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Author Topic: Brawlbox Resources & History  (Read 3852219 times)
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Don Jon Bravo
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    « Reply #12585 on: September 19, 2012, 06:03:09 PM »


    Gratts på födelsedagen BJ :3

    even if I am 4 days too late D:
    funny thing, my girlfriend have the same birthday. are you her? Im srs here
    oh hi pikazz!

    Anyways,

    *Picking ur brain with a stick*

    Question about Brawlbox:
    1.  are .mtl (material) files that are sometimes included with models compatible with brawlbox?
         like can u import them?
    2.  does brawlbox re-do materials once a model is imported?
    3.  what if i want a custom material from 3ds max?


    « Last Edit: September 19, 2012, 06:05:38 PM by mr.mugenwii » Logged


    BlackJax96
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    « Reply #12586 on: September 19, 2012, 06:05:31 PM »


    *Picking ur brain with a stick*

    Question about Brawlbox:
    1.  are .mtl (material) files that are sometimes included with models compatible with brawlbox?
         like can u import them?
    2.  does brawlbox re-do materials once a model is imported?
    3.  what if i want a custom material from 3ds max?




    1. .mtl goes with .obj, and .obj isn't even supported because you can just use DAE anyway. So supporting just mtl would be useless
    2. It doesn't read any 3ds Max material info if that's what you're asking. It just generates default materials and shaders
    3. You can't
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    Don Jon Bravo
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    « Reply #12587 on: September 19, 2012, 06:06:34 PM »


    1. .mtl goes with .obj, and .obj isn't even supported because you can just use DAE anyway. So supporting just mtl would be useless
    2. It doesn't read any 3ds Max material info if that's what you're asking. It just generates default materials and shaders
    3. You can't

    Thanks for the quick responce Black Jax.
    im ok with the way things are btw
    material editing is not too easy because  u have to deal with bump, diffuse ,specular data and all that crap.
    for now i guess "borrowing" materials/shaders from other characters works just fine for me... AWESOME 2.0!
    « Last Edit: September 19, 2012, 06:14:21 PM by mr.mugenwii » Logged


    pikazz
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    « Reply #12588 on: September 20, 2012, 03:18:30 AM »


    BJ96! do you possible know something about these file format:
    RFNT
    FINF
    TGLP

    I found those in Common2 in MiscData[9] and MiscData[10].
    and more funny thing, MiscData [11 - 17] is modules, 11 is the Sora_Melee module O.o
    and [30 - 34] is something about "sndBmgTitleData"
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    « Reply #12589 on: September 20, 2012, 09:39:05 AM »


    BJ96! do you possible know something about these file format:
    RFNT
    FINF
    TGLP

    I found those in Common2 in MiscData[9] and MiscData[10].
    and more funny thing, MiscData [11 - 17] is modules, 11 is the Sora_Melee module O.o
    and [30 - 34] is something about "sndBmgTitleData"
    Font files.

    As for sndBgmTitleData, I believe that's what links the song names and the songs files. (For each language; PAL version has 5 files.)

    EDIT: I guess it would be interesting to note that snd_bgmSysData ties the song IDs to the stages' playlist. And I think it also contains default appearance value (00-64, the value right after the song ID).

    To make viewing more convenient, switch to 12 bytes per row (the lenght of each entry).
    Also, is one of the bytes hinting towards which song is and isn't unlocked from the start?
    « Last Edit: September 20, 2012, 10:00:57 AM by Sky Grounder » Logged

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    « Reply #12590 on: September 20, 2012, 11:01:56 AM »


    Does Brawlbox write any unedittable/non-obvious brawl-specific data when importing via .dae. When I use Brawlbox to import a custom track into Mario Kart Wii it is invisible in-game even when I change the material and shader settings to that of a .bress made by CTools (which isn't invisible in-game).
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    BlackJax96
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    « Reply #12591 on: September 20, 2012, 04:56:24 PM »


    BJ96! do you possible know something about these file format:
    RFNT
    FINF
    TGLP

    I found those in Common2 in MiscData[9] and MiscData[10].
    and more funny thing, MiscData [11 - 17] is modules, 11 is the Sora_Melee module O.o
    and [30 - 34] is something about "sndBmgTitleData"

    I've only really looked into RFNT.
    Also, did you know that "home_eng.pac" (pf/system/homebutton/) uses a U8 archive (like MKWii uses) and an RSAR node inside of it? And in the U8 archive, there's TPL, BRLYT, BRLAN, and BRFNT nodes?
    Pretty hardcore Im srs here

    Oh and BWAV too

    Font files.

    As for sndBgmTitleData, I believe that's what links the song names and the songs files. (For each language; PAL version has 5 files.)

    EDIT: I guess it would be interesting to note that snd_bgmSysData ties the song IDs to the stages' playlist. And I think it also contains default appearance value (00-64, the value right after the song ID).

    To make viewing more convenient, switch to 12 bytes per row (the lenght of each entry).
    Also, is one of the bytes hinting towards which song is and isn't unlocked from the start?

    Song name and song files are specified/linked in the brsar though...

    Does Brawlbox write any unedittable/non-obvious brawl-specific data when importing via .dae. When I use Brawlbox to import a custom track into Mario Kart Wii it is invisible in-game even when I change the material and shader settings to that of a .bress made by CTools (which isn't invisible in-game).

    Only the primitives and vertex array data is uneditable, and that wouldn't cause any invisible issues unless the culling was in reverse, making the material's cullmode work in reverse too.

    Just try setting the materials' cullmode to cull_none.
    « Last Edit: September 20, 2012, 04:59:29 PM by BlackJax96 » Logged

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    « Reply #12592 on: September 20, 2012, 05:07:29 PM »


    I've only really looked into RFNT.
    Also, did you know that "home_eng.pac" (pf/system/homebutton/) uses a U8 archive (like MKWii uses) and an RSAR node inside of it? And in the U8 archive, there's TPL, BRLYT, BRLAN, and BRFNT nodes?
    Pretty hardcore Im srs here

    Oh and BWAV too
    THAT is hardcore Im srs here

    I believe it's the same "Home" thing file in all other Wii games, even wii sport Im srs here that's what I thinking
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    Hubert Oswell
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    « Reply #12593 on: September 20, 2012, 07:50:40 PM »


    All that to set up a home menu...

    Then again, the menu does have wiimote customization options  Grin
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    « Reply #12594 on: September 21, 2012, 10:09:57 AM »


    All games has the home menu, so no suprise the sound effects are seperate from the main game's brsar. Also, isn't TPL an interface file?
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    « Reply #12595 on: September 21, 2012, 12:17:18 PM »


    tbh i expected the home menu to be fully integrated in the wii itself, having no files at all in the games...
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    « Reply #12596 on: September 21, 2012, 12:36:24 PM »


    tbh i expected the home menu to be fully integrated in the wii itself, having no files at all in the games...
    Quite the opposite actually. The Wii doesn't handle multiple processes (lack of better word?), which is why it's in all games instead.
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    « Reply #12597 on: September 21, 2012, 12:41:00 PM »


    funny, so we can get custom home menus for each game?
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    pikazz
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    « Reply #12598 on: September 21, 2012, 12:49:27 PM »


    have came across a annoying bug.
    if you export a original brawlmodel, import it to DAE, export and import it to BB and give them the "original" materials, the material with "multilayer" material gets messed up.


    more funny thing, if you have the same character (original, not edited) the material will be almost corrected


    little annoyed about that since it's always happens on the eyes
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    Segtendo
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    « Reply #12599 on: September 21, 2012, 12:57:40 PM »



    Worried Mario is worried.
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