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Author Topic: BrawlBox v0.78  (Read 635956 times)
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Don Jon Bravo
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    « Reply #285 on: September 03, 2014, 08:00:21 PM »


    Unfortunately from what I've gathered, this issue traces back pretty far. It seems to have originated when BBox transitioned to its newer collada importer. It's likely that something along the way got missed, which is why it's not setting it. In theory i could band-aid it incredibly easily yes, however that's almost never a good idea. I'd much rather find the root of the problem and work from there. Unfortunately, so much code changed in so little time when the new importer was created that it's a fair amount of code diffs to search through. That, and i have to become acquainted with the format before i look into why it's not working correctly.

    that all being said, it would be nice if i could get it fixed by next version. Smiley
    indeed
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    E-scope12
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    « Reply #286 on: September 05, 2014, 01:21:41 PM »


    How do I extract data from the STDT?

    Post Merge: September 05, 2014, 01:23:18 PM
    How do I extract data from the STDT?
    « Last Edit: September 05, 2014, 01:23:18 PM by E-scope12 » Logged

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    « Reply #287 on: September 05, 2014, 03:42:23 PM »


    How do I extract data from the STDT?
    STDT data cant be extracted. U can however change the value's inside the STDT data.
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    « Reply #288 on: September 05, 2014, 10:01:38 PM »


    I was wondering if you can make it so that brawlbox can read rel files much easier, meaning the same way you did with the STDT files. This is just optional.
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    « Reply #289 on: September 05, 2014, 10:13:24 PM »


    Can something be done to look into the particle rendering data in the Fighter.pacs?
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    « Reply #290 on: September 07, 2014, 08:19:00 PM »


    So I just submitted a pull request - I'll repeat the description here, so others can see it and because I'm not sure where you'd prefer to discuss.

    I was seeing a NullReferenceError on the first line changed when previewing a model, closing the model editor, then repeating - on the third close it would throw the error. (This was editing Project M's sc_selcharacter.pac > MiscData[30] > MenSelchrBack2_TopN, or MenSelchrFaceI_TopN - I didn't test any others.)

    The second error (with _targetModels) would show up when the same thing was done, but would take between 2 and 7 iterations to crash. It seemed to happen more consistently when editing was done - changing the animation for MenSelchrFaceI was what I was trying to do when I came across this.

    Obviously this is a blunt fix; it would be better to learn why these are null sometimes. I think _targetModels in particular should probably never be null, and things setting it to that should probably be making it be an empty list instead.
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    « Reply #291 on: September 07, 2014, 11:19:25 PM »


    Thanks a bunch, i thought i had fixed this same thing at one point but i must have forgotten. I went ahead and merged it. I'll look into a more precise and permanent fix soon. Smiley
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    « Reply #292 on: September 09, 2014, 09:50:57 PM »


    Thanks a bunch, i thought i had fixed this same thing at one point but i must have forgotten. I went ahead and merged it. I'll look into a more precise and permanent fix soon. Smiley
    Cool, glad it was helpful.

    I've noticed that texture UVs don't seem to be editable - any idea why?  I'd like it fixed, and may look into it myself eventually, but if you wanted to get to it first (or point me in the right direction), that'd be great.  (Also, I'm not sure if it ever worked.  Not in 0.71, anyway.)  The first time I needed it done I exported to a raw file, hex edited, and imported...
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    « Reply #293 on: September 10, 2014, 04:16:24 AM »


    STDT data cant be extracted. U can however change the value's inside the STDT data.
    About STDT I don't know what the values do though.
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    « Reply #294 on: September 10, 2014, 05:46:34 AM »


    Pretty much nobody does. When we figure it out, it's by tedious testing.
    There is a library with the findings somewhere, but I forgot where.
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    « Reply #295 on: September 10, 2014, 01:50:44 PM »


    I've had the latest version freeze on me if I have the model viewer open to long. Mostly when editing chr0 files. Has anyone else had this issue?
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    « Reply #296 on: September 11, 2014, 04:56:03 PM »


    I'm way out of the loop, so excuse the ignorance--can BrawlBox be used to edit the sfx calls for movesets yet, or do I still have to use PSA? To be clear, I'm not talking about the sounds themselves, I know how to edit those, but I mean the voices and sound effects that each move calls to be played.
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    « Reply #297 on: September 11, 2014, 06:37:29 PM »


    PSA, I'm 98% sure. An older version did, but it was removed almost immediately.
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    « Reply #298 on: September 13, 2014, 12:49:57 AM »


    For some reason, I can't replace materials without Brawlbox crashing. It happens nearly every time I replace materials. I also can't change the material colour thing without the entire model corrupting. Has this been happening with anyone else?
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    « Reply #299 on: September 13, 2014, 01:41:41 AM »


    hasnt happened to me :v
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