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Author Topic: Brawlbox Resources & History  (Read 3852024 times)
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Manki
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« Reply #9495 on: April 08, 2012, 10:40:03 PM »


I would but my freaking router turns off in 24 minutes, even though I can still use my computer until midnight or later (earlier?). Im srs here

Because Nintendo tries to be as confusing as possible


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Gamma Ridley
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    « Reply #9496 on: April 08, 2012, 11:13:32 PM »


    Question to BJ or anyone who knows anything about Vis0: are they linked to Chr0 files in any way? I ask because I've been derping around with the Arwings from Lylat Cruise and it seems as though every time I edit the model animation in the slightest the Vis0 seems to not work properly.

    Just curious.
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    DarkPikachu
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    « Reply #9497 on: April 08, 2012, 11:19:23 PM »


    @BJ: I call shananigans D:

    but then again, my w-less connection disconnects for 30 mins at every 5 mins.
    (it's alot more random than that) D:>

    NTM I'm on my 400MHz compy with 384MB RAM
    (yea, wanna talk about a hastle)

    the CPU on my good compy blew up,
    and I have yet to find my other 3 replacements Sad
    (the only thing worse than it's video-card blowing up) X(

    yeh... I've had quite a time D:
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    BigOto2
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    « Reply #9498 on: April 08, 2012, 11:25:06 PM »


    It's not a tornado guys, you can wait another 12 hours...  Smiley
    « Last Edit: April 09, 2012, 12:21:46 AM by BigOto2 » Logged

    KnightMario
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    « Reply #9499 on: April 09, 2012, 06:20:36 AM »


    will the tristripper even be in it?
    If it is, what are the glitches? (u said it wasn't fully functional)

    I edited mkw's effects with brawlbox!
    because breft and reft are the SAME THING.
    « Last Edit: April 09, 2012, 07:17:25 AM by KnightMario » Logged

    Bero
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    « Reply #9500 on: April 09, 2012, 07:15:38 AM »


    Hey BJ(or Niko?).
    I heard my PAT0 rebuilder was corrupted. I was very sorry about it and made proper rebuilder.
    If you haven't fixed the rebuilder,I will give you the source code. Even if the new code still has some bugs, you'll be able to find the point where it occurs because the new one is far plainer than the old one.
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    Segtendo
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    « Reply #9501 on: April 09, 2012, 07:36:35 AM »


    will the tristripper even be in it?
    It's probably been asked a million times, but is the tristripper gonna be fully functional for .66?
    No...
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    KnightMario
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    « Reply #9502 on: April 09, 2012, 07:43:16 AM »


     Im srs here
    I said was it going to be in it at all. and I ALSO SAID that I knew he said that, so I wanted to know if the tristripper would be glitchy but STILL IN IT. quote the whole post this time.
    are you going to fix the object importer, because certain models when I try to use the import object the error object reference not set to an instance of an object shows up. I'll send you the model if you want.
    « Last Edit: April 09, 2012, 07:51:46 AM by KnightMario » Logged

    DSX8
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    « Reply #9503 on: April 09, 2012, 07:58:21 AM »


    Im srs here
    I said was it going to be in it at all. and I ALSO SAID that I knew he said that, so I wanted to know if the tristripper would be glitchy but STILL IN IT. quote the whole post this time.
    are you going to fix the object importer, because certain models when I try to use the import object the error object reference not set to an instance of an object shows up. I'll send you the model if you want.
    i believe he's taking it out until its fully functional, just like he did with the PMD importer, and other stuff


    Hey BJ(or Niko?).
    I heard my PAT0 rebuilder was corrupted. I was very sorry about it and made proper rebuilder.
    If you haven't fixed the rebuilder,I will give you the source code. Even if the new code still has some bugs, you'll be able to find the point where it occurs because the new one is far plainer than the old one.
    BJ has already fixed it, so i dont think he needs it... but u could still give it to him and see who's is better
    « Last Edit: April 09, 2012, 07:59:34 AM by DSX8 » Logged

    BlackJax96
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    « Reply #9504 on: April 09, 2012, 11:59:22 AM »


    I still haven't figured out the problem with SHP0. No stable release until it works. Im srs here

    Question to BJ or anyone who knows anything about Vis0: are they linked to Chr0 files in any way? I ask because I've been derping around with the Arwings from Lylat Cruise and it seems as though every time I edit the model animation in the slightest the Vis0 seems to not work properly.

    Just curious.

    Well if you add/remove a frame to/from the CHR0 with v0.65c it will add/remove one to/from the VIS0, but it won't do any changes to other animations without your permission in v0.66.

    Hey BJ(or Niko?).
    I heard my PAT0 rebuilder was corrupted. I was very sorry about it and made proper rebuilder.
    If you haven't fixed the rebuilder,I will give you the source code. Even if the new code still has some bugs, you'll be able to find the point where it occurs because the new one is far plainer than the old one.

    You shouldn't have worried about it, I fixed it up and now it works perfectly. It's not a big deal though, PhantomWings wasn't detailed enough about the flags for each texture and exactly how to use them. I had to figure that out myself :/ You can still send me your source if you want.

    will the tristripper even be in it?
    If it is, what are the glitches? (u said it wasn't fully functional)

    I edited mkw's effects with brawlbox!
    because breft and reft are the SAME THING.

    lolno Im srs here lolfail

    Im srs here
    I said was it going to be in it at all. and I ALSO SAID that I knew he said that, so I wanted to know if the tristripper would be glitchy but STILL IN IT. quote the whole post this time.
    are you going to fix the object importer, because certain models when I try to use the import object the error object reference not set to an instance of an object shows up. I'll send you the model if you want.

    lolfail why would I include something that would always throw an error, allowing everyone to complain and ask me why it throws an error, only to recieve the answer "it doesn't freaking work yet" and lolno Im srs here

    lolfailno Im srs here
    « Last Edit: April 09, 2012, 12:13:18 PM by Nico » Logged

    Gamma Ridley
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    « Reply #9505 on: April 09, 2012, 12:08:37 PM »


    So much lolfail

    Well if you add/remove a frame to/from the CHR0 with v0.66 it will add/remove one to/from the VIS0, but it won't do any changes to other animations without your permission in v0.66.

    That's good, I hope that fixes my issues, I was merely adding a keyframe in the middle to keep the Arwing from flying through the Great Fox. >_>

    Kthanks.
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    KTH
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    « Reply #9506 on: April 09, 2012, 01:31:50 PM »


    I wanted to know, does the next version of Brawlbox can edit the SFX?
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    DarkPikachu
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    « Reply #9507 on: April 09, 2012, 01:34:33 PM »


    I wanted to know, does the next version of Brawlbox can edit the SFX?
    No
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    BlackJax96
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    « Reply #9508 on: April 09, 2012, 01:47:15 PM »


    No

    Thank you
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    BigOto2
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    « Reply #9509 on: April 09, 2012, 01:49:38 PM »


    I believe I have figured out why SuperMario64DS on the MKWii forum could not load BRRES files created with CTools in BrawlBox. Textures that do not have dimensions that are powers of 2 look glitchy in MKWii, and any BRRES with such textures (which CTools can create) seems to crash BrawlBox. Is this a known requirement in the Brawl community?
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