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Author Topic: TheShyGuy's EXE stuff - NEW -> Bone Tree Editor V1.1 Released  (Read 69138 times)
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TheShyGuy
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    « Reply #165 on: January 12, 2011, 02:11:54 PM »


    you have to export the misc data 1 and open that in the program.  I made a load folder button so you can load a folder of miscdata 1's at once.  just be sure to leave in "MiscData[1]'.
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    Naruto200Man
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    « Reply #166 on: January 12, 2011, 02:19:52 PM »


    you have to export the misc data 1 and open that in the program.  I made a load folder button so you can load a folder of miscdata 1's at once.  just be sure to leave in "MiscData[1]'.

    Okay, that should be in the about part :l  then can you explain why I get the same exact error trying to open peaches motionetc file with brawlbox modset 4.1?
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    TheShyGuy
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    « Reply #167 on: January 12, 2011, 02:29:38 PM »


    not really, unless you did something wrong to the pac..
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    DarkPikachu
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    « Reply #168 on: January 12, 2011, 02:31:17 PM »


    also,
    tex0 files don't include the pallet below the image like REFT images do...

    so if format == 8 or 9,
    prompt for pallet import before continuing,
    if no pallet avaliable, cancel tex0 import

    ninja'd:
    lol you DONT have to convert it to png or jpeg. Just to TEX0 then import to brawlbox -> export from there and edit in adobe photoshop or something, import to brawl box, export and import to your exe...ihope lol

    edit: uhh maybe you do have to do it from png...but then after exporting to png you can do color over it and w/e in a painting prog and then reimport to your thing and done


    yea, but I'm gonna just do a simple tex0 im/export...

    you can do a brres export and then export the img as your desired format
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    Naruto200Man
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    « Reply #169 on: January 12, 2011, 02:32:47 PM »


    not really, unless you did something wrong to the pac..

    I still get the error :l even if I export the miscdata1
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    TheShyGuy
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    « Reply #170 on: January 12, 2011, 02:38:22 PM »


    ....misc data 1 of the psa pac...not the motion lol...The motion misc data includes physics stuff and w/e...
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    SiLeNtDo0m
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    « Reply #171 on: January 12, 2011, 02:48:20 PM »


    About the External GFX Editor, can the sub external gfx be summoned in PSA?  And do they each have specific numbers.  I'm looking at Snake's atm and he 96 sub external gfx (a lot of them I really don't need) and I want to swap them out for a retextured version of the "!" from Shadow Moses Island.  Do you think this'll be possible?

    with my editor, you'll be able to...

    I got alot of re-coding to do after I finish my v0.1b viewer to get the editor

    note: the editor will have the implemented converter which will convert the REFT to brres for easier editing...
    I'll add an import brres function which will completely re-write the reft with everything texture related in the brres...

    alone, the editor will be able to export to tex0 (an easy implementation)
    and will allow importing tex0's over the images (if format/filesize changes, will UD the REFT filesize)

    it won't be too much of a challenge to implement all that stuff Wink
    but don't expect it anytime soon :/

    I'll give a % complete on it...

    right now, it's just the viewer v0.1a ~37% complete Sad
    (the formats are being a pain (especially RGB565)):




    Sweet!  Just from the look of that one screenshot I'm already hyped for this thing!  You people are freakin geniuses!  I'm a pretty decent PSA hacker as such that I simply learnt from watching others, but this kind of stuff from people like you and ShyGuy is quite amazing.  

    I attempt to explore the boundaries of creativity, and because of the fact that you guys explore the boundaries of technicality (as in the whole technical side of this), it makes my job a lot easier.

    *Waits anxiously*
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    « Reply #172 on: January 12, 2011, 02:50:37 PM »


    @ naru -i dun got the souce code for 6.3d

    @noah -> wut u looking for? ive gone thru it a few times and do you think you can upload your 3.2 source code so i can dl cuz i dun think the original link/dl is there anymore

    @tcll- not a rip off if its free imo lol
    I use microsoft visual studio 2010 (the full version) which is not free, I can hook you up tho, pm me
    I was looking for 2 things; the code for the interpolation of frames and the code for draggable translation, which I found but couldn't understand..yeah I can upload 3.2 but where? mediafire?

    and um naru PH wouldn't have the source for 0.63d, he didn't make brawlbox.. and I can still work with 4.1, I just can't build, which is useless..
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    TheShyGuy
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    « Reply #173 on: January 12, 2011, 02:52:56 PM »


    eh im fine with the free version. And yeh can you upload to mediafire or sumtin?  Im busy atm, but ill try n see if i can understand em later.
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    Naruto200Man
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    « Reply #174 on: January 12, 2011, 02:53:27 PM »


    ....misc data 1 of the psa pac...not the motion lol...The motion misc data includes physics stuff and w/e...

    god I feel stupid >_<
    thanks for the tip though Tongue
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    « Reply #175 on: January 12, 2011, 02:57:48 PM »


    Tcll what is your editor written in?
    I'm uploading now
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    Naruto200Man
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    « Reply #176 on: January 12, 2011, 03:01:39 PM »


    Okay, can anyone tell me which graphic zeldas sparkles are? (in the graphics editor)
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    TheShyGuy
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    « Reply #177 on: January 12, 2011, 03:02:56 PM »


    would it be the stars?
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    « Reply #178 on: January 12, 2011, 03:03:29 PM »


    shyguy mediafire is being a [censored] so can I send the rar to you in an email or aim or skype or something?
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    Naruto200Man
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    « Reply #179 on: January 12, 2011, 03:04:19 PM »


    would it be the stars?

    I dunno, I'm just looking for the sparkles that she makes when she uses her standard A attacks.
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