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Author Topic: [Official] Brawlbox Development: v0.68b Updated  (Read 416852 times)
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Zelia
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    « Reply #9930 on: April 27, 2012, 03:32:18 PM »


    Ah! Had to re-import it to get the textures to show up correctly!


    Results:
    Skyward Sword Outset Island import test
    ...

    I think this is awesome and I want to see the final results.
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    Naruto200Man
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    « Reply #9931 on: April 27, 2012, 07:19:42 PM »


    So how close are you to being done with moveset editing BJ? =3
    Looks pretty close, but I can never tell with you Im srs here
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    BlackJax96
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    « Reply #9932 on: April 27, 2012, 07:38:54 PM »


    So how close are you to being done with moveset editing BJ? =3
    Looks pretty close, but I can never tell with you Im srs here

    I'm still parsing the unknown parts of the file >.>
    It also uses absolute offsets instead of relative ones, so it'll be especially difficult to rebuild. <.<

    Luckily I've already got all the Project M PSA data txt files converted to load to the event dictionary with internal code so the PSA txt files won't be necessary, but you can still use them to add new discoveries Cheesy
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    « Reply #9933 on: April 27, 2012, 07:43:53 PM »


    I don't know for sure, but do you think you could add an automatic normals fixer? You know, a function that'd keep stuff like this from happening?

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    BlackJax96
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    « Reply #9934 on: April 27, 2012, 07:49:29 PM »


    No >.>
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    « Reply #9935 on: April 27, 2012, 07:55:46 PM »


    Ah well, I just tested him in game, he looks fine actually, now to just rig the hands and get metal textures working and poof, done! ^+^

    This time my import will most definately be one slot!
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    ds22
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    « Reply #9936 on: April 28, 2012, 06:50:08 AM »


    I have one small request related to moveset editing in BBox.
    Editing the param files of items and bosses (or at least item).
    Would be nice if we could edit that without the need of a hex editor.
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    KingJigglypuff
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    « Reply #9937 on: April 28, 2012, 06:57:43 AM »


    So how close are you to being done with moveset editing BJ? =3
    Looks pretty close, but I can never tell with you Im srs here

    . . .



    Seriously man, give BlackJax his space and time. He'll be done when he's done. Im srs here

    I have one small request related to moveset editing in BBox.
    Editing the param files of items and bosses (or at least item).
    Would be nice if we could edit that without the need of a hex editor.
    I second this. It would be great to make the items more fun to use.
    « Last Edit: April 28, 2012, 06:58:53 AM by KingJigglypuff » Logged

    I don't take requests. :v
    My PSA Thread

    BlackJax96
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    « Reply #9938 on: April 28, 2012, 10:00:05 AM »


    I have one small request related to moveset editing in BBox.
    Editing the param files of items and bosses (or at least item).
    Would be nice if we could edit that without the need of a hex editor.

    Sure, but fighter first.
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    « Reply #9939 on: April 28, 2012, 11:28:08 AM »


    Sure, but fighter first.
    i suport this first so we finnaly can edit the pokemons and dedede at will Tongue
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    ds22
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    « Reply #9940 on: April 28, 2012, 12:24:02 PM »


    Except you can already edit the VBrawl Pokey's in either regular PSA if you put the miscdata[0] in someone else's FitCharname.pac or in PSAMod (they will open in regular PSA regardless if they are increased in size) and DDD in PSAMod.
    « Last Edit: April 28, 2012, 12:25:59 PM by ds22 » Logged



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    « Reply #9941 on: April 28, 2012, 02:01:36 PM »


    I've always wondered, what does the Param files do? Are those PSA/AI related?
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    ds22
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    « Reply #9942 on: April 28, 2012, 02:29:35 PM »


    They are basically 'movesets' for items/bosses.
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    DSX8
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    just a lone importer..

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    « Reply #9943 on: April 28, 2012, 02:43:57 PM »


    They are basically 'movesets' for items/bosses.
    and possibly stages too.. there is 1 data in stages .pac files thats not known really..
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    « Reply #9944 on: April 28, 2012, 05:51:51 PM »


    Except you can already edit the VBrawl Pokey's in either regular PSA if you put the miscdata[0] in someone else's FitCharname.pac or in PSAMod (they will open in regular PSA regardless if they are increased in size) and DDD in PSAMod.


    The more you know


    Seriously did not know the method about exporting the MiscData[0].

    Anyway, you have our support BJ.
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