 PM »


    Ok I added the REL stuff but it's in the right click menu instead of on the main window toolbar. Just makes more sense that way Tongue

    I'm including a very detailed changelist for v0.67b too, since it's mostly just a bugfix version with some minor changes.

    Please make it so there can be multiple subactions with the same animation name. D: It really helps save file size for movesets.

    already did
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    « Reply #11738 on: July 16, 2012, 07:00:02 PM »


    already did
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    « Reply #11739 on: July 16, 2012, 08:01:14 PM »


    BJ96, not wanting to bug you but...  The frame speed modifier event in brawlbox works perfectly on making the hitbox appear in the frame it should be (depending on the speed mod)  but only works when playing the animation.  Advancing frame by frame makes the hitbox come in in the frame it should but won't follow the animation correctly.

    Sorry for this awful post which you may already know about, but would be nice cause I try to advance frame by frame (page up/down) to get a more accurate hitbox showing where I wanted it.

    Well I just finish 2 PSA's (with project smash attack 0.2.1b, but with brawlbox 0.67 data stuff)  And they work so great ingame, saving file size will actually help me overcome the fear of editing samus/zss :-).
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    « Reply #11740 on: July 16, 2012, 08:08:41 PM »


    BJ96, not wanting to bug you but...  The frame speed modifier event in brawlbox works perfectly on making the hitbox appear in the frame it should be (depending on the speed mod)  but only works when playing the animation.  Advancing frame by frame makes the hitbox come in in the frame it should but won't follow the animation correctly.

    Sorry for this awful post which you may already know about, but would be nice cause I try to advance frame by frame (page up/down) to get a more accurate hitbox showing where I wanted it.

    Well I just finish 2 PSA's (with project smash attack 0.2.1b, but with brawlbox 0.67 data stuff)  And they work so great ingame, saving file size will actually help me overcome the fear of editing samus/zss :-).

    ...the frame speed modifier event isn't even handled by Brawlbox yet. Im srs here
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    « Reply #11741 on: July 16, 2012, 08:13:14 PM »


    it isn't?  then why when loading my frame speed mod sub routines the hitboxes show in the wrong frame when advancing frame by frame O.o

    And only when advancing frame by frame this happens.  Playing the animation shows it correctly.
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    « Reply #11742 on: July 16, 2012, 09:31:17 PM »


    I'm now hesitant to post bugs here because they're apparently just annoying.

    Confirmed working vBrawl Dedede crashes the game when saved by BrawlBox with even a single attribute change (.1 increase to walking speed does it even).
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    « Reply #11743 on: July 16, 2012, 09:33:05 PM »


    I'm now hesitant to post bugs here because they're apparently just annoying.

    Confirmed working vBrawl Dedede crashes the game when saved by BrawlBox with even a single attribute change (.1 increase to walking speed does it even).

    It's probably Data3 in articles, but I'll double check.
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    « Reply #11744 on: July 16, 2012, 09:53:21 PM »


    Good to see this open again, I'll try not to annoy you with anything that I've seen so far. Can't wait for .67b!
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