Current version: BrawlBox v0.78 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=214043)
(http://i.imgur.com/x61vwcb.png)
Changes in v0.78 (from the Changelog.txt):
. Added a facility for writing BrawlBox plugins in Python (bboxapi). A sample plugin is included.
. Added support for more filetypes in Export All and Replace All
. Changed Export All and Replace All to create/use subfolders for children of ARC and BRES nodes
. Added multi-select support (using Ctrl or Shift buttons) to the BrawlBox tree view. If all selected nodes are CHR0 animations or individual CHR0 entries, you can launch the "Edit All Animations" dialog from the right-click menu.
. Changed the default scale value in "Edit All Animations" to from 0 to 1
. Fixed a bug where animations that were only changed because of "Edit All" weren't saved
. Added support for encoding and decoding 16-bit PCM in RSTM containers
. Added "swap RGB" and "swap alpha" options to the texture converter dialog. "Swap alpha" will be turned on automatically if there are more distinct RGB values among fully transparent pixels than among partially opaque pixels.
. Added OpenAL audio output support (if OpenAL is not available, DirectSound will be used like before)
. Added support for setting texture matrices to identity in MDL0 objects
. Fixed crashing when opening modules whose section[5] isn't the object section
. Fixed resolution and rebuilding of Prolog, Epilog, and Unresolved addresses in .rel files
. Fixed getting length of sfx data written out of order
. Fixed bug where after replacing an RSAR file and reopening the RSAR, the replaced file would show as "external"
. Fixed crash opening an RWSD with no labels
. Fixed weight editor bugs
. Fixed ADPCM encoding to match Nintendo's implementation (pull requests #59 and #68)
. Fixed bug when trying to determine the encoding of a .bfstm or .brstm file
. Fixed model import bug where bones that were not included in any skin modifier were not imported
. Fixed bug where RASD nodes found in "External" BRES folders would not allow the BRES to be saved
. Various MDL0 fixes
BrawlBox should be able to run on Unix-based OSes using Mono (run "mono ./BrawlBox.exe".)
Known bugs list:
Manual reports by users: https://github.com/libertyernie/brawltools/issues?utf8=%E2%9C%93&q=is%3Aissue (https://github.com/libertyernie/brawltools/issues)
Automatic reports submitted using BrawlBox: https://github.com/BrawlBox/BrawlBoxIssues/issues (https://github.com/BrawlBox/BrawlBoxIssues/issues)
If you have any questions/problems, post them in this thread or here (https://github.com/libertyernie/brawltools/issues).
Source code @ GitHub (https://github.com/libertyernie/brawltools/)
thats a excellent thing :D good work!
iirc isn't there a bug when importing models in 0.71 where textures would be messed up if you didn't set the textureref0 to true on shader0?
Would that also be a simple fix? i was looking to start modifying BBox as well
In any case, great work! simple but awesome :) The only modifications i made to my personal BBox was to export unknown datatypes as .dat files, so to be easily opened in hex editors for exploration
nice job & things, glad you were able to help him out with that.
Quote from: Sammi Husky on May 03, 2014, 10:18:13 PMWould that also be a simple fix? i was looking to start modifying BBox as well
2009 - 2010: The Age of Kryal
2010 - 2011: The Age of Bero
2011 - 2014: The Age of BlackJax
2014 - 20??: THE AGE OF LIBERTYERNIE AND/OR SAMMI HUSKY
it begins
Quote from: BlackJax96 on December 08, 2013, 10:15:00 AM
And with that, I am officially disconnected from all Brawl modding. Absolutely nothing more for Brawl from me guys. Now you gotta hope that in approximately 5 months, another prodigy shows up out of nowhere and keeps it going.
It's been what, almost exactly 5 months since you said that? what are you some kind of wizard? lol :kdance:
Something I'd like to see (assuming you'll be taking requests on future features) is advanced REFF GFX editing. So we won't have to Hex in order to change reference names or colors.
Let's hope you'll bring as much as the previous BB developers have.
I would like to thank you and Blackjax again :)
Quote from: Sammi Husky on May 04, 2014, 12:14:33 AM
It's been what, almost exactly 5 months since you said that? what are you some kind of wizard? lol :kdance:
(http://i.imgur.com/38EiiPZ.jpg)
well [censored].
These kind of future-prediction coincidences happen to me far too often. Maybe I
am a wizard
Quote from: vanhuynh16 on May 04, 2014, 12:41:32 AM
I would like to thank you and Blackjax again :)
It's too bad that Korean text won't display properly in Project M, but it's always good to have progress.
Just a very relevant question:
Is it really pink or what
Quote from: BlackJax96 on May 04, 2014, 12:57:53 AM
It's too bad that Korean text won't display properly in Project M, but it's always good to have progress.
Yeah it's a shame. Yes I agree, maybe one of the PMBR have some knowledge in that or maybe comparing the two dols might help some. Does Nintendo mostly code their games in ASM?
Quote from: vanhuynh16 on May 04, 2014, 02:49:54 AM
Yeah it's a shame. Yes I agree, maybe one of the PMBR have some knowledge in that or maybe comparing the two dols might help some. Does Nintendo mostly code their games in ASM?
Nah I don't think the PMBR makes any changes to the DOL, and if they did, they would do it with codes.
Nintendo nor any other company programs games with raw machine code (ASM), they code it in something like C++ and compile it to ASM.
Quote from: br3compactor on May 04, 2014, 01:48:11 AM
Just a very relevant question:
Is it really pink or what
never question windows 8
Quote from: BlackJax96 on May 04, 2014, 02:57:36 AM
Nah I don't think the PMBR makes any changes to the DOL, and if they did, they would do it with codes.
Nintendo nor any other company programs games with raw machine code (ASM), they code it in something like C++ and compile it to ASM.
never question windows 8
Does that mean it would be possible to make a change for allowing certain kind of text to the dol?
Ah I see. I didn't know that.
Does this mean that we can type, say, ~, and it'll read fine in Brawl?
I remember, with older versions, the ~ would be up high, like an apostrophe.
Quote from: vanhuynh16 on May 04, 2014, 03:05:22 AM
Does that mean it would be possible to make a change for allowing certain kind of text to the dol?
Yeah.
How? I dunno.
I would start by comparing differences between the DOLs from the Korean and English versions of Brawl.
one thing I would love if you would do request
is that we have a option in PSA that we can insert folders, like a new Variable section, a Glide section ect!
would love variable section, have tried added it so long but no matter how I do the brawlbox becomes unreadable :/
Quote from: pikazz on May 04, 2014, 08:29:09 AM
one thing I would love if you would do request
is that we have a option in PSA that we can insert folders, like a new Variable section, a Glide section ect!
would love variable section, have tried added it so long but no matter how I do the brawlbox becomes unreadable :/
More Fighter.pac support would be great as well, since you can't do certain Action Overrides without certain references from the Fighter.pac that the current Moveset editing BrawlBox does not have. But moveset stuff is best saved for BJ's cancelled Ikarus.
Another issue is being unable to see all Sub Routines. Though the first Moveset editing version of BrawlBox did not have this issue.
It would be great if libertyernie and Sammi could work on and improve BrawlBox and Ikarus together.
I probably ought to say this: most of the stuff people have mentioned, I know very little about! In particular, I don't think I've ever done ANY moveset editing. So don't expect too much from me.
However, if there's something that people do with hex editing now, and there's some sort of guide, maybe I could try integrating that sort of thing at some point.
Quote from: Segtendo on May 04, 2014, 03:29:45 AM
Does this mean that we can type, say, ~, and it'll read fine in Brawl?
I remember, with older versions, the ~ would be up high, like an apostrophe.
Now you should be able to copy the tilde from the Metal Gear song title and use that one. (~)
As long as we're at it, let's just throw a ton of Unicode characters in titles and see how many Brawl knows!
P.S. Here's a screenshot of BB running on XP:
(http://i.imgur.com/ACen6cZ.png)
P.P.S. Does anyone know, in ResourceType.cs, what the upper byte means?
Well nobody is forcing you to make edits to brawlbox so keep that in mind but regardless thanks for the modification though as i remember this being a pain to deal with when making song titles with unique characters back when .msbin editing first started.
Look forward to see what else will be added if you decided to keep doing modifications
its all up to you Lib, just like Chuy said
about my stuff I said, it is actually a Hex guide of it!
http://forums.kc-mm.com/index.php?topic=66724.0 (http://forums.kc-mm.com/index.php?topic=66724.0)
can give you all the information I have of how a PSA is build if you want to try it
Quote from: libertyernie on May 04, 2014, 04:38:02 PMP.P.S. Does anyone know, in ResourceType.cs, what the upper byte means?
It's just an ID, in case two entries use the same image index.
Quote from: BlackJax96 on May 04, 2014, 06:21:23 PM
It's just an ID, in case two entries use the same image index.
Cool, thanks!
I've been thinking about adding a way to edit STDT data, but since it's variable length and switches between floats/ints it might get tricky.
I remember bero's mod being able to edit the STDT and kinda wondering why it was dropped suddenly
Here's the information about it in case you need it (http://forums.kc-mm.com/index.php?topic=15618.0)
Quote from: libertyernie on May 04, 2014, 07:09:37 PM
Cool, thanks!
I've been thinking about adding a way to edit STDT data, but since it's variable length and switches between floats/ints it might get tricky.
No problem, if you have any questions about how things work in BrawlLib, I would definitely be the one to ask.
I would recommend you check out the interfaces I used for editing STPM (BrawlLib/SSBB/ResourceNodes/STPMNode.cs) or moveset parameters (Ikarus/UI/Controls/AttributeGrid.cs) if you want to edit an any-length array of float and integer values.
You should start by implementing Bero's work, then add on to it: http://code.google.com/p/brawldev/source/browse/trunk/BrawlLib/SSBB/ResourceNodes/StageRelatedFiles.cs (http://code.google.com/p/brawldev/source/browse/trunk/BrawlLib/SSBB/ResourceNodes/StageRelatedFiles.cs)
Incidentally this reminds me, I was going to begin implementing filetypes for BBox from my SSE thread. Can anybody tell me the bare minimum files I would need to edit / add to have Brawlbox recognize the file?
The reason this reminded me is because coincidentally STPM files follow the same basic structure as pretty much all of the SSE files. At least the header does. most notably BLOC archives, which are children in ARC files in almost al SSE stages and contain all the really important SSE stuff
EDIT: nvm im stupid, i was doing everything right i just forgot the stupid byte order in the tag lol
so, will the texture error be fixed?
(when you make an import, the textures look messed up in-game)
or has it already been fixed?
IT'S HAPPENING.
5 months and 3 days later.
Maybe...
Well, i've begun implementing the BLOC filetype to BBox..so whenever that's done i'll try to fix the whole shader0 not having textureref0 = true, which causes crazy messed up textures in game. Incidentally i went ahead and added an icon for STDT entries that LibertyErnie started to implement. Icon isn't that great, but better then a question mark :P
(http://i.imgur.com/p9Xpo99.png)
In any case, i went and forked your repository on git so i can make changes of my own. Im not super awesome at programming or nothin but i'll try to help out whenever i can. Whenever i do i'll send you a pull request (unless you just add me as a collaborator to your repository)
Quote from: Sammi Husky on May 05, 2014, 08:43:29 AM
Well, i've begun implementing the BLOC filetype to BBox..so whenever that's done i'll try to fix the whole shader0 not having textureref0 = true, which causes crazy messed up textures in game. Incidentally i went ahead and added an icon for STDT entries that LibertyErnie started to implement. Icon isn't that great, but better then a question mark :P
(http://i.imgur.com/p9Xpo99.png)
In any case, i went and forked your repository on git so i can make changes of my own. Im not super awesome at programming or nothin but i'll try to help out whenever i can. Whenever i do i'll send you a pull request (unless you just add me as a collaborator to your repository)
Sweet! For STDT, I'm probably gonna try Bero's code that BJ posted the link to, and if that works well enough I'll get rid of mine.
Honestly, I prefer how entries are listed in BJ's STPM editor than in Bero's STDT one. It would be cool if you could use the STPM menu for the STDT instead.
BlackJax, can you please give a couple more people commit access to the brawlbox project so we can continue making releases and code commits through google code?
OMG I got it Blackjax!! I replaced MISCDATA[9], MISCDATA[10] in common3.pac with the Korean one, and it worked! Apparently I read that 9 and 10 are font_latin1.arc, font_latin12.arc. But would you know how to change the text size though? It seems a bit small though. Would I have to add something to the msbin file? like <size=???> etc?
Quote from: Mewtwo2000 on May 05, 2014, 06:04:43 PM
Honestly, I prefer how entries are listed in BJ's STPM editor than in Bero's STDT one. It would be cool if you could use the STPM menu for the STDT instead.
I don't think I can do it the way he did it for STPM, since STDT has a variable number of entries in it. Also, some are floats and some are integers, and the program doesn't know which is which. But hopefully I'll figure out a way you can edit both that's not too complicated.
Quote from: vanhuynh16 on May 05, 2014, 09:42:57 PM
OMG I got it Blackjax!! I replaced MISCDATA[9], MISCDATA[10] in common3.pac with the Korean one, and it worked! Apparently I read that 9 and 10 are font_latin1.arc, font_latin12.arc. But would you know how to change the text size though? It seems a bit small though. Would I have to add something to the msbin file? like <size=???> etc?
Yeah I'm pretty sure that's the right tag.
So it works now? Cool beans.
Quote from: Dantarion on May 05, 2014, 09:05:40 PM
BlackJax, can you please give a couple more people commit access to the brawlbox project so we can continue making releases and code commits through google code?
Yeah. Anybody who wants to commit changes should pm me their email and I'll add them.
Quote from: Sammi Husky on May 05, 2014, 08:43:29 AMIcon isn't that great, but better then a question mark :P
Here's a template for the original icon style:
https://www.dropbox.com/s/cqsozzwloaza5bf/CHR.psd (https://www.dropbox.com/s/cqsozzwloaza5bf/CHR.psd)
Quote from: libertyernie on May 05, 2014, 11:34:06 PMQuote from: Mewtwo2000 on May 05, 2014, 06:04:43 PMQuote from: libertyernie on May 05, 2014, 05:18:37 PM
Sweet! For STDT, I'm probably gonna try Bero's code that BJ posted the link to, and if that works well enough I'll get rid of mine.
Honestly, I prefer how entries are listed in BJ's STPM editor than in Bero's STDT one. It would be cool if you could use the STPM menu for the STDT instead.
I don't think I can do it the way he did it for STPM, since STDT has a variable number of entries in it. Also, some are floats and some are integers, and the program doesn't know which is which. But hopefully I'll figure out a way you can edit both that's not too complicated.
Even though displaying a raw array to the user is quick and easy and SEEMS like the best solution, it's not intuitive
at all for the user. You always want to be able to name raw values so I avoided doing it. Use the moveset attribute editor, at least, and let the community name the values. You'll have to set up a naming system for text files.
Quote from: BlackJax96 on May 05, 2014, 11:43:15 PM
Yeah I'm pretty sure that's the right tag.
So it works now? Cool beans.
Kinda? When I try to change the size, it just makes it blank instead. So I'm not sure what to do from there.
Quote from: BlackJax96 on May 05, 2014, 11:43:15 PM
Yeah I'm pretty sure that's the right tag.
So it works now? Cool beans.
Yeah. Anybody who wants to commit changes should pm me their email and I'll add them.
Here's a template for the original icon style:
https://www.dropbox.com/s/cqsozzwloaza5bf/CHR.psd (https://www.dropbox.com/s/cqsozzwloaza5bf/CHR.psd)
Honestly, I prefer how entries are listed in BJ's STPM editor than in Bero's STDT one. It would be cool if you could use the STPM menu for the STDT instead.
I don't think I can do it the way he did it for STPM, since STDT has a variable number of entries in it. Also, some are floats and some are integers, and the program doesn't know which is which. But hopefully I'll figure out a way you can edit both that's not too complicated.
Even though displaying a raw array to the user is quick and easy and SEEMS like the best solution, it's not intuitive at all for the user. You always want to be able to name raw values so I avoided doing it. Use the moveset attribute editor, at least, and let the community name the values. You'll have to set up a naming system for text files.
But how does BrawlBox know whether to interpret a value as integer or floating-point? I can't go by the size of the STDT data, because a few stages (i.e. 75m and Luigi's Mansion) have the same size STDT but use different interpretations.
Quote from: KingEvilpuff on May 04, 2014, 02:06:46 PM
But moveset stuff is best saved for BJ's cancelled Ikarus.
I actually am already working on Ikarus. Just sent a pull request to LibertyErnie to allow selecting JUST the character folder, rather then the whole root of ALL brawl files. So expect to see that improved as well as BBox stuff :)
Quote from: libertyernie on May 06, 2014, 02:44:51 AM
But how does BrawlBox know whether to interpret a value as integer or floating-point? I can't go by the size of the STDT data, because a few stages (i.e. 75m and Luigi's Mansion) have the same size STDT but use different interpretations.
Well the attribute grid does have an if statement that guesses int or float, but for values like 0 and some really big integers, there's no way to know for sure. What I did for moveset files was I had it use that if there were no text files that explicitly stated int or float for the current value.
Basically either the user tells BB float or int using the text files or it guesses.
Alternatively, you could hardcode structs for each stage and use them as a direct property interface. I don't think I would do that though, as there are quite a few stages and most of the values are unknown or need a long description.
Quote from: Sammi Husky on May 06, 2014, 06:29:55 AM
I actually am already working on Ikarus. Just sent a pull request to LibertyErnie to allow selecting JUST the character folder, rather then the whole root of ALL brawl files. So expect to see that improved as well as BBox stuff :)
There should be a separate button under file->open to open just a character folder. In fact, I was planning to add buttons to be able to open any file separately.
The reason I completed opening the root first was because it was faster to just open an SD card root and switch the character for testing and I wanted to emulate the game :P
BB v0.68 and PSA can already edit pretty well.
Nice to see interest in continuing Ikarus though. It has a lot of potential, if somebody can get a proper moveset rebuilder written.
Quote from: BlackJax96 on May 06, 2014, 06:41:13 AM
Well the attribute grid does have an if statement that guesses int or float, but for values like 0 and some really big integers, there's no way to know for sure. What I did for moveset files was I had it use that if there were no text files that explicitly stated int or float for the current value.
Basically either the user tells BB float or int using the text files or it guesses.
Sweet. Which file is the attribute grid in?
EDIT: Never mind, found it. It's in the ikarus project.
Quote from: Sammi Husky on May 06, 2014, 06:29:55 AM
I actually am already working on Ikarus. Just sent a pull request to LibertyErnie to allow selecting JUST the character folder, rather then the whole root of ALL brawl files. So expect to see that improved as well as BBox stuff :)
Yay. \o0o/
I wish the model viewer can view vertex colors.
Hey. This version of BrawlBox keeps messing up the .msbin for the songs.
Anytime I edit it even slightly and then save, it becomes corrupt no matter what happens. Even if I export it out and edit it on it's own, it ends up as corrupted whenever it saves. This didn't happen with the previous versions.
What gives? I'm not the only one having this issue, right?
Quote from: Waveshocker Sigma on May 06, 2014, 06:12:24 PM
Hey. This version of BrawlBox keeps messing up the .msbin for the songs.
Anytime I edit it even slightly and then save, it becomes corrupt no matter what happens. Even if I export it out and edit it on it's own, it ends up as corrupted whenever it saves. This didn't happen with the previous versions.
What gives? I'm not the only one having this issue, right?
Can you send me the file that gets corrupted, but before the program corrupts it?
EDIT: nvm, found one I can use to test.
Quote from: E-scope12 on May 06, 2014, 02:13:33 PM
I wish the model viewer can view vertex colors.
The program used for MKWii tracks can. I wonder if there's any documentation anywhere that could be used to port that into Brawlbox.
Hey, im just trying to throw something out, but can you guys use the existing BrawlCode progress so we don't end up splitting BrawlBox's development history yet again?
Quote from: Dantarion on May 06, 2014, 06:47:30 PM
Hey, im just trying to throw something out, but can you guys use the existing BrawlCode progress so we don't end up splitting BrawlBox's development history yet again?
Do you mean the google code project? Im up for it, i've never really used google code before though..But in order for BBox to not end up forking off into separate dev trees LibertyErnie would need to use google code as well and we would need BJ to give us commit privileges.
In the long run it may be better to just switch to git altogether since in my opinion its a bit more contributor friendly, but that's really just me. I'll go wherever the code goes lol
I updated the link on the main page - now the MSBin corruption seems to be fixed. Thanks waveshocker!
Quote from: Dantarion on May 06, 2014, 06:47:30 PM
Hey, im just trying to throw something out, but can you guys use the existing BrawlCode progress so we don't end up splitting BrawlBox's development history yet again?
Is it this repo? https://code.google.com/p/brawldev/ (https://code.google.com/p/brawldev/) Or is it a newer one?
Nope...thats the one Bero and I worked on when we couldn't contact Kryal to get commit writes to the original one!
http://brawltools2.googlecode.com (http://brawltools2.googlecode.com)
Just send me your emails and I'll give you commit access
so the Brawlbox is again set in motion! and now that we have Lib, Sammi and Dant intrested to do it, it can be at v1.00 this time!
wish I could help with anything, but if you want a betatester, you know where I am! (was Beta tester the period BJ96 was the BB maker)
I wouldn't really mind moving to the SVN, but also, using GitHub gives a couple extra features - primarily pull requests and easy branching - that can be kind of nice.
Then again, Google Code gives you a download area and other things which I probably don't know about yet.
Meh, the downloads section is deprecated. I think they already removed the option to add new downloads by now.
You also couldn't replace a download. I didn't like using it solely because of that.
Here's where my progress is on the STDT thing:
(http://i.imgur.com/VN59pfT.png)
How do you think edits to the names/descriptions should be saved? I'm loading it right now from a file STDT/[the name of that ef_*** node in the file].txt, if it exists, but there's no code to save changes.
A button or something to switch between int/float/degrees might also be nice, but I could also just use that guessing code, I suppose.
I got a WIP update to my STPM Tool that makes it compatible with STDT and names some of the more interesting values. I can try to finish and release it so you can see if the names are fine to be used in there.
Also, please use BJ's template for the STDT icon, that one is out of place imo.
Quote from: libertyernie on May 06, 2014, 07:36:06 PM
I wouldn't really mind moving to the SVN, but also, using GitHub gives a couple extra features - primarily pull requests and easy branching - that can be kind of nice.
I've become somewhat accustomed to github myself, especially since vs 2013 Express has an integrated git interface, while SVN management can't be integrated with Express versions. Though thats not a biggie really.
That and github has a better interface :P
Quote from: Mewtwo2000 on May 06, 2014, 08:59:12 PM
Also, please use BJ's template for the STDT icon, that one is out of place imo.
That one was only a placeholder so i didn't have to deal with so many ?'s lol. Yea i'll make a new one from the template.
Anyone have suggestions on what the
colors should be? or is a black and white gradient like this good?
(http://i.imgur.com/pWP3lpV.png)
*follows*
I admit, maybe github is best for this.
Well, currently i've just been making forks of LibertyErnie's repo and making changes, then requesting a merge from mine since i don't have push access to His repo, but if he could add us both as contributors then we'd be able to make new branches and commit changes alot easier.
Alternatively, if he wants to keep his personal repo in order to keep track of changes that will affect his other programs, one of us could create a new repo off of that one and add everyone to that one
We should try to keep it as one repo if possible. Don't want features appearing and disappearing.
Once you guys get something settled, add dantarion to it and ill commit BrawlBox2Maya command line tool
OK, Sammi Husky and Dantarion should now both have upload access to my brawltools repository, if everything worked right. Let me know if it doesn't work.
GitHub supports SVN clients, by the way, so if either of you want to use it that way you can.
I may set up a buildbot to do automated builds! This is exciting! So happy!
Alright, since the 4th BrawlTools generation is being hosted on github, I won't bother adding you guys to the old 3rd gen svn.
Quote from: libertyernie on May 06, 2014, 10:42:28 PM
OK, Sammi Husky and Dantarion should now both have upload access to my brawltools repository, if everything worked right. Let me know if it doesn't work.
GitHub supports SVN clients, by the way, so if either of you want to use it that way you can.
Lol dangit!
just sent a pull request too, i'll just try to push those commits directly as a test to see if everything worked..lol
Now i am excited! It sound so amazing! I can see great power of you three!
But i am Sad, it feels and Will probely be that i Will stand on the side and Watch, not Being able to help :C
Brainstorming: maybe instead of loading a text file automatically for STDT nodes, I should just add right-click items that say something like "Load Descriptions" and "Save Descriptions"? There's really no reliable way to determine what stage (i.e. what rel file) a PAC is made for.
well... glad to see some love to BB again...
*follows*
Does anyone know how the color and size codes work in the msbins? like <color=56544FFF> but this is different than html right? Same with the size?
Quote from: libertyernie on May 07, 2014, 12:56:55 AM
Brainstorming: maybe instead of loading a text file automatically for STDT nodes, I should just add right-click items that say something like "Load Descriptions" and "Save Descriptions"? There's really no reliable way to determine what stage (i.e. what rel file) a PAC is made for.
You could add a tab with a list of the different stages with STDT, so depending on the one you choose in the list, you can read the info specific for that stage.
Quote from: Mewtwo2000 on May 07, 2014, 01:22:29 AM
You could add a tab with a list of the different stages with STDT, so depending on the one you choose in the list, you can read the info specific for that stage.
What about a dropdown containing stages with the same amount of STDT values instead of tabs for all stages?
I meant a combobox or whatever it's called. Just a list of stages that change what's displayed once you change your selection. That list may depend on the size of the STDT or not. I use STDTs on stages that go on many slots at the same time, even if the size of the STDT in the original stage doesn't match the one in my stage. That combobox could have a default value where all STDT values can be edited, but have no descryption at all. And then have stage-specific lists, where only known values are displayed and are editable.
Dunno, just throwing ideas out there.
Haha, this is awesome! :laugh: I can't believe that this much enthusiasm for Brawl hacking remains after all these years.
Quote from: Dantarion on May 06, 2014, 10:43:29 PM
I may set up a buildbot to do automated builds! This is exciting! So happy!
Even Dant's caught up in the excitement. :kdance:
Whoa hey guys I've totally been bothering BJ so I can take up coding BB and-
*sees talent*
-yeah nevermind I'll just go sit in my corner and let the pros go nuts.
Really though, glad folks are still interested.
Hype!
Quote from: Mewtwo2000 on May 07, 2014, 02:33:05 AM
I meant a combobox or whatever it's called. Just a list of stages that change what's displayed once you change your selection. That list may depend on the size of the STDT or not. I use STDTs on stages that go on many slots at the same time, even if the size of the STDT in the original stage doesn't match the one in my stage. That combobox could have a default value where all STDT values can be edited, but have no descryption at all. And then have stage-specific lists, where only known values are displayed and are editable.
Dunno, just throwing ideas out there.
Yeah, maybe a combobox would be a nice idea. I can store different AttributeInfo[] instances statically to test it, for sure.
Just curious, but will there ever be a way to open BBox PSA'd files in PSA and PSA PSA'd files in BBox?
Tidus, for that to happen, PSA can't do much about it. So basically, BrawlBox needs to be changed to not ever save a file in a way that PSA can't read it.
Also, BrawlBox SHOULD be able to save D3 and Pokemon .pacs in a way so that PSA can open them :D
Quote from: Tidus on May 07, 2014, 10:33:34 PM
Just curious, but will there ever be a way to open BBox PSA'd files in PSA and PSA PSA'd files in BBox?
I suppose if an elegant solution can be found for why the way BBox saves them causes that issue then sure. Then again, i don't even know what causes this in the first place so don't quote me on that.. :kdance: I also have pretty little knowledge on the moveset file format despite how long i looked at tabuu and PSA's source :(
And in any case, my main focus for moveset stuff would be on Ikarus anyways
Quote from: Dantarion on May 07, 2014, 10:50:31 PM
Tidus, for that to happen, PSA can't do much about it. So basically, BrawlBox needs to be changed to not ever save a file in a way that PSA can't read it.
Also, BrawlBox SHOULD be able to save D3 and Pokemon .pacs in a way so that PSA can open them :D
I'm aware that BBox is the culprit. Since I have little to no idea what you guys have to work with, I'm just throwing out suggestions for future updates, etc.
Not really worried about the D3 and Pokemon .pacs tidbit seeing as I don't work with them. But it's nice to know anyways, for future reference :P
Quote from: Sammi Husky on May 07, 2014, 11:00:44 PM
And in any case, my main focus for moveset stuff would be on Ikarus anyways
True, true. Almost forgot that Ikraus would be used for PSAing stuff.
I wish you guys the best of luck in your endeavor.
By the way, what language are you guys coding in?
Just so people know, BrawlBox, BrawlLib and Ikarus are all Programmed in C#.
So if anyone who knows C# wants to contribute they can easily fork the repo on github, code in your improvements or what have you, then send a pull request where we can review it etc etc
Also, knowledge of python can be useful for making quick and dirty guesses at data structures.
I can decode a complicated multilevel file MUCH faster using python than I will ever be able to do using C#.
SSE IS GOING DOWN!
I have very little knowledge of Python and almost none in C#
BUT, I'm majoring in CS so hopefully I'll be able to give you guys a hand in the future.
I wish I had more to offer than a couple of semesters in C++, but I really got nothing to contribute at the moment. :|
So here I am. Waving my poms poms.
Go team go
Time to hit the books and learn some stuff. Ikarus is something that has a whole bunch of potential and it's def something I'd want to help with some time in the future. Good luck in the meantime, y'all.
Did somebody mention Ikarus and Brawlbox saving movesets?
The code the old Brawlbox uses to save moveset files is horrendous. I'm sure it's the culprit of any problems you might have, as it actually rewrites the entire moveset file and PSA doesn't. I was planning to completely recode it in Ikarus.
It's messy, complicated and doesn't reproduce the same file exactly. I'm also completely sure a lot of the moveset file's structure is dictated by the REL file (or some outside source), as there is literally no official indication of structures being there or not, what they are, their lengths, etc.
In the meantime for Ikarus, instead of rebuilding the moveset file altogether, it might be more beneficial to do what PSA does and remap anything edited & longer to the end of the file, along with scanning for FADEF00D fillers to use for new data in old locations within the moveset so that it doesn't bloat in size.
I also think the incompatibility between PSA and Brawlbox is that Brawlbox writes the section list in a different order, and PSA slaps new data at (almost) the end of the file.
Luckily for you guys, I already reverse engineered the entirety of the moveset file (here (https://code.google.com/p/brawltools2/source/browse/trunk/Ikarus/Moveset%20Builder/OldBuilder.cs), here (https://code.google.com/p/brawltools2/source/browse/trunk/Ikarus/Moveset%20Builder/DataCommonBuilder.cs), here (https://code.google.com/p/brawltools2/source/browse/trunk/Ikarus/Structs/FighterDefinition.cs), and here (https://code.google.com/p/brawltools2/source/browse/trunk/Ikarus/Structs/ExtraDataOffsets.cs)), so don't let that work go to waste.
Goodness. BB development has been revived. Nice.
*stalks follows thread*
Quote from: Dantarion on May 07, 2014, 11:31:06 PM
Also, knowledge of python can be useful for making quick and dirty guesses at data structures.
I can decode a complicated multilevel file MUCH faster using python than I will ever be able to do using C#.
SSE IS GOING DOWN!
I should really look into python lol. I hear it's much simpler/easier to pick up then alot of other languages. I'm just glad allot of these SSE files follow the same basic structure and are relatively easy to mess with in just a hex editor.
I got the BLOC file to initialize all subfiles and such, but i can't get it to recognize them as individual nodes with their own filetypes. For example, right now i'm just initalizing them as Generic BLOC entry nodes, and having them set their name based on the first 4 bytes in their header, which is their filename..I have the files necessary to recognize the GDOR header, you can even just open the raw GDOR file in bbox, but i can't for the life of me get it to recognize that the BLOC entry is actually a GDOR file :(
The good news is that you can export these bloc entries individually as well regardless of the individual size of the entry, but i haven't implemented saving any changes made after
replacing one of them yet.
(Also, don't look at the images for BLOC sub files, they are
only there to make testing easier on my eyyyeess)
Sorry but you are not allowed to view spoiler contents.
so its now official milk has gone bad BB is alive again!
nice progress Sammi :3 cant wait to test it out!
libertyernie I a favor to ask. Can you give the model viewer an option to toggle vertex colors on or off & make the SCN0 & CLR0 animations have effects when you play those & make the model viewer show mipmaps as well?
Quote from: E-scope12 on May 08, 2014, 06:09:36 PM
libertyernie I a favor to ask. Can you give the model viewer an option to toggle vertex colors on or off & make the SCN0 & CLR0 animations have effects when you play those & make the model viewer show mipmaps as well?
that would be a complicated task just to enable shaders in model viewer mate..
Quote from: E-scope12 on May 08, 2014, 06:09:36 PM
libertyernie I a favor to ask. Can you give the model viewer an option to toggle vertex colors on or off & make the SCN0 & CLR0 animations have effects when you play those & make the model viewer show mipmaps as well?
I doubt it - I have no idea how the model viewer works :|
Quote from: E-scope12 on May 08, 2014, 06:09:36 PM
libertyernie I a favor to ask. Can you give the model viewer an option to toggle vertex colors on or off & make the SCN0 & CLR0 animations have effects when you play those & make the model viewer show mipmaps as well?
I'm not working on the model viewer, but I do know it uses legacy GL functions to work...
managing vertex colors IS possible using legacy GL, but it requires a hack to update the material per vertex...
what I'm waiting for is someone to get the TEVs working :P
(you don't need GLSL shaders to do this)
in any case, I'm glad someone else is working on Brbx :)
Quote from: libertyernie on May 08, 2014, 09:32:36 PM
I doubt it - I have no idea how the model viewer works :|
I see.
I realize now that BrawlBox2Maya requires a bit of changes to BrawlLib to work, I have verified with Eternal Yoshi that it is bug free now, and it includes my dae+anim -> FBX mel scripts that I use for importing into UE4 as well!
I will probably get that in there this weekend or so.
Quote from: Dantarion on May 09, 2014, 03:48:12 PM
I realize now that BrawlBox2Maya requires a bit of changes to BrawlLib to work, I have verified with Eternal Yoshi that it is bug free now, and it includes my dae+anim -> FBX mel scripts that I use for importing into UE4 as well!
I will probably get that in there this weekend or so.
Unreal Engine 4 huh. Nice.
Quote from: Dantarion on May 09, 2014, 03:48:12 PM
I realize now that BrawlBox2Maya requires a bit of changes to BrawlLib to work, I have verified with Eternal Yoshi that it is bug free now, and it includes my dae+anim -> FBX mel scripts that I use for importing into UE4 as well!
I will probably get that in there this weekend or so.
so BB2M is complete now? 8D thats awesome news!
one question, is it only exportation to Maya, or can you export from Maya to BB too? that would be a another huge step!
Quote from: pikazz on May 09, 2014, 05:41:27 PM
so BB2M is complete now? 8D thats awesome news!
one question, is it only exportation to Maya, or can you export from Maya to BB too? that would be a another huge step!
something tells me its export to maya only
BBox can already import from maya .anims iirc. its the exporter thats broken i think, but yea. long story short you should be able import them back into BBox :P
Is there some way to paste text into this brawlbox for songs and such, or is that for a future bugfix of sorts?
Quote from: Mariohuge9001 on May 09, 2014, 07:54:35 PM
Is there some way to paste text into this brawlbox for songs and such, or is that for a future bugfix of sorts?
Like, multiple lines at once?
I suppose it would be possible to let you import/export MSBin files to/from .txt.
Could use BrawlDJ for that.
Although somewhat unrelated, but regarding BrawlDJ which was brought up, could you take a look at this, Dant?
http://forums.kc-mm.com/index.php?topic=67087 (http://forums.kc-mm.com/index.php?topic=67087)
I have no idea how to get brawldj to work, and once I extract the msbins and edit them, I can't reimport them. Might as well just redo it from scratch, replacing the song titles as I go. Thanks anyways, guys.
I'm almost done with the STDT additions - I just want to check a couple more things.
Right now, the program will show any text files in STDT/* that match the right format (same as used for Attributes.txt in Ikarus), and if none of those files have a name that matches the root node, it adds another one that you can save as a text file if you want.
(http://i.imgur.com/Ci8lk2M.png)
Hey Ernie, idk if your aware but rebuilding any changes made to STDT entries writes all 0's out of the unsafe Buffer instead of the correct data. At least the current Source on github does, just thought i would let ya know
I noticed when i was trying to get some of the BLOC entries rebuildable. I'll likely setup the files first so that BBox at least displays them correctly with various info before i implement editing them. Exporting individual entries (GDOR, GEG1 etc) is done though, replacing on the other hand is not.
Quote from: Sammi Husky on May 12, 2014, 09:41:17 PM
Hey Ernie, idk if your aware but rebuilding any changes made to STDT entries writes all 0's out of the unsafe Buffer instead of the correct data. At least the current Source on github does, just thought i would let ya know.
Thanks! I'll make sure to fix it.
Quote from: Sammi Husky on May 09, 2014, 07:21:59 PM
BBox can already import from maya .anims iirc. its the exporter thats broken i think, but yea. long story short you should be able import them back into BBox :P
Is there a tutorial on how to do this because I keep getting that either nothing is selected or // Error: Could not add the anim curves to the clipboard. //
this should help you out
http://forums.kc-mm.com/index.php?topic=64144.0 (http://forums.kc-mm.com/index.php?topic=64144.0)
Quote from: Sammi Husky on May 13, 2014, 07:18:55 PM
this should help you out
http://forums.kc-mm.com/index.php?topic=64144.0 (http://forums.kc-mm.com/index.php?topic=64144.0)
Just reread what you previous post said and now realize that the exporting is in fact still not working which is why I was having trouble, that being said the tutorial you posted was exactly what I wanted anyway so :D
I got it. I have an idea for an exporter for MDL0. A PMD/PMX Exporter where you can convert any MDL0 model to MikuMikuDance Model.
@Sammi Husky: I think I'm done with the STDT changes at this point, and I can't think of anything else I need to change. Let me know when I should post a new release.
Hmm. It's probably safe to go ahead and release now. The rebuilding for SSE files still hasn't been implemented yet, but it displays and exports most of them now. I have around 7 SSE files being read and displaying data, and adding the rest will take quite a bit. However they all display with their Header tag, and can be exported.
So you can release a new version whenever you'd like. Nothing is in an unstable state right now as far as i can tell. :)
Hopefully i can get the rebuilding and the rest of the SSE files for the release after this one. :P as well as Dant's changes for BBox2Maya, that would be sweet
Quote from: Sammi Husky on May 22, 2014, 04:56:54 AM
Hmm. It's probably safe to go ahead and release now. The rebuilding for SSE files still hasn't been implemented yet, but it displays and exports most of them now. I have around 7 SSE files being read and displaying data, and adding the rest will take quite a bit. However they all display with their Header tag, and can be exported.
So you can release a new version whenever you'd like. Nothing is in an unstable state right now as far as i can tell. :)
Hopefully i can get the rebuilding and the rest of the SSE files for the release after this one. :P as well as Dant's changes for BBox2Maya, that would be sweet
All right. I think I'll wait until after this weekend to post a new version, since there's nothing urgent.
Mind if I add your username to the copyright info (in the changelogs and About dialog)?
Sure, i don't mind.
Incidentally, i made it so when saving an STDT txt definition that it will create the STDT directory instead of notifying them that one does not exist. I hope thats okay? i figured if they're saving STDT definitions, they likely would want the STDT directory made anyways.
well, even tho u said that the MSBIN data was fully fixed.. in the bugfix tho, im still getting an error about it..
[spoiler]
QuoteSee the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentNullException: Array cannot be null.
Parameter name: bytes
at System.Text.EncoderNLS.Convert(Char* chars, Int32 charCount, Byte* bytes, Int32 byteCount, Boolean flush, Int32& charsUsed, Int32& bytesUsed, Boolean& completed)
at BrawlLib.Wii.MSBinDecoder.GetStringSize(String s)
at BrawlLib.SSBB.ResourceNodes.MSBinNode.OnCalculateSize(Boolean force)
at BrawlLib.SSBB.ResourceNodes.ResourceNode.CalculateSize(Boolean force)
at BrawlLib.SSBB.ResourceNodes.ARCNode.OnCalculateSize(Boolean force)
at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(Boolean force)
at BrawlLib.SSBB.ResourceNodes.ResourceNode.Merge(Boolean forceBuild)
at BrawlBox.Program.Save()
at BrawlBox.MainForm.saveToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
at System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
at System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
BrawlBox
Assembly Version: 0.72.5239.22982
Win32 Version: 0.72.0.0
CodeBase: file:///C:/Users/dsx8/Desktop/Brawl%20Hacking%20Files/Brawl%20Tools/BrawlBox%20v0.72/BrawlBox.exe
----------------------------------------
BrawlLib
Assembly Version: 0.19.5239.22979
Win32 Version: 0.19.0.0
CodeBase: file:///C:/Users/dsx8/Desktop/Brawl%20Hacking%20Files/Brawl%20Tools/BrawlBox%20v0.72/BrawlLib.DLL
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34003 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
OpenTK
Assembly Version: 1.0.0.0
Win32 Version: 1.0.278.44921
CodeBase: file:///C:/Users/dsx8/Desktop/Brawl%20Hacking%20Files/Brawl%20Tools/BrawlBox%20v0.72/OpenTK.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Hmm... I can't figure out what would cause that error. From the stack trace, it looks like it's happening on the call to Convert(...), but I'm allocating a byte array and passing it in right away. Not sure why it would be null.
Here's the code:
byte[] utf8;
fixed (char* p = s) { // s is a string
utf8 = new byte[Encoding.UTF8.GetEncoder().GetByteCount(p, s.Length, true)];
int charsUsed, bytesUsed;
bool completed;
fixed (byte* b = utf8) {
Encoding.UTF8.GetEncoder().Convert(p, s.Length, b, utf8.Length, true,
out charsUsed, out bytesUsed, out completed);
}
if (!completed) throw new Exception("Could not encode the MSBin file.");
}
Mind sending me the MSBin file that makes it crash?
The only thing i can think of that would cause that is if the msbin file was corrupted beforehand. Other then that i don't see a reason it would throw that exception
Quote from: libertyernie on June 03, 2014, 01:37:31 AM
Hmm... I can't figure out what would cause that error. From the stack trace, it looks like it's happening on the call to Convert(...), but I'm allocating a byte array and passing it in right away. Not sure why it would be null.
Here's the code:
byte[] utf8;
fixed (char* p = s) { // s is a string
utf8 = new byte[Encoding.UTF8.GetEncoder().GetByteCount(p, s.Length, true)];
int charsUsed, bytesUsed;
bool completed;
fixed (byte* b = utf8) {
Encoding.UTF8.GetEncoder().Convert(p, s.Length, b, utf8.Length, true,
out charsUsed, out bytesUsed, out completed);
}
if (!completed) throw new Exception("Could not encode the MSBin file.");
}
Mind sending me the MSBin file that makes it crash?
Quote from: Sammi Husky on June 03, 2014, 02:02:05 AM
The only thing i can think of that would cause that is if the msbin file was corrupted beforehand. Other then that i don't see a reason it would throw that exception
here's the file, i can edit it fine in BB71, but 72 just errors it.
http://www.mediafire.com/download/rg8per49v4np97v/MiscData%5B5%5D.msbin (http://www.mediafire.com/download/rg8per49v4np97v/MiscData%5B5%5D.msbin)
thats only if i try to edit something or add anything to that msbin file..
Thanks DSX8! I fixed the issue in v0.73. (Turns out when you use the fixed statement on a 0-length array, the behavior is undefined!)
awesome work as always u guys!! :3
also.. would u guys be able to take a look into stage .rel files for hit/hurt boxes? or is that a bit advanced for the 2 of ya?
I look into all sorts of module stuff. Any kind of research really. I'll look into it i suppose, however the first thing i wanted to do with stage modules is document the constants. I've already done 2 stages for the most part here
(can't link it, links on here redirect to dantarions twitter for some reason)
opensa.dantarion.com/wiki/Stage_Module_Constants
I also do the same for the fighter modules. Aside from that, just last night i added all the IC-constants for being frozen on the ic-memory map lol
Mmm... Don't you think the version number has changed too fast if we look at the changelist?
I mean, Blackjax always did lots of changes to Brawlbox before he changed version number and not just the letter. This should be more like 0.71c, though I understand a number change coming because of the change of developer. So maybe 0.72b or 0.72c, but not 0.73 yet. Well, just a thought.
By the way, I've not seen a mention about this in the changelist, so I'll ask. Have the issues when importing a model (shader with no texturereference enabled) or editing it (NeedsNormalMtxArray forced to 'off' and not editable in Brawlbox) been fixed?
I was thinking the same thing regarding the version numbers. Mainly because Not all the SSE files have been implemented. While they are all displaying correctly, only 6 or so are implemented (aside from rebuilding).
The texture ref error i might be able to fix today. Might..in any case i think we should probably go for 0.72b but thats personal preference lol
I never liked letters as a method of versioning things.
But then again I'm not a developer so I don't have a say in doing so.
please change it to 72b/71c, my reasons have already been brought up
but anyway, it looks great so far :3
I'm having trouble opening MSBIN.
Before you ask, I'm running Windows 8 64-bit.
Okay. It won't let me open MSBIN files. I can open PAC and other files fine, but when trying to open MSBIN, it says "Unable to recognize input file" and doesn't open the file.
Quote from: Segtendo on June 05, 2014, 06:55:48 PM
I'm having trouble opening MSBIN.
Before you ask, I'm running Windows 8 64-bit.
Okay. It won't let me open MSBIN files. I can open PAC and other files fine, but when trying to open MSBIN, it says "Unable to recognize input file" and doesn't open the file.
hmm really? i just exported my msbin and opened it as its own file and it opened just fine.. and im running Win8.1 64-bit.. maybe ur msbin file is corrupted?
(http://i.imgur.com/hcp1vyY.png)
MSBINS confirmed working Windows 8.1 Pro x86.
Sorry but you are not allowed to view spoiler contents.
It was my MSBIN. It was corrupted somehow.
Quote from: Segtendo on June 06, 2014, 06:21:51 AM
It was my MSBIN. It was corrupted somehow.
heh i had a feeling it was corrupted.. x3
Quote from: DSX8 on June 06, 2014, 06:53:32 AM
heh i had a feeling it was corrupted.. x3
Now hold on just a minute. This wasn't a mistake on his part because I had this happen before and no one did anything about it and I'm on Windows 7.
Quote from: Waveshocker Sigma on May 06, 2014, 06:12:24 PM
Hey. This version of BrawlBox keeps messing up the .msbin for the songs.
Anytime I edit it even slightly and then save, it becomes corrupt no matter what happens. Even if I export it out and edit it on it's own, it ends up as corrupted whenever it saves. This didn't happen with the previous versions.
What gives? I'm not the only one having this issue, right?
There's definitely something wrong with this BrawlBox. Not only that, but it also keeps corrupting my Common5.pac, too. Or more accurately, the sc_selcharacter_en, sc_selcharacter2_en and sc_selmap_en inside of it, making it to where I suddenly can't access them inside only to find out they're corrupted when I export them.
That's kind of a really big bug it overlook, guys.
Quote from: Waveshocker Sigma on June 06, 2014, 02:03:53 PM
There's definitely something wrong with this BrawlBox. Not only that, but it also keeps corrupting my Common5.pac, too. Or more accurately, the sc_selcharacter_en, sc_selcharacter2_en and sc_selmap_en inside of it, making it to where I suddenly can't access them inside only to find out they're corrupted when I export them.
That's kind of a really big bug it overlook, guys.
That most certainly is a really big bug to overlook, but i personally don't think its BBox native.
Now don't shoot me though, i could be wrong and it's worth looking into. The reason i don't think so, is because my tool uses the BrawLib from this version and deals almost exclusively with common5.
Aside from that, im using this one and trying everything i can to corrupt my common5 or any part of it, and i can't seem to do it? What exactly are you doing that is corrupting it? that way i can reproduce the results and try and fix the problem
Welcome to programming BB. You fix one minor thing and suddenly a bunch of major and completely unrelated features are apparently broken, but only for other people. :L
I also agree with the version number stuff. Change the number for major and/or large updates and change the letter for a group of bugfixes and minor revisions.
Quote from: Sammi Husky on June 06, 2014, 05:41:57 PM
That most certainly is a really big bug to overlook, but i personally don't think its BBox native.
Now don't shoot me though, i could be wrong and it's worth looking into. The reason i don't think so, is because my tool uses the BrawLib from this version and deals almost exclusively with common5.
Aside from that, im using this one and trying everything i can to corrupt my common5 or any part of it, and i can't seem to do it? What exactly are you doing that is corrupting it? that way i can reproduce the results and try and fix the problem
Saving it.That's the confusing problem. I can even so much as export something from a clean common5, replace the existing one with that same freshly exported one, save it and something may or may not be corrupted. That's the other confusing thing: Sometimes it corrupts. Sometimes it doesn't.
And you can't tell it's been corrupted until you close out and go back in.
Quote from: Waveshocker Sigma on June 06, 2014, 08:02:31 PM
Saving it.
That's the confusing problem. I can even so much as export something from a clean common5, replace the existing one with that same freshly exported one, save it and something may or may not be corrupted. That's the other confusing thing: Sometimes it corrupts. Sometimes it doesn't.
And you can't tell it's been corrupted until you close out and go back in.
well i just did what u did... do a msbin from Common5, exported it as a clean and edited value's in it for text size, and it saved fine. re-opened and was still fine. replaced it in the common5 and saved fine also, so im not sure what exactly ur issue is.. :/
Quote from: Waveshocker Sigma on June 06, 2014, 08:02:31 PM
Saving it.
That's the confusing problem. I can even so much as export something from a clean common5, replace the existing one with that same freshly exported one, save it and something may or may not be corrupted. That's the other confusing thing: Sometimes it corrupts. Sometimes it doesn't.
And you can't tell it's been corrupted until you close out and go back in.
Interesting. Mind sending me a copy of your corrupted common5 the next time it corrupts?
The only thing i can think of is if something is being compressed in a way that the common5 doesnt like. For example, compressing the char_bust_tex_lz77 inside sc_selcharacter then saving and re-opening will cause that to happen as well. However this has always been that way regardless of bbox version.
Is there anything in particular your exporting/editing when it happens?
wait, is this version of BrawlBox is available on the vaults? I never saw it...
Quote from: Scout on June 17, 2014, 10:23:46 PM
wait, is this version of BrawlBox is available on the vaults? I never saw it...
Probably not. I never thought to put it there. Maybe I should. Would it go under Misc->Other?
Next version (if/when it happens) will probably be 0.73a. It's too late to rename this one, I think. And unfortunately I haven't been able to reproduce any more bugs yet :(
Hey Mewtwo2000 - what's the problem you're having with NeedsNormalMtxArray?
I suggest you guys get intel from the users on model importing - from what I heard on the WIP thread now and then, some functions don't work quite well on 0.71 (latest build by BJax) and they have to use an older brawlbox in order to make it work as they want to.
Quote from: libertyernie on June 17, 2014, 10:33:02 PM
Probably not. I never thought to put it there. Maybe I should. Would it go under Misc->Other?
Next version (if/when it happens) will probably be 0.73a. It's too late to rename this one, I think. And unfortunately I haven't been able to reproduce any more bugs yet :(
Hey Mewtwo2000 - what's the problem you're having with NeedsNormalMtxArray?
Misc other is fine. Its a good idea to expand your testers, encourage them for feed back.
Quote from: Usuisan on June 18, 2014, 02:39:04 AM
I suggest you guys get intel from the users on model importing - from what I heard on the WIP thread now and then, some functions don't work quite well on 0.71 (latest build by BJax) and they have to use an older brawlbox in order to make it work as they want to.
I use older versions when an import I'm doing crashes and deletes the model data folder. Happened alot.
I have a question about Brawl Box itself. When i select "show camera Coordinates" where may I find said coordinates?
Oooooohh, new BB development thread
Good job, lookin fine.
Quote from: Scout on June 18, 2014, 03:35:35 AMI use older versions when an import I'm doing crashes and deletes the model data folder. Happened alot.
If you have a model that always fails to import, post it here - maybe I can reproduce the problem.
Quote from: WarioBrtsm on June 18, 2014, 01:47:58 PM
I have a question about Brawl Box itself. When i select "show camera Coordinates" where may I find said coordinates?
You have to turn on Options>Settings>Enable text overlays as well. (Took me a bit of digging thru the code to find that one.)
subs
Quote from: libertyernie on June 18, 2014, 05:20:32 PMYou have to turn on Options>Settings>Enable text overlays as well. (Took me a bit of digging thru the code to find that one.)
Thanks Mate! Now I can make more Precise CSPs!
Quote from: WarioBrtsm on June 18, 2014, 07:40:01 PM
Thanks Mate! Now I can make more Precise CSPs!
You can save the camera position and the model viewer will open to it and you can reset the view to it, in case you didn't know. Makes Brawlbox CSP making a lot faster and perfectly precise every time (unless you change the FOV or something... but that can be saved too).
Those are features I've never saw before. Could you add some more support such as SCLA and those so called camera parameters like cam_param.dat or something like that so that I can change the fov seperately on 4:3 and 16:9 so that I can continue to make a vert- brawl game?
But at this point, I'm very happy that Brawlbox is now on development.
Post Merge: June 18, 2014, 10:36:31 PM
Quote from: WarioBrtsm on June 18, 2014, 01:47:58 PM
I have a question about Brawl Box itself. When i select "show camera Coordinates" where may I find said coordinates?
I have no idea where I can find those because I never found those things in BrawlBox.
A little off topic, but are there any exciting features upcoming for stage builders? Planed or unplanned I guess I should say. This is NOT a request, just a question. I don't like asking more then can be done.
Quote from: Nyan! on June 19, 2014, 12:14:48 AM
A little off topic, but are there any exciting features upcoming for stage builders? Planed or unplanned I guess I should say. This is NOT a request, just a question. I don't like asking more then can be done.
I know, but there are files in each pac or arc files including SCLA or other stuff not yet supported need to be editable.
Quote from: Nyan! on June 19, 2014, 12:14:48 AM
A little off topic, but are there any exciting features upcoming for stage builders? Planed or unplanned I guess I should say. This is NOT a request, just a question. I don't like asking more then can be done.
I don't have anything I'm currently working on, although I would like to see if I can make stagePosition easier to edit, sorta like the old BrawlWall app. Depends on how easy/hard it is to do :P
The SCLA file is a file that i have been experimenting with in my thread for File Research. To my knowledge there isn't anything known about it? at least as far as i know.
Of course i would be adding a way to edit it once i find out the structure of the file. With SCLA all entries in stage .pacs (beside SSE stages) will be editable. i can't think of any besides SCLA in stages that aren't known and editable currently. The collision editor displays all models and textures etc etc and shows the level as it would be seen in game for the most part, but you can't position the models. Only displaying the bones.
In regards to stage editing etc etc, one thing i would really really like to add and will hopefully be able to pull off in the future would be to allow editing and re-positioning of models from within the collision editor. Reason for this would be because position seperate models within the stages is a pain in the butt at the moment, and to make creating SSE levels in BBox a reality, i would like to make that editable. This of course will take a whole lot of work
I would also like to implement the ability to play all animations in the level from the collision editor, in order to better represent what the stage would look like in game. :)
long term goals, but that's about it
Quote from: Sammi Husky on June 19, 2014, 01:21:59 AM
The SCLA file is a file that i have been experimenting with in my thread for File Research. To my knowledge there isn't anything known about it? at least as far as i know.
Of course i would be adding a way to edit it once i find out the structure of the file. With SCLA all entries in stage .pacs (beside SSE stages) will be editable. i can't think of any besides SCLA in stages that aren't known and editable currently. The collision editor displays all models and textures etc etc and shows the level as it would be seen in game for the most part, but you can't position the models. Only displaying the bones.
In regards to stage editing etc etc, one thing i would really really like to add and will hopefully be able to pull off in the future would be to allow editing and re-positioning of models from within the collision editor. Reason for this would be because position seperate models within the stages is a pain in the butt at the moment, and to make creating SSE levels in BBox a reality, i would like to make that editable. This of course will take a whole lot of work
I would also like to implement the ability to play all animations in the level from the collision editor, in order to better represent what the stage would look like in game. :)
long term goals, but that's about it
Like Delfino Plaza for example?
Sorry but you are not allowed to view spoiler contents.
You can only eat an elephant one bit at a time. Unless you're a snake, they can in one bite :srs:
Well yes, Delfino and other moving stages that follow a path (delfino, halberd etc etc) have an unknown file as well, i didn't mention them because they are so explicitly used, and nobody knows what for iirc.
Then there is pictochat, which has a ton of unknown files.
Quote from: Sammi Husky on June 19, 2014, 01:21:59 AM
The SCLA file is a file that i have been experimenting with in my thread for File Research. To my knowledge there isn't anything known about it? at least as far as i know.
Of course i would be adding a way to edit it once i find out the structure of the file. With SCLA all entries in stage .pacs (beside SSE stages) will be editable. i can't think of any besides SCLA in stages that aren't known and editable currently. The collision editor displays all models and textures etc etc and shows the level as it would be seen in game for the most part, but you can't position the models. Only displaying the bones.
In regards to stage editing etc etc, one thing i would really really like to add and will hopefully be able to pull off in the future would be to allow editing and re-positioning of models from within the collision editor. Reason for this would be because position seperate models within the stages is a pain in the butt at the moment, and to make creating SSE levels in BBox a reality, i would like to make that editable. This of course will take a whole lot of work
I would also like to implement the ability to play all animations in the level from the collision editor, in order to better represent what the stage would look like in game. :)
long term goals, but that's about it
Do you think you can figure out the structures of the SCLA because that has parameters to their own aspect ratio? Hex editing the SCLA or not yet parts of every stage pacs are hard to do.
My question to you would be, do you know of any interesting values in the SCLA? :/ I am going to work on it, it's in my thread. I was just wondering if you had any information for me to jot down, it would make adding support for editing it a whole lot easier.
STPM and STDT are already editable, so SCLA would be nice to get editable as well
Quote from: Sammi Husky on June 19, 2014, 04:20:46 AM
My question to you would be, do you know of any interesting values in the SCLA? :/ I am going to work on it, it's in my thread. I was just wondering if you had any information for me to jot down, it would make adding support for editing it a whole lot easier.
STPM and STDT are already editable, so SCLA would be nice to get editable as well
No, I don't quite know the values yet. Could you also work on the cam_param.dat as well too so that I can change the function to make that game work on vert- as other games use.
The information about the screen change can be found here:
http://www.wsgf.org/category/screen-change/vert (http://www.wsgf.org/category/screen-change/vert)
It may also include some pc games that use it in which I want to make this wii game like the other games that make the top and bottom cropped off when set on 16:9 and 4:3 to reveal more top and bottom in the same width as 16x9.
Hey are you guys still doing things, cause I have a request.
When I preview all models, would it be possible to have all models in a .brres play an animation simultaneously when I select/play an animation? It would make updating Poke Floats 2 much less of a headache.
Im always looking for new things to add/improve so i can possibly look into that. The thing is, im deciding whether it would be a better idea to add support to the model previewer for editing collisions at the same time, if it would be better to just improve/merge the collision and model previewer, or just to altogether make a new function for previewing the entire stage and having it use a new form that would be a crossover between the two.
The latter of the approaches would likely be easier for creating / previewing stages and SSE stuff...but it feels kinda redundant to make a new form when the collision editor already has almost all the features except playing all the level's animations, and moving around the models that comprise the scene.
The first thing i mentioned (adding collision support to the model previewer) LibertyErnie seems to be experimenting around with on github :P
Quote from: libertyernie on June 17, 2014, 10:33:02 PM
Hey Mewtwo2000 - what's the problem you're having with NeedsNormalMtxArray?
Oh, that. Well, I've not tested 0.73 yet, but the 0.71 I have doesn't let me set to true or false that property (it's disabled for edition), while older versions did. Also, for some reason, it seems to be forced to false after saving an edited model, cause when I save, it says it's true, but when I open it again it's false.
Anyway, when I get time tomorrow, I'll try the new build and will see if that's fixed or not.
Quote from: Mewtwo2000 on June 21, 2014, 01:49:41 AM
Oh, that. Well, I've not tested 0.73 yet, but the 0.71 I have doesn't let me set to true or false that property (it's disabled for edition), while older versions did. Also, for some reason, it seems to be forced to false after saving an edited model, cause when I save, it says it's true, but when I open it again it's false.
Anyway, when I get time tomorrow, I'll try the new build and will see if that's fixed or not.
I can tell from the code that the program is trying to set that property automatically. Looking at it now, I think it goes back to whether any of the objects in the MDL0 have one of the HasTextureMatrix* properties set to true. Try editing those and see if it sticks after you save.
Showing collisions in the model viewer is coming along nicely, but it's only read-only. Adding collision editing to the model viewer would probably be harder.
Quote from: libertyernie on June 21, 2014, 03:05:55 PM
I can tell from the code that the program is trying to set that property automatically. Looking at it now, I think it goes back to whether any of the objects in the MDL0 have one of the HasTextureMatrix* properties set to true. Try editing those and see if it sticks after you save.
Showing collisions in the model viewer is coming along nicely, but it's only read-only. Adding collision editing to the model viewer would probably be harder.
I would agree with that because I never edited collisions before. I'm sure brawlwall would let you edit them.
Quote from: libertyernie on June 21, 2014, 03:05:55 PM
I can tell from the code that the program is trying to set that property automatically. Looking at it now, I think it goes back to whether any of the objects in the MDL0 have one of the HasTextureMatrix* properties set to true. Try editing those and see if it sticks after you save.
Well, it doesn't have the issue it had before for me, maybe I had a 0.71 which wasn't final, or maybe 0.73 is just fixed. As it's apparently something that only makes sense to have when the said property is found on at least one of the objects, it's okay if it's not editable now, but automatic. So, forget my report.
For the moment, 0.73 seems to work just fine, so I'll be removing 0.71 from my quickstart menu. Right now, the ones in my quickstart are 0.63d modset, 0.67b, 0.69 and now 0.73.
Quote from: Mewtwo2000 on June 22, 2014, 10:57:31 PM
Well, it doesn't have the issue it had before for me, maybe I had a 0.71 which wasn't final, or maybe 0.73 is just fixed. As it's apparently something that only makes sense to have when the said property is found on at least one of the objects, it's okay if it's not editable now, but automatic. So, forget my report.
For the moment, 0.73 seems to work just fine, so I'll be removing 0.71 from my quickstart menu. Right now, the ones in my quickstart are 0.63d modset, 0.67b, 0.69 and now 0.73.
yeah i also noticed that issue too.. 71 didnt save it but 73 does, so i did what u did xD
I've been able to add collisions to the model viewer now (read-only), so you can see them along with the models - or not (you can turn them off with a button next to Polygons and Bones.) If you're playing an animation on a model that collisions are tied to, the collisions should move along with it.
I also have a feature working where it can detect when the selected bone is within 5 units of a floor collision (this is for placing spawn points.) I suppose the thing on the end of the bone should change color, but I'll have to see what looks the best. Any suggestions? Right now I change the blue circle to cyan when you're close enough. (5 units seems to be the threshold for a spawn point to appear on the floor, and not under or above it.)
(http://i.imgur.com/ssKi8p8.png)
Quote from: libertyernie on June 23, 2014, 01:40:08 PM
I've been able to add collisions to the model viewer now (read-only), so you can see them along with the models - or not (you can turn them off with a button next to Polygons and Bones.) If you're playing an animation on a model that collisions are tied to, the collisions should move along with it.
I also have a feature working where it can detect when the selected bone is within 5 units of a floor collision (this is for placing spawn points.) I suppose the thing on the end of the bone should change color, but I'll have to see what looks the best. Any suggestions? Right now I change the blue circle to cyan when you're close enough. (5 units seems to be the threshold for a spawn point to appear on the floor, and not under or above it.)
(http://i.imgur.com/ssKi8p8.png)
i like what i see so far c:
I love that the collisions move with the bone they're attached to in the previewer, that's pretty awesome. How about instead of a color change, maybe add some sort of toggle-able snap feature that automatically snaps a bone to a floor collision?
Quote from: Gravity on June 23, 2014, 09:43:52 PM
I love that the collisions move with the bone they're attached to in the previewer, that's pretty awesome. How about instead of a color change, maybe add some sort of toggle-able snap feature that automatically snaps a bone to a floor collision?
Good idea. I played around with it tonight, and found a good way to do snapping that also reuses the code I have for highlighting. Once I add a menu item to enable snapping, it will snap up or down to the collision if it's cyan when you let go of the mouse button.
By the way, here's a vine of the collisions in the model previewer. I didn't realize this before, but if you have "All" selected for the target model, you can apply one animation to all of them. (What you can't do is play multiple animations at a time.)
https://vine.co/v/MtqQXpTJ6uL
Quote from: libertyernie on June 24, 2014, 01:44:38 AM
https://vine.co/v/MtqQXpTJ6uL
I LOVE IT EVEN MORE NOW!! can now view animated collisions... i've ALWAYS wanted that... *tears*
:happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy: :happy:
Sorry but you are not allowed to view spoiler contents.
Awesome work mate, this alone will make creating new SSE levels immensely easier. Since many objects in the level.pac/BLOC archive designate the fileindex of the collision definition to use, as well as what model index to use.
Quote from: libertyernie on June 23, 2014, 01:40:08 PM
I've been able to add collisions to the model viewer now (read-only), so you can see them along with the models - or not (you can turn them off with a button next to Polygons and Bones.) If you're playing an animation on a model that collisions are tied to, the collisions should move along with it.
I also have a feature working where it can detect when the selected bone is within 5 units of a floor collision (this is for placing spawn points.) I suppose the thing on the end of the bone should change color, but I'll have to see what looks the best. Any suggestions? Right now I change the blue circle to cyan when you're close enough. (5 units seems to be the threshold for a spawn point to appear on the floor, and not under or above it.)
Sorry but you are not allowed to view spoiler contents.
http://youtu.be/pKk_5BvY7g8 (http://youtu.be/pKk_5BvY7g8)
^ lol
I'll probably also make a button to zoom the camera to a specific bone and/or model. Would make navigating quite a bit more convenient. For example in large SSE stages you could select a bone or model from waayyy farther in the level and hit the zoom extents button to zoom the camera to it's position :)
Quote from: libertyernie on June 24, 2014, 01:44:38 AM
https://vine.co/v/MtqQXpTJ6uL (https://vine.co/v/MtqQXpTJ6uL)
(http://static.cdn.ea.com/battlelog/prod/emblems/320/738/2832655391475279738.jpeg?v=1325056582.64)
Quote from: libertyernie on June 23, 2014, 01:40:08 PM
I've been able to add collisions to the model viewer now (read-only), so you can see them along with the models - or not (you can turn them off with a button next to Polygons and Bones.) If you're playing an animation on a model that collisions are tied to, the collisions should move along with it.
I also have a feature working where it can detect when the selected bone is within 5 units of a floor collision (this is for placing spawn points.) I suppose the thing on the end of the bone should change color, but I'll have to see what looks the best. Any suggestions? Right now I change the blue circle to cyan when you're close enough. (5 units seems to be the threshold for a spawn point to appear on the floor, and not under or above it.)
(http://i.imgur.com/ssKi8p8.png)
Can I test this out?
yay! collision attachment in preview 8D so good!
Not sure if it's been reported yet, but some tables seem to be a bit messed up.
(http://i.imgur.com/fDZPhBm.png)
Quote from: Mewtwo2000 on June 24, 2014, 10:52:40 PM
Not sure if it's been reported yet, but some tables seem to be a bit messed up.
(http://i.imgur.com/fDZPhBm.png)
Nice catch. I'll try to fix that.
noticed that too.. but thought it was just a small change.. still looking forward to the next BB tho... c:
edit:
i just noticed between importing between 71 and 73... with 71, importing with cullmode as inside, it imports fine, in 73, importing it the same makes the normals inverted..
Quote from: D 3 /\/\ 0 |\| on June 25, 2014, 12:19:22 AMedit:
i just noticed between importing between 71 and 73... with 71, importing with cullmode as inside, it imports fine, in 73, importing it the same makes the normals inverted..
Huh. Not sure what would have changed between then and now. Unfortunately, I don't know much about model importing, so I might not be able to fix it.
I did fix the thing Mewtwo2000 posted a pic of. It must have something to do with the Visual Studio designer and my high-DPI laptop -- I just reverted the MainForm.Designer.cs to an earlier version and re-did my changes manually :P
Also, TheShyGuy sent me the source code of his changes to the interpolation editor, and those are now integrated into my GitHub repo. So they'll be in the next release too!
(I found a really slick way to import the changes:
- Make a new Git branch, based on the commit I made way back when I imported BlackJax's 0.71
- Copy TheShyGuy's code into the working directory
- Make a commit to the new branch
- Switch back to the master branch and merge the newly created one into it)
mmm really? dang :c
also.. i also noticed that in the importing options, in the color nodes settings, u cant change UseOneNode to False otherwise it'll throw an Property Value is not valid.
QuoteObject of type 'BrawlLib.Imaging.RGBAPixel' cannot be converted to type 'System.Boolean'.
Quote from: D 3 /\/\ 0 |\| on June 26, 2014, 08:46:12 AM
also.. i also noticed that in the importing options, in the color nodes settings, u cant change UseOneNode to False otherwise it'll throw an Property Value is not valid.
That I think I can fix.
libertyernie I know I've asked you this but do you think you can add the colors option in the model viewer so that we can view the color nodes?
Quote from: E-scope12 on June 27, 2014, 07:32:55 PM
libertyernie I know I've asked you this but do you think you can add the colors option in the model viewer so that we can view the color nodes?
as what i said in the past to u when BJ was doing it... to have those show up, u have to code in shaders and the such into the model viewer, and thats gonna take a looong time to code and get it working properly.
Quote from: D 3 /\/\ 0 |\| on June 27, 2014, 10:44:51 PM
as what i said in the past to u when BJ was doing it... to have those show up, u have to code in shaders and the such into the model viewer, and thats gonna take a looong time to code and get it working properly.
I do remember you saying that.
I'mtesting this today, I'll see if I can break it.
I got .73 to crash, after a very long, and tedious process of replacing shaders, materials, and changing visibility bones... When I went to save, it crashed. Time to do it all over again... Yay...
Would you happen to know what the crash said?
"BrawlBox encountered an error that cause it to crash. Gathering more information on the problem. This may take a few minutes to complete..."
And then I got the "Unhandled exception has occured in you application..." error before the app closed itself.
Did it say what the unhandled exception was / where it occured?
EDIT: On an unrelated note, I think I'll release 0.73a tonight. Right now I'm re-working some things with the stage module converter (the thing you use on stage .rels), but I'll save that for later.
I don't know. It closed before I could read it. And it occured when I went to save using the file-save.
I posted v0.73a.
Let me know if there are any new bugs I introduced - if I find something easy enough to fix in the next couple days I might do a bugfix release.
i think it should be called 73b cause 73 is like 73a.. cause it was the initial release ._.
Quote from: D 3 /\/\ 0 |\| on June 28, 2014, 11:44:46 PM
i think it should be called 73b cause 73 is like 73a.. cause it was the initial release ._.
maybe it was initially 73x... who knows, not like there are any unforgivable rules about naming versions... hell, people tend to go 1.1,1.2,1.2.1,1.2.5,1.3,2 LOL
Collision problems since 0.71:
There are some problems merging two collision strands sometimes, I merged them a couple of times, but if you move them, they get separated. If you want me to pm them to you so you can check yourself what I said, do tell.
I didn't realize BrawlBox went 0.xx -> 0.xxb. Maybe I should have checked :P
Oh well, I'll get to 0.73b next time.
Quote from: Scout on June 29, 2014, 04:45:24 PM
Collision problems since 0.71:
There are some problems merging two collision strands sometimes, I merged them a couple of times, but if you move them, they get separated. If you want me to pm them to you so you can check yourself what I said, do tell.
I didn't even realize you could merge collision strands. How do you do it?
Quote from: libertyernie on June 29, 2014, 04:47:55 PM
I didn't even realize you could merge collision strands. How do you do it?
Click and drag to make a cube between two strands in which their ends are very, very close to each other, then select "merge" to merge them both.
Also you can "split" two strands, just select one strand's end if its merged with another and select "split", it separates it from the other. Its useful to make platforms if you find some unnecessary collisions that you would not like to delete, or to simple delete extra collisions you don't need.
Selecting more than two strands and clicking "merge" will make a single strand instead.
*subscribes
@libertyernie There is a bug where you try to edit an mdl0 model with no objects like nodeIndex.mdl0 or static.mdl0 & then when you try to export it you get an error saying that "Object reference is not set to an instance of an object". Can you fix that bug please?
Does anyone know where the locations are all the font files? Like not in the font folders, but in the pac files through Brawlbox. I read in an old thread that in MiscData[9], MiscData[10] (were raw files because brawlbox doesn't recognize them) in common2.pac and common3.pac contain font_hira.brfnt, font_melee.brfnt and font_latin1.arc, font_latin12.arc respectively.
common2.pac
- MiscData[9] = font_hira.brfnt
- MiscData[10] = font_melee.brfnt
common3.pac
- MiscData[9] = font_latin1.arc
- MiscData[10] = font_latin12.arc
So I cannot find font_watch.arc. Does anyone know where this is located at in the pac files? Or can someone help me look for it also within the pac files? It should be 232 KB! I would be very very thankful if you can help me find it! Or is there a way to find it easier?
I'm trying to translate Project M into Korean that's why I need the font files!
Quote from: E-scope12 on July 03, 2014, 07:04:11 PM
@libertyernie There is a bug where you try to edit an mdl0 model with no objects like nodeIndex.mdl0 or static.mdl0 & then when you try to export it you get an error saying that "Object reference is not set to an instance of an object". Can you fix that bug please?
I'll look into it - sounds like it should be easy to find where the problem is occuring.
Hey guys I'm having some trouble replacing Olimar's sfx in smashbros_sound.brsar. I have tried 4 different versions of brawlbox(including this one). It either crashes or replaces multiple sounds instead of just 1. I am using this file:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28732 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28732)
When I try to replace Olimar's "Attack 1" wave file with the wav included in the download it also replaces "Attack 2-7", among others, with the same sound. How can I make it so brawlbox only replaces one sound so the sfx works as it does in the video? I have already PMed the developer and he was unable to help me.
Quote from: libertyernie on July 04, 2014, 03:32:40 PM
I'll look into it - sounds like it should be easy to find where the problem is occuring.
Also when ever I try to add new lights to an scn0 & I export it & replace it, BrawlBox crashes.
Quote from: E-scope12 on July 07, 2014, 08:03:51 PM
Also when ever I try to add new lights to an scn0 & I export it & replace it, BrawlBox crashes.
the reason y it does that is cause ur scn0 is corrupted. i havent had any issue's with that since BB71
Quote from: ajthag on July 07, 2014, 06:41:15 AM
Hey guys I'm having some trouble replacing Olimar's sfx in smashbros_sound.brsar. I have tried 4 different versions of brawlbox(including this one). It either crashes or replaces multiple sounds instead of just 1. I am using this file:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28732 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28732)
When I try to replace Olimar's "Attack 1" wave file with the wav included in the download it also replaces "Attack 2-7", among others, with the same sound. How can I make it so brawlbox only replaces one sound so the sfx works as it does in the video? I have already PMed the developer and he was unable to help me.
use SuperSawndz.. its more reliable.
was the bug fixed for that default material and shader problem for model imports?
Quote from: Don Jon BravoEX on July 07, 2014, 10:40:00 PM
was the bug fixed for that default material and shader problem for model imports?
no it wasnt fixed yet.
Quote from: D 3 /\/\ 0 |\| on July 07, 2014, 10:44:15 PM
no it wasnt fixed yet.
so which one is defective?
the shader or the material?
Quote from: Don Jon BravoEX on July 07, 2014, 10:48:05 PM
so which one is defective?
the shader or the material?
its just the shader... for the shader, u have to manually set it to True from False
This is somewhat related, but I got really annoyed that Brawlbox's icon is such a low quality. So I got around to making a new icon.
(http://i.imgur.com/TBCoNDk.png)
I'll throw up another one more-or-less resemblant of the old one later.
I got a better one.
[spoiler](http://upload.wikimedia.org/wikipedia/en/thumb/f/f3/SSBB_Cover.jpg/250px-SSBB_Cover.jpg)
Quote from: Segtendo on July 08, 2014, 01:33:25 AM
I got a better one.
[spoiler](http://upload.wikimedia.org/wikipedia/en/thumb/f/f3/SSBB_Cover.jpg/250px-SSBB_Cover.jpg)
i see what u did thar :v
Quote from: D 3 /\/\ 0 |\| on July 07, 2014, 10:51:10 PM
its just the shader... for the shader, u have to manually set it to True from False
ok thanks
Quote from: Segtendo on July 08, 2014, 01:33:25 AM
I got a better one.
[spoiler](http://upload.wikimedia.org/wikipedia/en/thumb/f/f3/SSBB_Cover.jpg/250px-SSBB_Cover.jpg)
H-Ha!
Quote from: Segtendo on July 08, 2014, 01:33:25 AM
I got a better one.
[spoiler](http://upload.wikimedia.org/wikipedia/en/thumb/f/f3/SSBB_Cover.jpg/250px-SSBB_Cover.jpg)
:srs:
hilarious
Quote from: Segtendo on July 08, 2014, 01:33:25 AM
I got a better one.
[spoiler](http://upload.wikimedia.org/wikipedia/en/thumb/f/f3/SSBB_Cover.jpg/250px-SSBB_Cover.jpg)
You win this round Seg. :>.>:
Quote from: Doqtor Kirby on July 08, 2014, 01:18:25 AM
This is somewhat related, but I got really annoyed that Brawlbox's icon is such a low quality. So I got around to making a new icon.
Sorry but you are not allowed to view spoiler contents.
I'll throw up another one more-or-less resemblant of the old one later.
Are you using an outdated version of BB? all the new(ish) ones should be using this higher res icon.
Sorry but you are not allowed to view spoiler contents.
Quote from: StarWaffle on July 08, 2014, 06:58:46 AM
Are you using an outdated version of BB? all the new(ish) ones should be using this higher res icon.
Sorry but you are not allowed to view spoiler contents.
The one I use the most is v0.69, while I keep a pocket .71 for model stuff.
Having found use of the Interpolation Editor in 0.73a, I find it kinda annoying that the highest and the lowest points are at the edge of the window in their respective sides. Is it possible that maybe you could give them some extra space?
So do the newest versions of BrawlBox support RSAR editing? Because it'd be nice to be able to, for example, add Final Smash echo to a sound, or remove it from a sound. You can view the RSARs in v0.71, but the changes cannot be saved through any means, so that's kind of a downer.
Anyone know how to make a .exe have an icon bigger than 48x48?
Quote from: libertyernie on July 15, 2014, 10:55:43 PM
Anyone know how to make a .exe have an icon bigger than 48x48?
How much bigger would you like the .ico (the icon used for shortcuts and exes, I believe)? You could always increase the size of the file with GIMP. I'm assuming this is for a new BrawlBox icon or something.
Quote from: Alpha the Rescue Pyro on July 17, 2014, 04:34:49 PM
How much bigger would you like the .ico (the icon used for shortcuts and exes, I believe)? You could always increase the size of the file with GIMP. I'm assuming this is for a new BrawlBox icon or something.
I tried making a 64x64 .ico in GIMP but it never shows up as more than 48x48 in Windows :/
Quote from: libertyernie on July 18, 2014, 02:03:54 AM
I tried making a 64x64 .ico in GIMP but it never shows up as more than 48x48 in Windows :/
I tried pulling up any sort of troubleshooting on it (which it was pretty specific) and I found something on StackOverflow on it. I'm not sure whether it addresses the issue entirely or not.
Here's the link. (http://stackoverflow.com/questions/3236115/which-icon-sizes-should-my-windows-applications-icon-include)
Little progress, tried hacking together rendering the camera and death boundaries..looks pretty okay for now. You can also move around the bones and the graphics will update while you move them, so pretty useful. Still kinda hacky in the code, so i'll have to clean that up. I've also made it so you can toggle on and off rendering the collisions in the model previewer. There was a button there, but it didn't work til now :)
The blue boundary is the area where the camera will now longer follow you and put you inside the damaging magnifier, where the red is the death boundary.
(http://i.imgur.com/chdBctE.jpg)
That's good progress.
Can you please place thick white lines/orbs/blocks/whatever on the respawn areas and Green lines/orbs/blocks/whatever on spawn areas?
Thats a good idea. I'll probably add a few things like that today, Specifically spawn points and the like. Possibly the item spawns as well for thoroughness' sake.
Neato, much better than what BrawlWall offered, in my opinion.
Goodbye BrawlWall. It was nice using you.
now i like this progress very much!
Quote from: Sammi Husky on July 20, 2014, 09:21:09 PM
Little progress, tried hacking together rendering the camera and death boundaries..looks pretty okay for now. You can also move around the bones and the graphics will update while you move them, so pretty useful. Still kinda hacky in the code, so i'll have to clean that up. I've also made it so you can toggle on and off rendering the collisions in the model previewer. There was a button there, but it didn't work til now :)
The blue boundary is the area where the camera will now longer follow you and put you inside the damaging magnifier, where the red is the death boundary.
(http://i.imgur.com/chdBctE.jpg)
That's awesome. Keep up the good work. ♪
my hype is growing.
Well, got spawn points and respawns roughly rendered as well. The initial spawns actually consist of two points that are slightly offset from each other, hence the brighter green where spheres overlap :) Since i don't want to flood the screen with more colors, i'll have to think of a creative way to show the FS locations. that is if i decide they need to be rendered at all really, since they are just a single point and are quite easy to distinguish from their name.
There are still some bugs with rotating the camera and such since some of these boxes overlap, however i should have those fixed soon. For now, it's easy enough to just turn off the overlays before rotating around the stage unless you don't mind the blue and red mixing together like an old 3d movie :P. For moving all these points around, you shouldn't have to rotate the camera much anyhow.
(http://i.imgur.com/hGfHVie.jpg)
not bad, keep going ;)
You guys should continue developing BrawlBox so that it can be compatible with PSA, as well as add other functions like importing from Blender to BrawlBox, or those bugs with Sawnds imports and stuff.(I've heard a lot of complaints about those 3 things, though the importing from Blender I myself have complained about.)
Quote from: windhunter7 on July 22, 2014, 12:56:24 AM
You guys should continue developing BrawlBox so that it can be compatible with PSA, as well as add other functions like importing from Blender to BrawlBox, or those bugs with Sawnds imports and stuff.(I've heard a lot of complaints about those 3 things, though the importing from Blender I myself have complained about.)
I only kindof agree...
I say just to fix the DAE export so materials don't mess up with blender...
(that, and the normals have to be fixed after importing)
the only part of me that says to drop the multi-format support is because of my program, UMC...
once UMC's capable of importing and exporting an MDL0 of any version, BrawlBox won't really need those extra formats.
the up-side, when a format in UMC doesn't work right, it'll be extremely easy to correct.
(unlike BrawlBox, UMC isn't hard-coded, and the language is fixed up for noobs)
^ with UMC, there's no jumping through hoops to add support for a new format. ;)
not trying to promote my program... (even though it REALLY sounds like it)
I'm just stating my feelings as to why brbx should stay MDL0 only. :P
Alright, well I've fixed the problems with the overlapping primitives causing camera issues, so here is the final rendering of cam boundaries and spawn locations. The only other change i've made to the model previewer is adding a button next to the "Reset Camera" called "Zoom Extents". This button simply zooms and positions your camera at the selected bone. (note: I've recently found that there is a bug where if your aligned perfectly with the bone, the translation tool doesn't like to work.) This has likely always been there, but the chances of lining up with the tools perfectly were very very slim before i added this button. The only other bug really is that if you have the boundary overlays on, you cannot select a respawn / spawn bone by hand (zooming in and clicking on it). This is mainly because the sphere that surrounds the bone's orb.
This has been a productive week for me, so i also got around to finally getting BLOC archives rebuildable, which means i can start adding support for editing the various files for SSE now
(http://i.imgur.com/q5anBxi.png)
Oh snap, I've wanted a zoom extents button in BrawlBox for a while but I totally forgot to bring it up. Neato
Quote from: Gravity on July 22, 2014, 07:10:49 PM
Oh snap, I've wanted a zoom extents button in BrawlBox for a while but I totally forgot to bring it up. Neato
I know, such a useful tool, init? :)
Quote from: Sammi Husky on July 22, 2014, 07:05:06 PM
Alright, well I've fixed the problems with the overlapping primitives causing camera issues, so here is the final rendering of cam boundaries and spawn locations. The only other change i've made to the model previewer is adding a button next to the "Reset Camera" called "Zoom Extents". This button simply zooms and positions your camera at the selected bone. (note: I've recently found that there is a bug where if your aligned perfectly with the bone, the translation tool doesn't like to work.) This has likely always been there, but the chances of lining up with the tools perfectly were very very slim before i added this button. The only other bug really is that if you have the boundary overlays on, you cannot select a respawn / spawn bone by hand (zooming in and clicking on it). This is mainly because the sphere that surrounds the bone's orb.
This has been a productive week for me, so i also got around to finally getting BLOC archives rebuildable, which means i can start adding support for editing the various files for SSE now
Sorry but you are not allowed to view spoiler contents.
Nice work, Husky. Also, would it be possible that, later down the line, multi-channel BRSTMs could be made in BrawlBox (unless it already is)?
Really sweet progress on the boundary rendering.
When I get time I'll make the green orbs for spawn points turn a different color when they're too far away from the floor. I've already put that code in rendering the translation handles, but it makes more sense here.
It's always nice to see the progress happening here.
SSE editor hype!
Quote from: Alpha the Seductive Spy on July 22, 2014, 09:06:26 PM
Nice work, Husky. Also, would it be possible that, later down the line, multi-channel BRSTMs could be made in BrawlBox (unless it already is)?
Your avatar.... :>.>:
Quote from: Sammi Husky on July 20, 2014, 09:21:09 PM
(http://i.imgur.com/chdBctE.jpg)
That look beautiful O.o
Brilliant and simplistic addition, but a necessary one in my opinion =]
Quote from: Scout on July 23, 2014, 03:21:28 AM
Your avatar.... :>.>:
Too much Spy x Scout stuff, eh?
Sweet. This is something i personally have been wanting for a while now, so here it is. Now, the collisions will be rendered and color coded depending on their type. This will help ease how much you have to guess or keep track of when designing levels, leaving more to the creative spirit rather then "was that a wall or a ceiling? dang better check *click*"
Original: Floors
Green: Walls
Red: Ceilings
white: No type
(http://i.imgur.com/dLIPhMU.png)
Quote from: Sammi Husky on July 23, 2014, 10:55:14 PM
Sweet. This is something i personally have been wanting for a while now, so here it is. Now, the collisions will be rendered and color coded depending on their type. This will help ease how much you have to guess or keep track of when designing levels, leaving more to the creative spirit rather then "was that a wall or a ceiling? dang better check *click*"
Original: Floors
Green: Walls
Red: Ceilings
white: No type
(http://i.imgur.com/dLIPhMU.png)
Slick! :)
Quote from: Sammi Husky on July 23, 2014, 10:55:14 PM
Sweet. This is something i personally have been wanting for a while now, so here it is. Now, the collisions will be rendered and color coded depending on their type. This will help ease how much you have to guess or keep track of when designing levels, leaving more to the creative spirit rather then "was that a wall or a ceiling? dang better check *click*"
Original: Floors
Green: Walls
Red: Ceilings
white: No type
Sorry but you are not allowed to view spoiler contents.
Hell yeah! Nice one Sammi. With all of these nice features, I might have to start making some stages I have been thinking of.
Here's a good question. You know those item spawn bones, right? I know each spawn "line" consists of two bones. Was wondering if you'd be able to make lines for the item spawn points. It'll help a lot of people.
Quote from: sluigi123 on July 26, 2014, 07:29:50 PM
Here's a good question. You know those item spawn bones, right? I know each spawn "line" consists of two bones. Was wondering if you'd be able to make lines for the item spawn points. It'll help a lot of people.
I have just finished that actually. Still a bit ugly though. In any case, i've changed the UI so that the boundaries button is replaced by a dropdown, where you can individually toggle each overlay. (Boundaries, spawn/respawn, and item fields). Other then that, i've also added a little combo box to select your tool type. (Rotation, Translation, Scale). This makes things a bit more fluid, and also allows you to switch your tool while still selecting a bone. The only other things to mention are that the ledgegrabs have their respective collision link Highlighted purple (however you can't see it in this picture), and that dropthrough platforms are rendered yellow.
The UI as of right now, looks like this. The colors of overlays and other things may still be tweaked and such in the future. (especially the item fields, which are currently pretty yuck)
(http://i.imgur.com/zmYzEqW.jpg)
Quote from: Sammi Husky on July 28, 2014, 01:16:05 AM
I have just finished that actually. Still a bit ugly though. In any case, i've changed the UI so that the boundaries button is replaced by a dropdown, where you can individually toggle each overlay. (Boundaries, spawn/respawn, and item fields). Other then that, i've also added a little combo box to select your tool type. (Rotation, Translation, Scale). This makes things a bit more fluid, and also allows you to switch your tool while still selecting a bone. The only other things to mention are that the ledgegrabs have their respective collision link Highlighted purple (however you can't see it in this picture), and that dropthrough platforms are rendered yellow.
The UI as of right now, looks like this. The colors of overlays and other things may still be tweaked and such in the future. (especially the item fields, which are currently pretty yuck)
(http://i.imgur.com/zmYzEqW.jpg)
Already working on it, even before I even asked... LOL
I'm seeing so much progress, that I think the next update should be 0.74, IMO.
Quote from: sluigi123 on July 28, 2014, 04:07:38 AM
Already working on it, even before I even asked... LOL
I'm seeing so much progress, that I think the next update should be 0.74, IMO.
naaah im fine with 73b.. there's like nothing new really.. if it was the shader viewer, then yes, i'd understand if it was 74
shader viewer should be version 69 again, just cause of sexiness
Maybe I'll let Sammi choose the version number this time, since last time I put an "a" instead of a "b" ;)
I throw this together quickly.
https://github.com/libertyernie/brawltools/pull/5
Install Mono MDK, then change directory to brawltools directory, then put "xbuild ./BrawlTools\ 2.sln" to compile. It will actually compile properly!
Quote from: uyjulian on July 28, 2014, 03:38:58 PM
I throw this together quickly.
https://github.com/libertyernie/brawltools/pull/5
Install Mono MDK, then change directory to brawltools directory, then put "xbuild ./BrawlTools\ 2.sln" to compile. It will actually compile properly!
Good stuff! Mono + Mac support right? awesome. i'll go ahead an merge this.
Quote from: libertyernie on July 28, 2014, 02:29:11 PM
Maybe I'll let Sammi choose the version number this time, since last time I put an "a" instead of a "b" ;)
We could just use a "b" this time i think :) Unless i get shaders working, but that's quite a bit of work lol
Quote from: Sammi Husky on July 28, 2014, 06:50:48 PM
Good stuff! Mono + Mac support right? awesome. i'll go ahead an merge this.
We could just use a "b" this time i think :) Unless i get shaders working, but that's quite a bit of work lol
Actually, Mac support isn't working properly, keep on getting NREs. (Linux still works)
However I can compile with Mono compiler now.
Post Merge: July 30, 2014, 05:29:40 AM
https://github.com/libertyernie/brawltools/pull/7
WOO, it finally works!!!
No MASSIVE wine required anymore, just install mono then type "mono ./BrawlBox.exe" and there you have it!
Also, Mac works now!
Now time to work on the audio...
Alrighty, with that done there is one less thing to do. So, I've still been working on various features and improvements, however for the most part i think i'm out of changes to put in this version. I'm saving really major changes for the next one, that is if i can pull them off.
Are there any other changes being worked on at the moment?
Quote from: Sammi Husky on August 03, 2014, 03:48:36 AM
Alrighty, with that done there is one less thing to do. So, I've still been working on various features and improvements, however for the most part i think i'm out of changes to put in this version. I'm saving really major changes for the next one, that is if i can pull them off.
Are there any other changes being worked on at the moment?
I am working on OpenAL support (through OpenTK) so that you can play audio files without using Wine (just use Mono). However, I have put that on hitaus, because I am really confused about https://github.com/libertyernie/brawltools/blob/master/BrawlLib/System/Audio/AudioBuffer.cs#L92 , https://github.com/libertyernie/brawltools/blob/master/BrawlLib/System/Audio/AudioBuffer.cs#L93 , https://github.com/libertyernie/brawltools/blob/master/BrawlLib/System/Audio/wAudioBuffer.cs#L62 , and https://github.com/libertyernie/brawltools/blob/master/BrawlLib/System/Audio/wAudioBuffer.cs#L91 . There's very few documentation about Lock and Unlock, and isn't DirectSound8 very outdated anyway?
Quote from: Sammi Husky on July 28, 2014, 01:16:05 AM
I have just finished that actually. Still a bit ugly though. In any case, i've changed the UI so that the boundaries button is replaced by a dropdown, where you can individually toggle each overlay. (Boundaries, spawn/respawn, and item fields). Other then that, i've also added a little combo box to select your tool type. (Rotation, Translation, Scale). This makes things a bit more fluid, and also allows you to switch your tool while still selecting a bone. The only other things to mention are that the ledgegrabs have their respective collision link Highlighted purple (however you can't see it in this picture), and that dropthrough platforms are rendered yellow.
The UI as of right now, looks like this. The colors of overlays and other things may still be tweaked and such in the future. (especially the item fields, which are currently pretty yuck)
Sorry but you are not allowed to view spoiler contents.
http://youtu.be/J8xoJg0N598 (http://youtu.be/J8xoJg0N598)
Quote from: uyjulian on August 03, 2014, 04:07:06 AM
I am working on OpenAL support (through OpenTK) so that you can play audio files without using Wine (just use Mono). However, I have put that on hitaus, because I am really confused about https://github.com/libertyernie/brawltools/blob/master/BrawlLib/System/Audio/AudioBuffer.cs#L92 , https://github.com/libertyernie/brawltools/blob/master/BrawlLib/System/Audio/AudioBuffer.cs#L93 , https://github.com/libertyernie/brawltools/blob/master/BrawlLib/System/Audio/wAudioBuffer.cs#L62 , and https://github.com/libertyernie/brawltools/blob/master/BrawlLib/System/Audio/wAudioBuffer.cs#L91 . There's very few documentation about Lock and Unlock, and isn't DirectSound8 very outdated anyway?
I see. Unfortunately, i know next to nothing about audio. But i will take a few pokes around and see if i can't help out. I've been meaning to look into audio within OpenTK for a while now anyways :)
Quote from: Sammi Husky on August 03, 2014, 06:28:15 AM
I see. Unfortunately, i know next to nothing about audio. But i will take a few pokes around and see if i can't help out. I've been meaning to look into audio within OpenTK for a while now anyways :)
Okay, thank you :-)
The sound code seems really tied to Windows/DirectSound8.
Hello BrawlBox Modder section,
I have an issue trying to import a flame graphic from my Phoenix PSA over Zelda to a new PSA over Samus.
Whenever I try, I get this.
(http://i.imgur.com/erXymZN.jpg)
This is what it's supposed to look like...
(http://i.imgur.com/PJo2yC6.jpg)
See the dark redness and the red circular image- in the first pic- that 'probably' should be transparent?
Click the spoiler delow for some detailed notes which lead me to consider here might be the best place for this issue.
If anyone has any insights, please lmk or PM me.
Sorry but you are not allowed to view spoiler contents.
When will the newer version of this software be released this month?
New version 0.73b is up.
One feature I forgot to put in the changelog: uyjulian's changes are included, so it should/might work on Linux now under mono.
Quote from: libertyernie on August 13, 2014, 06:14:48 PM
New version 0.73b is up.
One feature I forgot to put in the changelog: uyjulian's changes are included, so it should/might work on Linux now under mono.
No, the change is that any POSIX compliant OS can now load files under mono, instead of just Linux.
However, sound doesn't work yet under mono, use wine instead.
Another thing, I've used the hex editor for SCLA and that one changes the sound and slipperiness. What I'm trying to look for is the parameters for the camera to every stage that will change the FOV, aspect and more which I don't know if that's cam_param.dat or something else that will cause the X and Y FOV values to change in their seperate aspect ratio.
Oh, I found something in the STPM. It's Value53 which is the Field of view.
Quote from: Brandondorf9999 on August 14, 2014, 12:24:37 AM
Another thing, I've used the hex editor for SCLA and that one changes the sound and slipperiness. What I'm trying to look for is the parameters for the camera to every stage that will change the FOV, aspect and more which I don't know if that's cam_param.dat or something else that will cause the X and Y FOV values to change in their seperate aspect ratio.
Oh, I found something in the STPM. It's Value53 which is the Field of view.
SCLA files are called "stage shadow collision check" by the game, however that is correct. I had already known about the SCLA files dictating slipperiness and step sounds, however it's not the same parameters between stages. In any case, thanks for the heads up on Value53
does this version let us edit stage collisions or just see them?
Post Merge: August 14, 2014, 05:07:01 AM
good job btw
Quote from: tyshy on August 14, 2014, 05:04:21 AM
does this version let us edit stage collisions or just see them?
Post Merge: August 14, 2014, 05:07:01 AM
good job btw
watcha mean? u can do that all in collision editor :p
To edit the stage collisions, it would be the same as the other versions. You must use the collision editor to do so. The model previewer can view them, only to better situate 3d models and animations around the collisions (and the previewer can play the animations while collisions are attached).
EDIT: Ninja'd :P Though this version does introduce the model previewer changes for visualizing the stage camera boundaries, spawn points, item zones etc etc
I wonder when the dds should be supported for Brawlbox? I need to be able to import and export mipmap textures.
Quote from: Sammi Husky on August 14, 2014, 05:27:53 AM
To edit the stage collisions, it would be the same as the other versions. You must use the collision editor to do so. The model previewer can view them, only to better situate 3d models and animations around the collisions (and the previewer can play the animations while collisions are attached).
EDIT: Ninja'd :P Though this version does introduce the model previewer changes for visualizing the stage camera boundaries, spawn points, item zones etc etc
where could I find the collision editor
(http://i.imgur.com/yYmF0SO.png)
the blue icon named COLL is collision editor
right click it and hit preview
Ok thanks
I am really happy this happened, kudos on your great job.
Quote from: Brandondorf9999 on August 14, 2014, 06:43:10 AM
I wonder when the dds should be supported for Brawlbox? I need to be able to import and export mipmap textures.
You could try converting the .dds to .png by DDS Converter 2 (http://www.gamefront.com/files/service/thankyou?id=3829638), or ImageConverter Plus(Free Version) (http://www.imageconverterplus.com/download/)
One more question, how to change the stage boundaries
The stage boundaries are controlled by bones in the stagepos 3d model. in this version, i added the option to visualize the stage boundaries while using the advanced model previewer. To edit the boundaries, you'll want first enable them (overlays->boundaries) then find the bones that control them and move them around. Red line is the death limit, blue line is the magnifying glass boundary and the blue region in between is the area where you are inside the damaging magnifier
Quote from: windhunter7 on August 14, 2014, 03:47:42 PM
You could try converting the .dds to .png by DDS Converter 2 (http://www.gamefront.com/files/service/thankyou?id=3829638), or ImageConverter Plus(Free Version) (http://www.imageconverterplus.com/download/)
But what I want to do is import dds into brawlbox as no other format supports mipmaps.
It won't let me click on the bones
You have have the dropdown menu that selects the model set to the stagepos model, then in the bones panel on the right you can select them
ok thanks
I have a question about Brawl Stages. How do we edit position models of the stages?
What do you mean?
Quote from: E-scope12 on August 15, 2014, 11:04:34 PM
I have a question about Brawl Stages. How do we edit position models of the stages?
You edit the bone position as used in the model and place it to whatever you want, but if it's a platform then you will also have to move the collision as well within the object you've placed (e.g. Boss Battles Rest Area).
Quote from: sluigi123 on August 21, 2014, 11:59:24 AM
What do you mean?
like the bone position like Delfino Plaza for example.
The old shader problem with TextureRef0 is still in the new BrawlBox.
Quote from: AdfroMan on September 02, 2014, 12:21:56 AM
The old shader problem with TextureRef0 is still in the new BrawlBox.
shouldnt it be an easy fix?
Quote from: Don Jon BravoEX on September 03, 2014, 11:47:57 PM
shouldnt it be an easy fix?
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. :)
Quote from: Sammi Husky on September 04, 2014, 01:50:36 AM
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. :)
indeed
How do I extract data from the STDT?
Post Merge: September 05, 2014, 07:23:18 PM
How do I extract data from the STDT?
Quote from: E-scope12 on September 05, 2014, 07:21:41 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.
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.
Can something be done to look into the particle rendering data in the Fighter.pacs?
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.
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. :)
Quote from: Sammi Husky on September 08, 2014, 05:19:25 AM
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. :)
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...
Quote from: D 3 /\/\ 0 |\| on September 05, 2014, 09:42:23 PM
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.
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.
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?
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.
PSA, I'm 98% sure. An older version did, but it was removed almost immediately.
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?
hasnt happened to me :v
Quote from: FQuintanilla14 on September 13, 2014, 06:49:57 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?
Happens to me with almost every import of mine... It's extremely anoying.
Quote from: Pichi-Hime on September 13, 2014, 02:24:02 PM
Happens to me with almost every import of mine... It's extremely anoying.
If the program just closes, try opening the program from the command line (windows key + r, enter cmd.exe) and then cd "Z:\your\directory\here" and then type the name of the executable. Once it crashes, you should paste the output of the command line to pastebin and then put the pastebin link here. (Don't put the log here!!!) That will help a lot!
Okay, I will definitely try when it happens again.
Not sure how many people will actually make use of this, but it does pertain to stage makers. I've just finished implementing the stage Item generation tables. (which control the frequency at which items appear)
(http://i.imgur.com/suj0q7Z.png)
i haven't really messed around with it in game, but i wonder if this can actually tell the game to load stage specific items..that would be cool, but for some reason i doubt it would. In any case, there are common tables for all stages and modes int common3.pac. The tables there are used for things like assist trophy frequency, pokemon, and modes such as sudden death. (to choose to spawn the bob-omb that's already primed for exploding) I've laid out alot of information on the OpenSA wiki about it..so if your interested check there.
http://opensa.dantarion.com/wiki/Item_Frequency_Table (http://opensa.dantarion.com/wiki/Item_Frequency_Table)
Quote from: Sammi Husky on September 14, 2014, 12:58:27 AM
Not sure how many people will actually make use of this, but it does pertain to stage makers. I've just finished implementing the stage Item generation tables. (which control the frequency at which items appear)
(http://i.imgur.com/suj0q7Z.png)
i haven't really messed around with it in game, but i wonder if this can actually tell the game to load stage specific items..that would be cool, but for some reason i doubt it would. In any case, there are common tables for all stages and modes int common3.pac. The tables there are used for things like assist trophy frequency, pokemon, and modes such as sudden death. (to choose to spawn the bob-omb that's already primed for exploding) I've laid out alot of information on the OpenSA wiki about it..so if your interested check there.
http://opensa.dantarion.com/wiki/Item_Frequency_Table (http://opensa.dantarion.com/wiki/Item_Frequency_Table)
oh i like what i see, i have some great use for that!
Neato, I didn't even know that's what was in that ARC. I figured all you needed was the few bones in the stagepos model and the rest was completely random.
It's been a while since stage building stuff was added to BB. It's been all model imports and animations it seems. Good to see stuff that helps stage builders! I feel like I've said that before :-\
Alright so after a bit of experimenting with this, i've actually found that the game will indeed try to load any items that are within the tables. EVEN if they are stage specific. For example, i tried spawning apples from Green Greens and the log spit something out saying it was looking for the itmAppleParam.pac and ItmAppleBress.pac in the "Item/apple/" directory. (which doesn't even exist) this obviously crashed the game, however that means the game automatically updated the file name based on the item Id and looked for that file in that directory. Just move the files to that directory and BAM it's spawnable
This means that basically any item that can be thought of can be spawned in any level now, including stage specific items such as the apple from green greens and the actual spore shot from the lipstick....meaning you can actually make a level with random flower effect "puffs" appearing now and again. You can EVEN spawn assist trophy's and Pokemon this way..though i haven't tested it all the way through and may crash after disappear. In any case, i hope people have fun with this :)
i wouldn't mind trying it out right now!!!
Quote from: Sammi Husky on September 14, 2014, 12:58:27 AM
Not sure how many people will actually make use of this, but it does pertain to stage makers. I've just finished implementing the stage Item generation tables. (which control the frequency at which items appear)
(http://i.imgur.com/suj0q7Z.png)
i haven't really messed around with it in game, but i wonder if this can actually tell the game to load stage specific items..that would be cool, but for some reason i doubt it would. In any case, there are common tables for all stages and modes int common3.pac. The tables there are used for things like assist trophy frequency, pokemon, and modes such as sudden death. (to choose to spawn the bob-omb that's already primed for exploding) I've laid out alot of information on the OpenSA wiki about it..so if your interested check there.
http://opensa.dantarion.com/wiki/Item_Frequency_Table (http://opensa.dantarion.com/wiki/Item_Frequency_Table)
I'm liking this even more! =P
Quote from: Sammi Husky on September 15, 2014, 08:13:59 AM
Alright so after a bit of experimenting with this, i've actually found that the game will indeed try to load any items that are within the tables. EVEN if they are stage specific. For example, i tried spawning apples from Green Greens and the log spit something out saying it was looking for the itmAppleParam.pac and ItmAppleBress.pac in the "Item/apple/" directory. (which doesn't even exist) this obviously crashed the game, however that means the game automatically updated the file name based on the item Id and looked for that file in that directory. Just move the files to that directory and BAM it's spawnable
This means that basically any item that can be thought of can be spawned in any level now, including stage specific items such as the apple from green greens and the actual spore shot from the lipstick....meaning you can actually make a level with random flower effect "puffs" appearing now and again. You can EVEN spawn assist trophy's and Pokemon this way..though i haven't tested it all the way through and may crash after disappear. In any case, i hope people have fun with this :)
Falcon Punch me, is this for reals!?!
Oh, that's fun.
Fantastic work, haha!
I've just tested, i can even spawn the crabs and koopas from the mario bros stage :) i've also found where the game loads the item names and such inside sora_melee.rel. If i had the ability to actually add bytes to module and rebuild the relocations i could possibly add new items to the game..
Quote from: Sammi Husky on September 15, 2014, 08:13:22 PM
I've just tested, i can even spawn the crabs and koopas from the mario bros stage :) i've also found where the game loads the item names and such inside sora_melee.rel. If i had the ability to actually add bytes to module and rebuild the relocations i could possibly add new items to the game..
Haha, Item Clone Engine. Sounds awesome :D
Quote from: Sammi Husky on September 15, 2014, 08:13:22 PM
I've just tested, i can even spawn the crabs and koopas from the mario bros stage :) i've also found where the game loads the item names and such inside sora_melee.rel. If i had the ability to actually add bytes to module and rebuild the relocations i could possibly add new items to the game..
WAIT WAIT WAIT WAIT WAIT.
...
... New items... into the game !?
Even if it would be just "clone" of existing items, this would be an awesome thing !
The items hack possibilities would be (almost) endless, I love it :srs:
Quote from: Sammi Husky on September 15, 2014, 08:13:22 PMIf i had the ability to actually add bytes to module and rebuild the relocations i could possibly add new items to the game..
Can't one of the module editors or Brawlbox v0.71+ do that?
Dunno, but it sounds cool. But not to be a kill joy, there's no way to edit item effects and properties to make a "new" item.
Someone please say there's a method that I've overlooked or missed, I would love to be wrong about this.
Quote from: Shinobu Nyan! on September 15, 2014, 09:58:38 PM
Dunno, but it sounds cool. But not to be a kill joy, there's no way to edit item effects and properties to make a "new" item.
Someone please say there's a method that I've overlooked or missed, I would love to be wrong about this.
PSA version 1.3a in my sig and in my thread can edit items and kirby hat files :)
Quote from: BlackJax96 on September 15, 2014, 09:53:40 PM
Can't one of the module editors or Brawlbox v0.71+ do that?
Yep! what i was referring to was actually if i can add any bytes to sora_melee without it breaking....which i might not be able to it seems. I'll have to experiment around a bit and see if i can't get it working. For now, i can say that i've made a bit of progress in doing it..and it shouldn't be that hard to do. From what i can tell, it seems the game loads item ID's indiscriminately through ASM. As long as the data exists, it should load from the "item/" directory without much modifications
Quote from: Sammi Husky on September 15, 2014, 08:13:59 AMYou can EVEN spawn assist trophy's and Pokemon this way..though i haven't tested it all the way through and may crash after disappear. In any case, i hope people have fun with this :)
I hope someone tries this out on Saffron City :)
So, i've got Module nodes that are embedded within files showing now. Not that significant of a change, however many don't know that the miscdata's in common3 and common2 are actually the runtime modules. You could have always exported them and added .rel to the end to open them individually, but now they show within the files and are editable from there :)
(http://i.imgur.com/9cP6tK4.png)
Damn, I really got check the programming section more often. My info is somewhat out dated. :P a little off topic, but are you going to interplant your clone tool like how code manager was?
Can you assign individual item spawn points their own item frequency list, or do all of the spawn points share the same one?
Quote from: Blazingflare on September 18, 2014, 07:16:25 AM
Can you assign individual item spawn points their own item frequency list, or do all of the spawn points share the same one?
The item lists are limited to one, however doesn't mean it's not possible to have a single spawn point only pull from one table or group. I haven't tested, but it may be possible to have specific spawn points pull from their own group nodes or table nodes. (every stage except SSE stages only have 1 table filled in, with a maximum of 5.)
Wait, you mean like a spawn point only spawns one particular item?
no, he means regular stages use only 1 list, but it seems there are a maximum of 5 available, at least it is so in SSE stages.
Quote from: jjookkeekkiidd on September 18, 2014, 05:42:30 PM
no, he means regular stages use only 1 list, but it seems there are a maximum of 5 available, at least it is so in SSE stages.
yea that. The files all have null placeholders for the other 4 tables, but are still included in the files rather then just removing them. To me, that means they are significant in some way. SSE stages make use of all the tables, but it seems that all normal stages (at least the ones i've checked) only use 1 table.
Hmmm... That is puzzling, I would assume one would be enough.
interesting thread i will sub xD
Hi, anyone here can post the PERFECT settings for this brawlbox to import DAES files? as a character ... always thtat i import a dae my model looks ALL BLACK in game, and if i export the dae optimizing, and reimporting on BB 67b the facepoints back to the normal, like a model witouth optimize, thks
Quote from: Nasca Corp on September 20, 2014, 10:03:06 PM
Hi, anyone here can post the PERFECT settings for this brawlbox to import DAES files? as a character ... always thtat i import a dae my model looks ALL BLACK in game, and if i export the dae optimizing, and reimporting on BB 67b the facepoints back to the normal, like a model witouth optimize, thks
this is my settings for character importing
(http://i.imgur.com/Z8V9hKZ.png)
Thks Demonslayer!, i will test it this night, thks a lot, dude what Brawl Box did you use?
0.73b... the recent version available
Any progress with enemy spawning? Because that's an epic thing.
yo liberty, idk if u realised.. but SRT0 edits dont save in BB 73b.. might want to look into that :v
Quote from: Sammi Husky on September 18, 2014, 05:44:26 PM
yea that. The files all have null placeholders for the other 4 tables, but are still included in the files rather then just removing them. To me, that means they are significant in some way. SSE stages make use of all the tables, but it seems that all normal stages (at least the ones i've checked) only use 1 table.
The dream for having Saffron City spawn Pokemon out the door is becoming more real by the second. 8)
I have one other question. Is it possible to have a stage spawn an item on a timer? I'm sure you know where I'm going with this.
Have you thought of moves where hitboxes are in SubRoutines can show up via model viewer? That was my only problem, whenever I edit characters. As for the item spawning, I noticed that whenever you have 1 spawn bone at say, (-50,25), and the other at (60,50), I wasn't sure if it would turn into a square and everything, but it turns out, that it stays in a linear line instead of a square. I not sure if I'm right, but you could try and look at it again if you want to.
Quote from: Blazingflare on September 24, 2014, 04:30:15 AM
The dream for having Saffron City spawn Pokemon out the door is becoming more real by the second. 8)
I have one other question. Is it possible to have a stage spawn an item on a timer? I'm sure you know where I'm going with this.
When that happens, I'll be totally ready. :P
Quote from: sluigi123 on September 24, 2014, 04:59:21 AM
As for the item spawning, I noticed that whenever you have 1 spawn bone at say, (-50,25), and the other at (60,50), I wasn't sure if it would turn into a square and everything, but it turns out, that it stays in a linear line instead of a square. I not sure if I'm right, but you could try and look at it again if you want to.
If you use the advanced model viewer to view the whole stage, you can turn on the item spawn overlays. The two bones do make a rectangle, that's why it shows as a rectangle in the model previewer :P
Bug reports:
1. When you change the bone control using E,R,T or View -> Viewer -> Bone Control, the drop down on the top right of the window doesn't update to reflect the correct control. Same with the other way around; they need to be synchronized.
2. When the Environment Settings window (under Options) is open and a bone control is visible or any of the stage overlays are visible, they become huge in size. The size reverts back to normal when the window is closed.
3. In SHP0Editor.cs - UpdateSHP0Indices(), the line
if (SelectedAnimation != null && TargetModel != null)
needs to be changed to
if (SelectedAnimation != null && TargetModel != null && TargetModel._vertList != null)
I got the error because the target model dropdown was set to All, I had the stage position model selected, and a SHP0 for another model was being applied to it in the SHP0 editor. There weren't any vertex nodes in the model for it to use :P
And a suggestion. When you click Preview All Models, the target model drop down at the top of the window should be set to All by default.
I'll probably fix these things on the side of my projects at some point, but for now hopefully you guys can beat me to it.
Bug report: when you preview all models & exit I get an error saying Object reference is not set to an instance of an object.
Quote from: E-scope12 on September 29, 2014, 06:41:26 AM
Bug report: when you preview all models & exit I get an error saying Object reference is not set to an instance of an object.
Do you think you could send me a copy of the file your working with? Last i checked, the only thing that caused that was editing an MDL0 with no objects. However, i recall LibertyErnie fixing that at one point and i don't have any trouble previewing all models and closing OR saving it. Even previewing all models in a brres containing only a model with no objects doesn't reproduce it.
Quote from: Sammi Husky on September 29, 2014, 07:48:30 AM
Do you think you could send me a copy of the file your working with? Last i checked, the only thing that caused that was editing an MDL0 with no objects. However, i recall LibertyErnie fixing that at one point and i don't have any trouble previewing all models and closing OR saving it. Even previewing all models in a brres containing only a model with no objects doesn't reproduce it.
check my skyloft stage. it does it to that too... same thing with a char im working on too...
Errrm, It might be my computer, but the issue with the model viewer freezing if opened to long is still present for me.
Quote from: BlackJax96 on September 29, 2014, 04:42:17 AM
Bug reports:
2. When the Environment Settings window (under Options) is open and a bone control is visible or any of the stage overlays are visible, they become huge in size. The size reverts back to normal when the window is closed.
I've gone ahead and fixed 1 & 3. For number 2, it seems it's messing things up only when the light source is being drawn. If the lightsource isn't drawn at all, it never happens. The problem is that the things being done to lightsource are affecting the geometry of the bone controls, the bone orbs, overlays, and collisions. basically anything being drawn with GL.XXX is being scaled and rotated the same way the light source is for some reason. I'll have to look into it a bit more since i'm not too great with the GL stuff.
Well GL is a state machine, so anything that's set to on needs to be set back to off when you're done. A call was probably made inside of the 'if' statement to scale up the scene to draw the light source, and for whatever reason another call wasn't made at the end to scale it back down before rendering the other controls.
Yea i figured that was the case. Dunno if I've fixed it perfectly, but it seems that I've fixed it by scaling it back down to .01 and rotating y + Azimuth. Though since depth tests are disabled when rendering the light source and the rest of the rendering normally has it enabled, i had to enable it again afterwards otherwise it would mess some stuff up later down the road.
Been a while since something was posted here, just wanted to let people know that development hasn't stopped :)
Anywhozits, here's some pictures! Methods! :D Under section 5 will be the methods. Im still working on a few kinks here and there, but for the most part they are completely functional. You can right click->open memory viewer to open directly to the method's target section and offset. Using the section editor of course, so it will disassemble and show the method. This also means you can see linked commands and open relocations, since it's using the section editor. (which is AWESOME for following exactly what a method is doing.) speaking of which...i'm also working on making it so you can double click on any branch or branch link command, click "Open Branch" to jump to where the code would jump to, without doing the math yourself :) Just more convenience for following the methods flow
(Don't mind the red colored nodes, that was just to temporarily show me that external method nodes were working right...though it could stay if people would like?)
(http://i.imgur.com/vReHqcL.png)
(http://i.imgur.com/AjPbbHn.png)
ooooh yeees! this is music in my eyes <3
cant wait for the BL Goto :D
will you make it also show in colored text on the linked command like the relocation data does? (example on hex 0x140 you see its colored red because it has a relocationdata linked to it)
Aww yiss, this is great. I've been meaning to add the object parser back.
One thing though - I've been hesitant to add it back because I don't know if ALL rels used in any game follow this same "null, code, constructors, destructors, constants, objects, BSS, null" kind of format. I know that some brawl rels only use 5 sections instead of 6, which would mean that parsing the 5th section as objects would be incorrect. Another thing is that tree nodes are a bit cumbersome to dynamically manage using code. I was thinking there should be an intuitive object editor that you could optionally open and would be incorporated into the section editor window. It would only find objects if there were strings in the section so it would have no negative effect if used on non-object sections.
Quote from: Sammi Husky on November 12, 2014, 09:39:37 PMi'm also working on making it so you can double click on any branch or branch link command, click "Open Branch" to jump to where the code would jump to, without doing the math yourself :) Just more convenience for following the methods flow
Wait wait wait lol. I actually already did this. :P
I haven't committed in a while because I'm kind of doing a pretty large rewrite of...
things... and I guess I forgot to commit my REL changes. :P I'll do that so your code is up to speed with mine first.
How do I get the position models of a stage with flying platforms attached to it's background model in brawlbox? Like Delfino Plaza. When I play one of Delfino Plaza's chr0 animations, StgDolpic_Bell1, StgDolpic_Bell2, StgDolpic_Shine, StgDolpicKamome_KamomeA, StgDolpicKamome_KamomeB, StgDolpicKamome_KamomeC, StgDolpicKamome_KamomeD, & gr2_StgDolpic_Suimen models don't move along with it & at the end of the animation, the flying platforms don't go down.
Brawlbox
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Quote from: Sammi Husky on November 12, 2014, 09:39:37 PM
Been a while since something was posted here, just wanted to let people know that development hasn't stopped :)
Anywhozits, here's some pictures! Methods! :D Under section 5 will be the methods. Im still working on a few kinks here and there, but for the most part they are completely functional. You can right click->open memory viewer to open directly to the method's target section and offset. Using the section editor of course, so it will disassemble and show the method. This also means you can see linked commands and open relocations, since it's using the section editor. (which is AWESOME for following exactly what a method is doing.) speaking of which...i'm also working on making it so you can double click on any branch or branch link command, click "Open Branch" to jump to where the code would jump to, without doing the math yourself :) Just more convenience for following the methods flow
(Don't mind the red colored nodes, that was just to temporarily show me that external method nodes were working right...though it could stay if people would like?)
(http://i.imgur.com/vReHqcL.png)
(http://i.imgur.com/AjPbbHn.png)
forgot to ask more of this. will you be able to press on a Method and see what it leads to hex and possible able to change it directly on it instead for going into section[5]? o: let say I want to change Method[0][0] in your pic from external to inside module directly by pressing on it without looking for it in section5?
will you also make it possible to add Method in a section this way?
also, keep it red! that way its easy to tell if its used in that module or not!
Quote from: BlackJax96 on November 12, 2014, 10:20:16 PM
Aww yiss, this is great. I've been meaning to add the object parser back.
One thing though - I've been hesitant to add it back because I don't know if ALL rels used in any game follow this same "null, code, constructors, destructors, constants, objects, BSS, null" kind of format. I know that some brawl rels only use 5 sections instead of 6, which would mean that parsing the 5th section as objects would be incorrect. Another thing is that tree nodes are a bit cumbersome to dynamically manage using code. I was thinking there should be an intuitive object editor that you could optionally open and would be incorporated into the section editor window. It would only find objects if there were strings in the section so it would have no negative effect if used on non-object sections.
Yea i had the same thought. Not all rel's follow the pattern, and i don't like the idea of statically hard-coding in the section to be parsed based on index either. It's really only a placeholder :P I had a similar idea to make a new control + form for the method editor, that way it'd be easier to edit them and at the same time it would be easier to add / delete methods without coding the functionality into the section editor.
Quote from: BlackJax96 on November 12, 2014, 10:20:16 PM
Wait wait wait lol. I actually already did this. :P
I haven't committed in a while because I'm kind of doing a pretty large rewrite of... things... and I guess I forgot to commit my REL changes. :P I'll do that so your code is up to speed with mine first.
Well...whoops haha xP Alrighty, well I'll be looking forward to the changes. I wish i had
internet right now then i woulda seen this before i actually committed it xD I'll be on the lookout.
Quote from: pikazz on November 14, 2014, 04:52:07 PM
forgot to ask more of this. will you be able to press on a Method and see what it leads to hex and possible able to change it directly on it instead for going into section[5]? o: let say I want to change Method[0][0] in your pic from external to inside module directly by pressing on it without looking for it in section5?
will you also make it possible to add Method in a section this way?
also, keep it red! that way its easy to tell if its used in that module or not!
Well, i intended to allow you to open the relocation's offset in section[5] as well, but i figured i would wait until i finished the actual method editor (or something to the same effect?) before doing that. But don't worry i got ya ;)
All right, I might try to port the audio code to OpenAL again, since I learned how to use OpenAL.
Quote from: uyjulian on November 14, 2014, 11:14:43 PM
All right, I might try to port the audio code to OpenAL again, since I learned how to use OpenAL.
If you're going to add that to BrawlLib, make sure there's an option to choose between OpenAL and DirectSound as default.
Quote from: Sammi Husky on November 14, 2014, 11:02:57 PMI had a similar idea to make a new control + form for the method editor, that way it'd be easier to edit them and at the same time it would be easier to add / delete methods without coding the functionality into the section editor.
That's probably a better idea. :P I was just thinking about being able to see the hex still because I don't know if the object parser reads EVERY byte in the section. With a parser, we need to worry about rebuilding the objects section and how that should be done so that no byte is left out (and ideally, the section doesn't appear changed if it's rebuilt with no changes).
So I figured out a new technique for reducing the size of CSPs substantially, and it'd be nice if BrawlBox could be updated to support it.
It's desirable to store CSPs in CI8 format, but limitations on the compressed size of common5.pac make that impossible if there are too many characters and costumes. However, many costumes are just recolors. Since we want to store them in a format that separates the main image data and the palette, it'd be nice to store just one copy of the main image data and then a palette for each recolor.
In testing, I've found this is possible - each TEX0 does require its own header, in order to point to its name, but it is possible to put, for example, 9 TEX0 headers in a row, followed by their data, as long as each header has its length changed to include all the following headers. (So with 9 the first has length 0x240, the second 0x200, and so on, until the last is just the standard 0x40.)
I've done a proof-of-concept test, available here (http://bit.ly/TestBRRES). To see it, just import that BRRES over sc_selcharacter_en > char_bust_tex_lz77 > MiscData[17], and change the compression to ExtendedLZ77 (or just LZ77). It's the Smash 3 textures for Mr. Game & Watch, but note that while they all share the same image data I did not rearrange the palettes so that would actually work well.
So there's obviously a lot of work to get this to a place where it's easy to use. I'm wondering, in particular, what the interface in BrawlBox should be. One possibility, for minimal support, is just having an option on a BRRES to compact it, where it just goes through and looks for identical textures and merges them if found, relying on other tools to create textures that will work with that.
More thorough support might be having an option to import multiple images at once, ideally including doing the quantization with all of them together, to make image data that works as well as possible with each of the palettes. Not sure how the UI would work for that, though.
My current plan is to work on some simple tools in Ruby for doing much of this (as I find that more enjoyable to work in, particularly when experimenting on things). As I've been looking into quantization algorithms, I'm hoping to at some point add another algorithm to BrawlBox, whether or not it includes support for multiple images at once.
Quote from: Ondo on November 30, 2014, 06:16:45 AM
So I figured out a new technique for reducing the size of CSPs substantially, and it'd be nice if BrawlBox could be updated to support it.
It's desirable to store CSPs in CI8 format, but limitations on the compressed size of common5.pac make that impossible if there are too many characters and costumes. However, many costumes are just recolors. Since we want to store them in a format that separates the main image data and the palette, it'd be nice to store just one copy of the main image data and then a palette for each recolor.
In testing, I've found this is possible - each TEX0 does require its own header, in order to point to its name, but it is possible to put, for example, 9 TEX0 headers in a row, followed by their data, as long as each header has its length changed to include all the following headers. (So with 9 the first has length 0x240, the second 0x200, and so on, until the last is just the standard 0x40.)
I've done a proof-of-concept test, available here (http://bit.ly/TestBRRES). To see it, just import that BRRES over sc_selcharacter_en > char_bust_tex_lz77 > MiscData[17], and change the compression to ExtendedLZ77 (or just LZ77). It's the Smash 3 textures for Mr. Game & Watch, but note that while they all share the same image data I did not rearrange the palettes so that would actually work well.
So there's obviously a lot of work to get this to a place where it's easy to use. I'm wondering, in particular, what the interface in BrawlBox should be. One possibility, for minimal support, is just having an option on a BRRES to compact it, where it just goes through and looks for identical textures and merges them if found, relying on other tools to create textures that will work with that.
More thorough support might be having an option to import multiple images at once, ideally including doing the quantization with all of them together, to make image data that works as well as possible with each of the palettes. Not sure how the UI would work for that, though.
My current plan is to work on some simple tools in Ruby for doing much of this (as I find that more enjoyable to work in, particularly when experimenting on things). As I've been looking into quantization algorithms, I'm hoping to at some point add another algorithm to BrawlBox, whether or not it includes support for multiple images at once.
Wonderful idea, would work great when it's all about recolors.
Too bad it wouldn't work well when imports are involved... But at least it will help opening space.
Oh? what have we here? :af:
(http://i.imgur.com/i05oyyA.png)
I likey!! Bout time bb does online/program updates.. :af:
I actually didn't see that one coming at all.
Quote from: Sammi Husky on December 05, 2014, 04:51:39 AM
Oh? what have we here? :af:
(http://i.imgur.com/i05oyyA.png)
Would you distribute this version here please? I got coding and stuff to edit through the dol and rel files.
Quote from: sluigi123 on December 05, 2014, 07:25:27 AM
I actually didn't that one coming at all.
->
didn't that one comingQuote from: Brandondorf9999 on December 06, 2014, 12:41:05 AM
Would you distribute this version here please? I got coding and stuff to edit through the dol and rel files.
Entitled much?
I think sammi would be ecstatic to give you an unstable build just to hear you complain about all the unfinished features you'd find.
Not like you can't go and compile it yourself right now if you really wanted to, anyway.
Quote from: Brandondorf9999 on December 06, 2014, 12:41:05 AM
Would you distribute this version here please? I got coding and stuff to edit through the dol and rel files.
Get out.
You wait like everyone else.
Quote from: BlackJax96 on December 06, 2014, 02:46:11 AM
-> didn't that one coming
Entitled much?
I think sammi would be ecstatic to give you an unstable build just to hear you complain about all the unfinished features you'd find.
Not like you can't go and compile it yourself right now if you really wanted to, anyway.
What are some unfinished features? Also, there is my report of a comment that shows that another BrawlVault Staff member told me to wait in a rude/inappropriate way like saying "Get out." as I was only asking nicely for a build even though it could be in development and asking when will it be released.
Quote from: Brandondorf9999 on December 06, 2014, 05:11:04 PM
What are some unfinished features? Also, there is my report of a comment that shows that another BrawlVault Staff member told me to wait in a rude/inappropriate way like saying "Get out." as I was only asking nicely for a build even though it could be in development and asking when will it be released.
You want build ? Compile it yourself. It's easy go install vc2013 and open sln, then hit the compile menu option. https://github.com/libertyernie/brawltools
Updated 5 days ago (as of this post)
Quote from: uyjulian on December 06, 2014, 06:29:44 PM
You want build ? Compile it yourself. It's easy go install vc2013 and open sln, then hit the compile menu option. https://github.com/libertyernie/brawltools
Updated 5 days ago (as of this post)
You mean visual studio 2013?
Quote from: uyjulian on December 06, 2014, 08:27:52 PM
yes
But the one's that I found are bigger than 1-4 gb on one of the torrent sites.
You don't require visual studio professional to compile it. You can use the free version by Microsoft, visual studio express. Personally, i prefer compiling code myself when it comes to open source projects anyways. It's pretty easy. just go the github repo on the first page of this thread, and on the right there is a button to download the source in a .zip. Just unzip it and double click the .sln file. Then in the menu bar up top click build->rebuild solution.
Your compiled version will be in brawltools/brawlbox/bin/debug or brawltools/brawlbox/bin/release depending on if you compiled a debug build or release build.
Microsoft also announced a new free version (http://techcrunch.com/2014/11/12/microsoft-makes-visual-studio-free-for-small-teams/) of Visual Studio recently. I haven't tried it yet - I got VS 2013 before I graduated from college and I've been using it since then.
Yesterday and today I added support for enabling/disabling codes in a TXT file to BrawlBox's built-in Code Manager. Before, it couldn't read codes that were in this format (note the asterisk):
* 01234567 89ABCDEF
Now, when it reads a file that has some of these codes, it will mark those as checked and the rest are unchecked. Multi-line comments are also supported now.
(http://i.imgur.com/suq9xjM.png)
Just a note: I didn't realize this until I looked at the code, but when BrawlBox saves a GCT, it puts extra data at the end of a file to store the names, position and length of each code, so you can open it in BrawlBox later and see the separate codes.
Where did you find these music codes from in the game?
I am able to edit MoveDef information in fighter .pacs using BrawlBox 0.68b but not on this version. Is this feature no longer supported or am I missing something?
Quote from: ebola16 on December 08, 2014, 10:12:09 PM
I am able to edit MoveDef information in fighter .pacs using BrawlBox 0.68b but not on this version. Is this feature no longer supported or am I missing something?
all other BB versions besides 68b (i think) doesnt support psa editing.
Aww, it didn't always work but I liked it better than PSA. Thanks!
Post Merge: December 09, 2014, 06:43:21 PM
I might as well ask my other question here. Is there an easier way to swap subactions between PSAs than copying and pasting Main, GFX, SFX, and other separately? It'd be nice if I could copy all parts of a subaction with one click and then replace the old subaction.
Am I the only one that prefers code manager over the integrated code manager in BB? It's great and all, but I still like the original version better.
Quote from: Brandondorf9999 on December 08, 2014, 01:31:27 AM
Where did you find these music codes from in the game?
These are from the Project M stage expansion kit I put together a week ago. Oshtoby made the code, which just plays song X whenever you're on stage Y, and I put in 36 copies of it into my GCT.
I guess it's time that the newer BrawlBox programs should be released this week.
Quote from: Brandondorf9999 on December 24, 2014, 12:09:29 AM
I guess it's time that the newer BrawlBox programs should be released this week.
https://github.com/libertyernie/brawltools
stop complaining, last update was 2 days ago (as of this post)
Quote from: uyjulian on December 24, 2014, 12:29:13 AM
https://github.com/libertyernie/brawltools
stop complaining, last update was 2 days ago (as of this post)
It's not a complaint, it's a mind thing I thought about when it should be here. I will have to try to compile it myself since I have Visual Basic on my computer. If it compiles the correct way, I will post it here.
Quote from: Brandondorf9999 on December 24, 2014, 12:32:58 AMIf it compiles the correct way, I will post it here.
And if you do, I will warn you. This is literally a warning warning.
We choose to release when we do because we feel that the program is in a stable enough state for everyone to use, and it's none of your business posting an incomplete build here like some kind of hero. It's our work, not yours, and we will release it when it is ready.
Well, I found some problems when I was compiling with Mono, but I fixed them.
Quote from: uyjulian on December 24, 2014, 01:17:16 AM
Well, I found some problems when I was compiling with Mono, but I fixed them.
Visual Studio is the easy way to compile it without these errors. Although it can detect errors when compiling if any code like that exists.
Quote from: uyjulian on December 24, 2014, 01:17:16 AM
Well, I found some problems when I was compiling with Mono, but I fixed them.
Merge your changes yo!
I just pushed some stuff like literally a minute ago, maybe I fixed something you came across.
Just be careful changing pointer operations, one of the previous fixes for mono broke some code that wrote CHR0 and SRT0 animations.
Quote from: Brandondorf9999 on December 24, 2014, 01:19:50 AM
Visual Studio is the easy way to compile it without these errors. Although it can detect errors when compiling if any code like that exists.
Mono can compile for platforms other than just Windows, so it's a little bit different.
Quote from: BlackJax96 on December 24, 2014, 01:22:13 AM
Merge your changes yo!
I just pushed some stuff like literally a minute ago, maybe I fixed something you came across.
Just be careful changing pointer operations, one of the previous fixes for mono broke some code that wrote CHR0 and SRT0 animations.
Mono can compile for platforms other than just Windows, so it's a little bit different.
What should I convert to, System.VoidPtr or byte*?
Quote from: Brandondorf9999 on December 24, 2014, 01:19:50 AM
Visual Studio is the easy way to compile it without these errors. Although it can detect errors when compiling if any code like that exists.
Please, i request that you do
not post development builds in this thread.
We're nearing release now anyways, so please let others wait the short amount of time left. If people get the dev build now, it
will be unfinished, and many will likely not come get the completed version afterwards. I would like for people to get the most complete, most functional build of our work rather than an early development build that will likely be broken, all over a matter of time as short as this.
That being said, you can compile the code yourself if you'd like. Just please, don't post it here. If anybody wants the dev build, compile it yourself or PM Brandon here. The less confusion around this release the better.
Quote from: uyjulian on December 24, 2014, 01:25:50 AM
What should I convert to, System.VoidPtr or byte*?
VoidPtr works the same as byte*, so either or.
Here's some examples of what does and doesn't work.
Good:
int offset = 0x10;
VoidPtr address2 = (VoidPtr)address + offset;
Good:
int offset = 0x10;
byte* address2 = (byte*)address + offset;
Bad:
int offset = 0x10;
buint* address2 = (buint*)address + offset; //increments by 0x40 instead
Good:
int offset = 0x4;
buint* address2 = (buint*)address + offset; //buint increments by four bytes, and 0x10 / 0x4 is 0x4
Good:
VoidPtr address;
buint* otherAddress;
int offset = (int)address - (int)otherAddress; //By casting to int, you get the raw address value so the pointer type doesn't matter
Quote from: BlackJax96 on December 24, 2014, 01:37:02 AM
VoidPtr works the same as byte*, so either or.
Here's some examples of what does and doesn't work.
Good:
int offset = 0x10;
VoidPtr address2 = (VoidPtr)address + offset;
Good:
int offset = 0x10;
byte* address2 = (byte*)address + offset;
Bad:
int offset = 0x10;
buint* address2 = (buint*)address + offset; //increments by 0x40 instead
Good:
int offset = 0x4;
buint* address2 = (buint*)address + offset; //buint increments by four bytes, and 0x10 / 0x4 is 0x4
Good:
VoidPtr address;
buint* otherAddress;
int offset = (int)address - (int)otherAddress; //By casting to int, you get the raw address value so the pointer type doesn't matter
Thanks, I'll keep that in mind.
Quote from: Sammi Husky on December 24, 2014, 01:31:39 AM
Please, i request that you do not post development builds in this thread.
We're nearing release now anyways, so please let others wait the short amount of time left. If people get the dev build now, it will be unfinished, and many will likely not come get the completed version afterwards. I would like for people to get the most complete, most functional build of our work rather than an early development build that will likely be broken, all over a matter of time as short as this.
That being said, you can compile the code yourself if you'd like. Just please, don't post it here. If anybody wants the dev build, compile it yourself or PM Brandon here. The less confusion around this release the better.
Hm, is it possible for people to be seeing an update message saying that the previous version is up to date like this?:
(http://www.mediafire.com/convkey/8a98/9r1c3349cbqonpvzg.jpg)
Quote from: Brandondorf9999 on December 24, 2014, 01:47:36 AM
Hm, is it possible for people to be seeing an update message saying that the previous version is up to date like this?:
(http://www.mediafire.com/convkey/8a98/9r1c3349cbqonpvzg.jpg)
yes
Quote from: uyjulian on December 24, 2014, 01:49:22 AM
yes
Do they want most people seeing this like any other program or not?
Quote from: Brandondorf9999 on December 24, 2014, 01:51:11 AM
Do they want most people seeing this like any other program or not?
Isn't this feature self-explanatory?
The only reason it shows the past version is because there's no release on the repo that has a version greater or equal.
Your seeing that, because the latest release's version number is different from the one in the development build. That's a given, since we haven't released the new version yet. This won't happen to people who get the released version, since they're version number won't be ahead of the latest releaseQuote from: BlackJax96 on December 24, 2014, 01:53:36 AM
Isn't this feature self-explanatory?
The only reason it shows the past version is because there's no release on the repo that has a version greater or equal.
damn! Ninja'd! :P
Also, I like how you're voluntarily spoiling your Christmas present right now, haha. Just because you find out SANTA ISNT REAL and that your presents are hidden somewhere in your house doesn't mean you search for them, eventually find them, unwrap them, and start playing with them. It ruins all the meaning of the gift. But hey, I'm not your conscience. If you have a conscience
Let me say that the most updated released public version of Brawl Box is beast, I especially like it because it focused on stage design (I don't make characters, so I might had missed those details) but man this is looking pretty awesome.
Sorry I don't feedback more often, I don't speak code :-\
BrawlBox v0.74 released! (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207285)
Let us know if there's any problems.
Quote from: BlackJax96 on December 26, 2014, 06:17:18 AM
BrawlBox v0.74 released! (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207285)
Let us know if there's any problems.
Sweet. Thanks for the gift, mate.
thanks!
edit:
Error found with adding metal to character models. Shows fine w/o metal added after being re-opened. With metal added and re-opened, its all broken.
(http://i.imgur.com/Bqcn93K.png)
(http://i.imgur.com/OLPuuDn.png)
Also, since we have the updater implemented, we can roll out hotfixes or entire updates much more efficiently to everyone using Brawlbox. If you download the new version and it immediately shows an update (even though it v0.74 was just released), it means we're on the job fixing bugs that are just now showing themselves :P the exe unpacker will show all of the changes we made in each update, too.
I'm already working on fixing the bug above :police:
Edit: Okay that was the dumbest hotfix I made in my life and I'm going somewhere tomorrow so just redownload it, lmfao wtf
So I went to start using .74 for animating, and when I went to view an animation... Well, I'll let the pictures tell what happened.
[spoiler]
(http://i.imgur.com/y075tJg.gif)
When it originally was like this
(http://i.imgur.com/XfgtOqG.gif)
In .71. Any ideas?
the animations seems to get problem when either its a custom move or when one bone is resized/mixture on a way the 74 doesnt like!
I am testing out the Module stuff right now! I cant test stuff ingame atm since I am away! I love the branch command but something that bugs me is its location! there is one thing aswell, the "purple" box only gets visible once you are over the branch command that go to it, otherwise its invisible and stuff possible to miss some branch attached to it. could you make the purple all the time like how the "red linked words" are? and you could backtrack to them like how the red words works? o:
(http://i.imgur.com/627vwmP.png)
also, I am using Windows 8.1, but someone it always resize itself to smaller and gives me bad font. how do I prevent this for happen? o:
I can't save the settings in Windows 8, only if I run the program as administrator :/
was that bug in the previous brawlbox with the material and shader 1 fixed already?
Also, when importing aimations from Marios Sports Mix, they show up as "CHR0" instead of their names, and as 0 frame animations
Quote from: Don Jon BravoEX on December 26, 2014, 11:25:13 PM
was that bug in the previous brawlbox with the material and shader 1 fixed already?
Yes, that was fixed a good while ago now.
Quote from: pikazz on December 26, 2014, 08:33:02 PM
~snip~
The module editor is a bit of a work in progress right now. I originally intended to have a new control or form for the object/method editing. However with the planned release date nearing, i figured i would put that back in for now. Even then, a few of my changes were (unfortunately) unable to be committed and released, since my internet decided to die Christmas eve.
As for the problem with windows 8 interaction, i can't really help there. I don't have any machine running windows 8 at the moment. I can however look into it if you post a screenshot of the problem
Quote from: Ashley and Red on December 26, 2014, 11:26:44 PM
Also, when importing aimations from Marios Sports Mix, they show up as "CHR0" instead of their names, and as 0 frame animations
Quote from: Pichi-Hime on December 26, 2014, 08:10:10 PM
So I went to start using .74 for animating, and when I went to view an animation... Well, I'll let the pictures tell what happened.
[spoiler]
(http://i.imgur.com/y075tJg.gif)
When it originally was like this
(http://i.imgur.com/XfgtOqG.gif)
In .71. Any ideas?
Unfortunately, most things related to the model previewer or animations are out of the range of my abilities, as BJ rewrote a whole lot of the model related code in both Brawllib and Brawlbox in this update.
That all said, this is the perfect example of why the automatic updates will be helpful
what i'd like to know is what happened to the "hide bone" feature in the model viewer... i really liked that option... now i cant hide any bones thats blocking my view for positioning.
The vertex editor is gone as well. When I press the J key, the bottom panel closes instead of switching to the vertex editor.
I can't open new version at all. It just closes itself before it even shows up. How to fix that?
When I click the update thing it downloads and update and makes the directory "currentfolder"/v0.74 which then contains all the files I already had in the "currentfolder" + the update it download, which I can install again if I want and if I hit the update thing again it repeats this infinitely.
When using the newest version all of my LZ77/ExtendedLZ77 compressed archives are displayed as uncompressed even though they actually are compressed.
Thanks for all the bug reports guys. We will have bugs being fixed and released soon. I highly suggest people register the issues here as well https://github.com/libertyernie/brawltools/issues
This is the official bug tracker, and will also be used for suggestions and enhancements. When submitting a bug report, please give as much information as you can. If possible, also include a download link to any trouble files your dealing with. That is optional though.
Yup, bugs acknowledged. Ideally we'll have all of these fixed for v0.74b.
Quote from: Ridley on December 28, 2014, 03:22:07 PM
I can't open new version at all. It just closes itself before it even shows up. How to fix that?
Do you have .NET 4.5.1? We had to upgrade it for the updater to work.
You could also try running it in compatibility mode or by launching it a different way (like instead of clicking the exe, instead try assigning the new BB to an extension like brres and launching it like that) just to see if that works.
Quote from: Bakuryu on December 28, 2014, 04:44:20 PM
When I click the update thing it downloads and update and makes the directory "currentfolder"/v0.74 which then contains all the files I already had in the "currentfolder" + the update it download, which I can install again if I want and if I hit the update thing again it repeats this infinitely.
There isn't an update at the moment, so that's probs why it's looping infinitely.
What's your OS? Is it 32 bit or 64 bit? Do you have .NET 4.5.1? What's your computer's locale (language)? Also, right click the exe, go to Properties->Details and double check that it says BrawlBox v0.74 and all that, just in case.
For now, you can just turn off automatic updates under Tools->Settings->"Check for updates on startup"
Quote from: Ashley and Red on December 26, 2014, 11:26:44 PM
Also, when importing aimations from Marios Sports Mix, they show up as "CHR0" instead of their names, and as 0 frame animations
Can you send me the raw files before you open or import or whatevs so I can test them?
Quote from: Ashley and Red on December 26, 2014, 10:11:03 PM
I can't save the settings in Windows 8, only if I run the program as administrator :/
There's nothing I can do about that. Every version of BrawlBox can't edit the registry on Windows 8 without admin privileges. The least I could do was put a helpful message.
oh i forgot to mention this bug... if a material/mesh is using more than 1 texture, and u hide the first texture, no other texture shows, which just becomes a texture-less model in model viewer.
Quote from: BlackJax96 on December 29, 2014, 08:00:57 AMDo you have .NET 4.5.1? We had to upgrade it for the updater to work.
You could also try running it in compatibility mode or by launching it a different way (like instead of clicking the exe, instead try assigning the new BB to an extension like brres and launching it like that) just to see if that works.
I have only 4.1 and wouldn't it report that i need new version?
This one didn't worked either.
Alright, I'll add my issue to your github page too just for consistency's sake.
@BlackJax, with raw files you mean the animations?
Post Merge: December 29, 2014, 06:03:34 PM
Here is a pic of the error, to illustrate it
Sorry but you are not allowed to view spoiler contents.
Is there a way to make it so semi-transparencies can be added without crashing BB? Not really a request, more like wondering for convenience.
Quote from: Tabuu Forte Akugun on December 30, 2014, 01:10:41 AM
Is there a way to make it so semi-transparencies can be added without crashing BB? Not really a request, more like wondering for convenience.
I need this too, my last import had semitransparent hair, but didn't work
Quote from: Tabuu Forte Akugun on December 30, 2014, 01:10:41 AM
Is there a way to make it so semi-transparencies can be added without crashing BB? Not really a request, more like wondering for convenience.
What specifically? You can't set the blend mode?
Quote from: BlackJax96 on December 30, 2014, 01:24:33 AM
What specifically? You can't set the blend mode?
I ripped the mat and shader from a semi-transparent texture on Ike, and tried to set it on my fairy's wings. BrawlBox crashes when I hit save.
Quote from: Tabuu Forte Akugun on December 30, 2014, 01:30:00 AM
I ripped the mat and shader from a semi-transparent texture on Ike, and tried to set it on my fairy's wings. BrawlBox crashes when I hit save.
So you can't replace materials and shaders?
Quote from: BlackJax96 on December 30, 2014, 02:05:57 AM
So you can't replace materials and shaders?
Yes, I can. Just not semi-transparent ones. And sometimes normals get messed up.
Um... wait, I should actually TRY in 0.74. :>.>palm:
idk what ppl r talking about... i was able to replace materials that uses transparenct for hairs, and it works fine for me. did u guys make sure to auto-fix the alpha blend and xlumaterial in the material data?
I figured it out. It doesn't like the shader from the semi-transparent model. Material works fine and textures corrupted in-game, but when I import the damn shader and hit save, BB crashes.
srsly tabuu... am i the only 1 not having issue's replacing a shader that uses alpha transparency? besides an odd crash i did from testing ur theory, but only had 1 crash and that was about it. since then i was able to replace the material and shader 10 times w/o any issue's..
does ur BB crash, or does it give an error?
Quote from: DSX8 on December 30, 2014, 03:17:16 AM
srsly tabuu... am i the only 1 not having issue's replacing a shader that uses alpha transparency? besides an odd crash i did from testing ur theory, but only had 1 crash and that was about it. since then i was able to replace the material and shader 10 times w/o any issue's..
does ur BB crash, or does it give an error?
Just crashing. I did "Add New Shader", replaced it with the shader from the alpha texture, and hit save. All I did.
Quote from: Tabuu Forte Akugun on December 30, 2014, 03:19:22 AM
Just crashing. I did "Add New Shader", replaced it with the shader from the alpha texture, and hit save. All I did.
what i did was add a new shader, linked said material (that will be replaced) to the shader, then i hit save. re-opened the model and replace shader and material and saved fine.
try doing it like that.
.....I think that might have worked. :O Guess BB hates orphaned shaders.
EDIT: Thanks, Mike. Actually LOOKS like a fairy now. XD
Sorry but you are not allowed to view spoiler contents.
Crashing... no backtraces.
I don't know how to debug with M$ .NET, but if you have mono installed on your computer, run this command from the command line:
mono /path/to/brawlbox.exe --debug
, and crash BrawlBox, a backtrace will be printed in the console with line numbers, function names etc (if there are debug symbols in the executable). This will help the developers of BrawlBox track down the problem.
By the way, this is how I found out what was causing BrawlBox to crash on Macs.
Quote from: uyjulian on December 30, 2014, 03:49:23 AM
Crashing... no backtraces.
I don't know how to debug with M$ .NET, but if you have mono installed on your computer, run this command from the command line:
mono /path/to/brawlbox.exe --debug
, and crash BrawlBox, a backtrace will be printed in the console with line numbers, function names etc (if there are debug symbols in the executable). This will help the developers of BrawlBox track down the problem.
By the way, this is how I found out what was causing BrawlBox to crash on Macs.
https://github.com/libertyernie/brawltools/tree/DebugLog
This is a branch i was working on before the release. It's just a debug output console when BBox is started with -d or /d. Hopefully in the future it will help us debug things, and others see exactly where the problem is. Right now, there isn't any backtraces. Just event printouts. But backtraces will definitely be printed to the log in red when things are more complete
Sammi, where is the item data for sudden death stored in stages? I wanted to change it so the stage would spawn active Pokemon instead of bombs.
Quote from: Blazingflare on December 31, 2014, 04:26:50 AM
Sammi, where is the item data for sudden death stored in stages? I wanted to change it so the stage would spawn active Pokemon instead of bombs.
Not entirely sure where it is stored specifically. Im also not too sure if everything 100% works right yet. Though i see no reason it shouldn't, since files are being rebuilt exactly the way they should be. In any case, i think the sudden death mode items are spawned from a group in the common table contained in common3. under itmCommonGen/item Generation/table[0]/group[4] if i remember correctly
thats great to hear that the module editor will get an update :3
Quote from: Sammi Husky on December 31, 2014, 08:37:22 AM
Not entirely sure where it is stored specifically. Im also not too sure if everything 100% works right yet. Though i see no reason it shouldn't, since files are being rebuilt exactly the way they should be. In any case, i think the sudden death mode items are spawned from a group in the common table contained in common3. under itmCommonGen/item Generation/table[0]/group[4] if i remember correctly
isnt it inside the Sora_melee aswell? o: I remember seeing it there
Quote from: Pichi-Hime on December 26, 2014, 08:10:10 PM
So I went to start using .74 for animating, and when I went to view an animation... Well, I'll let the pictures tell what happened.
[spoiler]
(http://i.imgur.com/y075tJg.gif)
When it originally was like this
(http://i.imgur.com/XfgtOqG.gif)
In .71. Any ideas?
Fixed
Quote from: pikazz on December 26, 2014, 08:33:02 PM
also, I am using Windows 8.1, but someone it always resize itself to smaller and gives me bad font. how do I prevent this for happen? o:
Try this
Quote from: libertyernie on May 03, 2014, 08:29:50 PM
On my laptop (Windows 8.1) with its high-DPI display, viewing any model - whether in the model previewer or the bottom-right panel of the main window - causes the program window to shrink to 1:1 pixel size. This can be avoided by disabling DPI scaling in Properties > Compatibility for BrawlBox.exe.
Quote from: Ashley and Red on December 26, 2014, 11:26:44 PM
Also, when importing aimations from Marios Sports Mix, they show up as "CHR0" instead of their names, and as 0 frame animations
Fixed
Quote from: SMFan on December 27, 2014, 12:46:10 PM
The vertex editor is gone as well. When I press the J key, the bottom panel closes instead of switching to the vertex editor.
Fixed
Quote from: Ridley on December 28, 2014, 03:22:07 PM
I can't open new version at all. It just closes itself before it even shows up. How to fix that?
Not fixed, I have no idea
Quote from: Bakuryu on December 28, 2014, 04:44:20 PM
When I click the update thing it downloads and update and makes the directory "currentfolder"/v0.74 which then contains all the files I already had in the "currentfolder" + the update it download, which I can install again if I want and if I hit the update thing again it repeats this infinitely.
Do you have any idea why it's asking you to update when there is no update?
Quote from: secretchaos1 on December 29, 2014, 05:22:10 AM
When using the newest version all of my LZ77/ExtendedLZ77 compressed archives are displayed as uncompressed even though they actually are compressed.
Fixed
Quote from: Tabuu Forte Akugun on December 30, 2014, 01:10:41 AM
Is there a way to make it so semi-transparencies can be added without crashing BB? Not really a request, more like wondering for convenience.
Quote from: Tabuu Forte Akugun on December 30, 2014, 03:19:22 AM
Just crashing. I did "Add New Shader", replaced it with the shader from the alpha texture, and hit save. All I did.
Can't really seem to reproduce this, so... not fixed? Saving an unlinked default shader works, saving an unlinked replaced shader works, saving a linked default shader works, saving a replaced linked shader works...
Did it work in the most recent version?
Quote from: DSX8 on December 29, 2014, 12:35:36 PM
oh i forgot to mention this bug... if a material/mesh is using more than 1 texture, and u hide the first texture, no other texture shows, which just becomes a texture-less model in model viewer.
Well the textureless thing isn't a bug, but I get what you mean. Brawlbox only loads the first texture because it really needs to render shaders to display ALL of them at once, but I think I can have it show the next texture if the disable the first.
You also mentioned adding bone checkboxes back, so there's that too.
These changes will be in the next update, by the way.
I agree that there does need to be a code into the program to render the shaders used in the shaders section along with the materials so that we can preview the one's that will be used in the game when it's edited.
Quote from: Brandondorf9999 on January 01, 2015, 06:47:56 PM
I agree that there does need to be a code into the program to render the shaders used in the shaders section along with the materials so that we can preview the one's that will be used in the game when it's edited.
I Would love it too Except it Would take months and possible years to do! That render stuff isnt Easy to do!
Quote from: BlackJax96 on December 29, 2014, 08:00:57 AM
There isn't an update at the moment, so that's probs why it's looping infinitely.
What's your OS? Is it 32 bit or 64 bit? Do you have .NET 4.5.1? What's your computer's locale (language)? Also, right click the exe, go to Properties->Details and double check that it says BrawlBox v0.74 and all that, just in case.
For now, you can just turn off automatic updates under Tools->Settings->"Check for updates on startup"
Windows 7 Pro SP1 64bit, looks like I have .NET 4.5.50709. English is the language. It does says 0.74 in the properties so that checks out to.
Quote from: Bakuryu on January 02, 2015, 07:23:07 PM
Windows 7 Pro SP1 64bit, looks like I have .NET 4.5.50709. English is the language. It does says 0.74 in the properties so that checks out to.
Be sure that the language AND the locale are set to english (i.e lang. english, locale US, UK etc), because my locale is set to japanese, while language is brazilian portuguese...
I don't know if this regression has been reported, but when looking at the texture list in PAT0 Texture Entries, the list is empty. It should not be empty.
Quote from: ebola16 on January 03, 2015, 06:07:48 AM
I don't know if this regression has been reported, but when looking at the texture list in PAT0 Texture Entries, the list is empty. It should not be empty.
Fixed
Quote from: Bakuryu on January 02, 2015, 07:23:07 PM
Windows 7 Pro SP1 64bit, looks like I have .NET 4.5.50709. English is the language. It does says 0.74 in the properties so that checks out to.
So let me just double check here. Brawlbox v0.74 is showing the popup saying that Brawlbox v0.74 is available as an update? The same version.
I don't really know how to fix that, I'll just put an extra thing to see if that works...
i was looking into the PM codes trying to help a team with BeX + 3.5 and thought about a feature that might be relatively easy with the code manager. i'll quote the post here:
Quote from: Sirkura on January 04, 2015, 03:49:03 AM
its coming... its not really hard its just tedius. would be easier if there was a way to set brawlbox to read codes with multiple values so it doesn't read it as an entirely new code (things like default settings modifier wich anyone can change) maybe i can suggest it later to the BB team. basically i have to fine codes one at a time. basically the codes i have to find are set up as stated in a previous post so the values look like this:
06586??? 000000??
????????? ?????????
????????? ?????????
the only numbers that matter are the ones listed, the (?) can be any value. the lower 2 rows are being a bit more difficult however. since those directly affect the costumes and order and can be randomely 2 or 3 rows depending on how many were added. total. after those first digets i have to find the "0C" wich basically means the costumes end for that character.
basically if any value's change in the remembered codes it is considered an entirely new code. it would be nice if you can set it to a "wild card" or something to that effect to allow random values and changes easier. (like if you have one gct with default settings 4 lives, and another set as lives, it would read it as the same code with an edited value.) maybe you can set the wildcards as green/blue etc to make it show a little in a code? tho that is juct an aesthetic touch"
May I ask why moveset editing support was dropped in late BB versions? Will it return for this one?
Quote from: Draco on January 05, 2015, 05:56:34 PM
May I ask why moveset editing support was dropped in late BB versions? Will it return for this one?
BlackJax separated the moveset editor from BrawlBox, as it was rather unstable. Though I don't know 100% why.
His alternative was a program he named Ikarus (Ikaros + Icarus). Though BJ retired before he was able to finish it (early 2014), but now that it's been payed off by namq and pikazz (late 2014/early 2015), Ikarus will at least be in a stable state, as stated by his previous posts.
Quote from: KingJigglypuff on January 05, 2015, 07:16:01 PM
BlackJax separated the moveset editor from BrawlBox, as it was rather unstable. Though I don't know 100% why.
His alternative was a program he named Ikarus (Ikaros + Icarus). Though BJ retired before he was able to finish it (early 2014), but now that it's been payed off by namq and pikazz (late 2014/early 2015), Ikarus will at least be in a stable state, as stated by his previous posts.
I see. Thanks for the explanation.
Be it a little flawed, I've always thought there should a way to check for updates without logging in everyday, so I like that an updater is installed.
BrawlBox v0.74b is coming soon, probably later tonight or tomorrow. It's mainly bug fixes and will be the first time the updater will come into play, so we'll see how that goes.
We have v0.74c planned as well.
Quote from: KingJigglypuff on January 05, 2015, 07:16:01 PMI don't know 100% why
BrawlBox's model editor code started to become convoluted with Brawl-specific code and a moveset editor really needs dedicated controls and options as well, so that's why I moved it out.
I have a question. Is it possible to play STDT in the Brawlbox Model Viewer?
Hate to be the bearer of bad news; can anyone confirm this?
On BB v0.74b, I load the model, then the motionetc, I select an animation, and nothing happens; I can't even hit play, and the model doesn't change. Hopefully this was just a bad update on my part.
ur not the only 1.. no animation files wants to play in bb 74b.. nor shows how many frames it has.
Quote from: DSX8 on January 07, 2015, 03:55:07 PM
ur not the only 1.. no animation files wants to play in bb 74b.. nor shows how many frames it has.
you too? Brawl animations works, but oher game animations, nope
well to prove wat power marshal said... here's Korra rigged on shiek, and with the animations shown on the left side, but on the bottom, it says 0 frames and play not being able to be clicked on. does the same thing with srt0, shp0, vis0, and pat0
(http://i.imgur.com/MmFQIbo.png) (http://i.imgur.com/MmFQIbo.png)
Quote from: DSX8 on January 07, 2015, 04:04:08 PM
well to prove wat power marshall* said... here's Korra rigged on shiek, and with the animations shown on the left side, but on the bottom, it says 0 frames and play not being able to be clicked on. does the same thing with srt0, shp0, vis0, and pat0
(http://i.imgur.com/MmFQIbo.png) (http://i.imgur.com/MmFQIbo.png)
So it is a general thing. Hmm.. maybe something was forgotten to be implemented so that Brawlbox could edit animations. If so I understand and await v0.74c or rather v0.74bb lol
Fixed and updated
(http://i.imgur.com/0JLOktZ.gif)
It works, and with other game animations too >< Thank you!!
i cant get it work on Windows XP SP4, there is a message :
(http://sia1.subirimagenes.net/img/2015/01/09/150109012253393495.jpg)
any idea that how to fix it? Thks
Quote from: Nasca Corp on January 09, 2015, 12:22:56 AM
i cant get it work on Windows XP SP4, there is a message :
(http://sia1.subirimagenes.net/img/2015/01/09/150109012253393495.jpg)
any idea that how to fix it? Thks
Windows XP SP4 doesn't exist, unless you are using a pirated Windows.
You need to have .Net framework installed, go to http://www.microsoft.com/net (http://www.microsoft.com/net)
i can run any other version of brawlbox, i have the Net framework installed the 4, yeah is not service pack 4 its framework4, the last bbx ive used was 0.73B and my computer runn it normal, just this one does not work for me
Programs compiled with .NET 4.5 and up no longer support windows XP, but we need it for the updater. I don't really know what we should do about that...
Quote from: Nasca Corp on January 09, 2015, 01:10:32 AM
i can run any other version of brawlbox, i have the Net framework installed the 4, yeah is not service pack 4 its framework4, the last bbx ive used was 0.73B and my computer runn it normal, just this one does not work for me
its time for u to upgrade ur OS mate... or just stay with 73b? idk
Time to upgrade your OS, you got a REALLY OLD OS there.
Quote from: DSX8 on January 09, 2015, 04:27:21 AM
its time for u to upgrade ur OS mate... or just stay with 73b? idk
haha, i have this pc since the first mini laps, the same ASPIRE ONe MINI LAP maybe when i get a new PC i can try the new brawlbox,, btw im using the .67b its the only brawlbox in the i can get work the models with all fine, the new give me models witouth textures or without working moving eyes, thks all!
this isnt a problem with brawlbox but with my grapfic card. does anyone know how I can update it so I can skip this problem?
(http://i.imgur.com/OZoKBOT.png)
I already have the latest net 4.5 so it shouldnt be the problem!
dat mini-eye though xD
....I think it's time for me to update to newer BB's for animations. This happens each time I import a model with 0.74b and add effects, and then view it with my usual 0.63d.
Sorry but you are not allowed to view spoiler contents.
Works just fine in 0.74b.
Brawlbox doesn't seem to like it when I copy and paste frames:
Sorry but you are not allowed to view spoiler contents.
Details:
Sorry but you are not allowed to view spoiler contents.
It works fine on v0.71 though.
And when I try to export an animation I made I get this:
Sorry but you are not allowed to view spoiler contents.
Details:
Sorry but you are not allowed to view spoiler contents.
try exporting animations from the main file.. not from model viewer, if it works fine outside of model viewer, than just do it outside of it
Okay, I cannot see any bones or distinguish between them now. It was showing up before in the model viewer nicely as usual, but unusually, when I check them off and back on, they did not reappear. It seems like they are hidden because I can still select them and move the according model via the selected bone. Here's the kicker, though. The bones are on, and all bones are checked on, yet they are still missing for some reason. What did/do I do? If anyone needs proof, I'll provide.
@PowerMarshall:In 0.83 it haooened to me: in viewer, try unchecking bines then check it again
Hi, I'm getting a really frustrating error when trying to open BrawlBox.
Whenever I double-click the BrawlBox executable, I immediately get a Windows error message saying the program stopped responding. The same thing happens if I try to open the program as an administrator. The updater has the same problem.
My computer runs on Windows Vista, if that helps.
I will say it is not too big of an issue, because I can just use other versions, and Blackjax, I hate to keep bringing up bugs, especially when you're one of the ones repeatedly fixing them up. There's a couple bugs I'd like to report for Brawlbox 0.74b.
In the model viewer, when editing animations, it seems copying and then pasting translations seem to crash the program. Ex: If you wanted to give a character another's animation, but the bones were not the character's original position so you copy the character's T-posed bone translation, and pasted for frame 1 of the new animation, brawl box will give out an error and stop working.
As for the second error, it seems I can't save my animations that I've worked on in the new Brawlbox. I believe that whenever I work on an animation for a character in the model viewer, and then save, it will crashes and I lose all my work. I don't know if anyone can back me up on this lol, but it appears like this is the case every time I do this.
Quote from: Power Marshall on January 19, 2015, 04:07:50 AM
As for the second error, it seems I can't save my animations that I've worked on in the new Brawlbox. I believe that whenever I work on an animation for a character in the model viewer, and then save, it will crashes and I lose all my work. I don't know if anyone can back me up on this lol, but it appears like this is the case every time I do this.
not the only 1.. i created an srt0 and did an animation for it to help KJP out, and when i tried to save, it wouldnt save and gave an error, but no crash. after deleting said SRT0, it saved fine.
Quote from: Power Marshall on January 19, 2015, 04:07:50 AM
I will say it is not too big of an issue, because I can just use other versions, and Blackjax, I hate to keep bringing up bugs, especially when you're one of the ones repeatedly fixing them up. There's a couple bugs I'd like to report for Brawlbox 0.74b.
I especially hate not being able to help out very much with the current bugs, but most if not all are related to the model previewer, and that's just a whole lotta funk that i have no idea how to work if, especially now after the rewrites lol. In other news, i
was working on a few new cool features regarding modules and such, but due to a recent computer re-formatting, i lost it all...guess i'll be rewriting all that junk :P
Quote from: DSX8 on January 19, 2015, 05:25:20 AM
not the only 1.. i created an srt0 and did an animation for it to help KJP out, and when i tried to save, it wouldnt save and gave an error, but no crash. after deleting said SRT0, it saved fine.
You're right, it didn't crash, it just gave out an error, so essentially, you couldn't save your new work. :/
Quote from: Sammi Husky on January 19, 2015, 10:14:58 AM
I especially hate not being able to help out very much with the current bugs, but most if not all are related to the model previewer, and that's just a whole lotta funk that i have no idea how to work if, especially now after the rewrites lol. In other news, i was working on a few new cool features regarding modules and such, but due to a recent computer re-formatting, i lost it all...guess i'll be rewriting all that junk :P
Oh yes, Sami, you're another one working on Brawlbox? That's why I said that BlackJax was one of the ones fixing it. But that stinks. Speaking of Modules, I had opened up the module of pokemon trainer (fitpoke.rel), and can now see where Charizard starts and where Ivy and Squirtle begin their file location, however, if you export one of their files, it says that the file is empty, but will still export. And when importing them into someone else's, it gives an error. I'm sure it's a generalization for all rels (at least, characters') but can this be fixed, or is this in the next version? Thanks, Sami, and Blackjax!
Still wanting that software render mode for the model viewer.
#poor
Also some mice won't work at all with the model viewer, but I think it's just limited to those with wonky drivers, such as my ThinkPoint (a laptop driver), and limited to just scrolling.
I'd like to ask a question.
I'm trying to import a model and boneset from Sonic Lost World, but it won't do so. It's high-poly, but not for Brawl anyways. It's for 2.5D sprite making. What's going on? I get a "Object reference not set to an instance of an object" error with tristripping and the program crashes without tristripping.
I had that same
Quote
"Object reference not set to an instance of an object"
error when trying to import models from Blender, so is that what you were trying to do?
Because, without Autodesk's FBX Converter program, you can't import .daes from Blender, and even then, it still doesn't seem to like working in-game.(Though, in BrawlBox it works fine, with the exception of importing only one texture mapping the entire model and the rest are deleted.)
Quote from: windhunter7 on January 25, 2015, 08:38:31 PM
I had that same error when trying to import models from Blender, so is that what you were trying to do?
Because, without Autodesk's FBX Converter program, you can't import .daes from Blender, and even then, it still doesn't seem to like working in-game.(Though, in BrawlBox it works fine, with the exception of importing only one texture mapping the entire model and the rest are deleted.)
Nope, I don't use Blender. I've used 3ds the whole time.
Not sure what the exact problem is, but what "Object reference not set to an instance of an object" means is that it's trying to reference an object that doesn't exist. I don't know how that could be applied to model imports, only to programming, so I can't be of further assistance than that basic info.
Quote from: Tabuu Forte Akugun on January 25, 2015, 07:22:27 PM
I'd like to ask a question.
I'm trying to import a model and boneset from Sonic Lost World, but it won't do so. It's high-poly, but not for Brawl anyways. It's for 2.5D sprite making. What's going on? I get a "Object reference not set to an instance of an object" error with tristripping and the program crashes without tristripping.
Send over the dae of the model you're trying to import.
Also, are you using v0.74b to import it?
Quote from: Enchlore on January 19, 2015, 02:30:11 AM
Hi, I'm getting a really frustrating error when trying to open BrawlBox.
Whenever I double-click the BrawlBox executable, I immediately get a Windows error message saying the program stopped responding. The same thing happens if I try to open the program as an administrator. The updater has the same problem.
My computer runs on Windows Vista, if that helps.
Windows Vista is pretty iffy. Lots of talk about compatibility and such goes straight from XP to Win7. Do you have .NET 4.5?
Quote from: FQuintanilla14 on January 11, 2015, 04:34:04 PM
Brawlbox doesn't seem to like it when I copy and paste frames:
Sorry but you are not allowed to view spoiler contents.
Details:
Sorry but you are not allowed to view spoiler contents.
It works fine on v0.71 though.
And when I try to export an animation I made I get this:
Sorry but you are not allowed to view spoiler contents.
Details:
Sorry but you are not allowed to view spoiler contents.
Quote from: Power Marshall on January 19, 2015, 04:07:50 AM
I will say it is not too big of an issue, because I can just use other versions, and Blackjax, I hate to keep bringing up bugs, especially when you're one of the ones repeatedly fixing them up. There's a couple bugs I'd like to report for Brawlbox 0.74b.
In the model viewer, when editing animations, it seems copying and then pasting translations seem to crash the program. Ex: If you wanted to give a character another's animation, but the bones were not the character's original position so you copy the character's T-posed bone translation, and pasted for frame 1 of the new animation, brawl box will give out an error and stop working.
As for the second error, it seems I can't save my animations that I've worked on in the new Brawlbox. I believe that whenever I work on an animation for a character in the model viewer, and then save, it will crashes and I lose all my work. I don't know if anyone can back me up on this lol, but it appears like this is the case every time I do this.
Fixed both bugs for v0.74c, thanks for reporting them (especially with the call stack).
Quote from: Power Marshall on January 12, 2015, 01:06:21 AM
Okay, I cannot see any bones or distinguish between them now. It was showing up before in the model viewer nicely as usual, but unusually, when I check them off and back on, they did not reappear. It seems like they are hidden because I can still select them and move the according model via the selected bone. Here's the kicker, though. The bones are on, and all bones are checked on, yet they are still missing for some reason. What did/do I do? If anyone needs proof, I'll provide.
Fixed this, thanks.
Quote from: Doqtor Kirby on January 19, 2015, 08:38:38 PM
Also some mice won't work at all with the model viewer, but I think it's just limited to those with wonky drivers, such as my ThinkPoint (a laptop driver), and limited to just scrolling.
That's odd. The model viewer just uses the MouseMove event that windows calls every time you move the mouse, so I'm not sure what to do there.
Quote from: Doqtor Kirby on January 19, 2015, 08:38:38 PM
Still wanting that software render mode for the model viewer.
#poor
I do too, but it's so much work ;-;
Quote from: BlackJax96 on January 25, 2015, 09:38:52 PM
Send over the dae of the model you're trying to import.
Also, are you using v0.74b to import it?
Okay. But RTB ripped it so I assumed it was good.
And yes, I used that one, and tried with 0.73 too.
Hello, unfortunately, it's not possible to edit the 9stars.brsar File from Mario Party 9. I always get the Error "Object reference not set to an instance of an object." when trying to save the changes. Any ideas?
forgot to mention this awhile ago, the color folder for models are no longer there. just asking cause it was there for all other versions of BB, but seems to be absent now.
its actually still there... u just have that setting turned off during importing.
Quote from: Dominic on January 27, 2015, 06:33:15 PM
Hello, unfortunately, it's not possible to edit the 9stars.brsar File from Mario Party 9. I always get the Error "Object reference not set to an instance of an object." when trying to save the changes. Any ideas?
is there a details button on the error window
Quote from: iwantgames on January 30, 2015, 12:53:06 AM
forgot to mention this awhile ago, the color folder for models are no longer there. just asking cause it was there for all other versions of BB, but seems to be absent now.
That's normal.
I removed color nodes from being default to save file space and ease GPU load in-game. It takes up way more file space being there with only one color entry than not.
Having a color node for all objects means that the color entries are stored PER FACEPOINT for those objects, which means there's one extra byte per point of every triangle/tristrip.
For example, if your model has 1,000 faces (no tristrips for the sake of the example), that's 3,000 total points (3 per triangle), so that means there's a 3,000 extra bytes that are referring to the exact same color value.
That's redundant and unnecessary, so instead of storing it like that
per vertex, I store it
via register in each material's "Material Color" value under Light Channel 1 by default. This way the game reads it as "apply this color to the whole object this material is applied to".
Quote from: DSX8 on January 30, 2015, 12:57:01 AM
its actually still there... u just have that setting turned off during importing.
Just because that's how it used to be doesn't mean you should do it still. It's not efficient.
The only reason you should have color nodes is if you need to apply different colors to individual vertices.
Quote from: BlackJax96 on January 30, 2015, 03:42:23 AM
Just because that's how it used to be doesn't mean you should do it still. It's not efficient.
The only reason you should have color nodes is if you need to apply different colors to individual vertices.
hmm i see.. well i mostly need em for my stages anyways, not characters :v
Quote from: BlackJax96 on January 30, 2015, 03:42:23 AM
That's normal.
I removed color nodes from being default to save file space and ease GPU load in-game. It takes up way more file space being there with only one color entry than not.
Having a color node for all objects means that the color entries are stored PER FACEPOINT for those objects, which means there's one extra byte per point of every triangle/tristrip.
For example, if your model has 1,000 faces (no tristrips for the sake of the example), that's 3,000 total points (3 per triangle), so that means there's a 3,000 extra bytes that are referring to the exact same color value.
That's redundant and unnecessary, so instead of storing it like that per vertex, I store it via register in each material's "Material Color" value under Light Channel 1 by default. This way the game reads it as "apply this color to the whole object this material is applied to".
alright, was just checking cause it was there in the other versions and then it wasn't. thanks
Quote from: BlackJax96 on January 30, 2015, 03:42:23 AM
is there a details button on the error window
No, unfortunately not. I've talked to other people having the same problem, so it's not caused on my end... :/
Quote from: Dominic on January 31, 2015, 07:03:41 AM
No, unfortunately not. I've talked to other people having the same problem, so it's not caused on my end... :/
What specific changes are you trying to make? You'll have to send me the RSAR so I can debug it, too. I don't work for free anymore but if the bug fix is simple enough I'll fix it for free.
Quote from: BlackJax96 on January 31, 2015, 07:25:16 AM
What specific changes are you trying to make? You'll have to send me the RSAR so I can debug it, too. I don't work for free anymore but if the bug fix is simple enough I'll fix it for free.
Quote from: BlackJax96 on January 31, 2015, 07:25:16 AM
What specific changes are you trying to make? You'll have to send me the RSAR so I can debug it, too. I don't work for free anymore but if the bug fix is simple enough I'll fix it for free.
Well, if it's too complicated, we'd rather leave it as it is, it's not that important I guess.
Basically I just want to edit Voices/Sound effects like in Mario Kart Wii, Brawl etc., where it works fine. For example, selecting a RBNK, and editing one of the Wav's included. Replacing them works fine, just saving the .brsar doesn't work.
By the way, I found an exception text from using an older version (Brawl Box 0.71):
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at BrawlLib.Wii.Audio.RSARConverter.CalculateSize(RSAREntryList entries, RSARNode node)
at BrawlLib.SSBB.ResourceNodes.RSARNode.OnCalculateSize(Boolean force)
at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(Boolean force)
at BrawlLib.SSBB.ResourceNodes.ResourceNode.Merge(Boolean forceBuild)
at BrawlBox.Program.Save()
at BrawlBox.MainForm.saveToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
When using v0.74b, it just says the text I posted earlier without a Details tab.
Whenever I try to save my Brawl .bsrar after some editing, BrawlBox crashes. This seems to be new to .74b because it never happened it .73b... I'm not even making any serious edits, just changing some values for volume. Anyway, I'd appreciate some help with this.
BJ, sorry to be a pest, but did you ever figure out why my model didn't work?
is the newest brawlbox win8 only or something? im in win 7 and everytime I try to open it, it never runs
Quote from: Gamidame_K on February 02, 2015, 03:42:15 AM
is the newest brawlbox win8 only or something? im in win 7 and everytime I try to open it, it never runs
It never runs? sounds like outdated .net framework or something. The real deal is that we upgraded the .net framework that bbox uses to 4.5, (which makes XP unsupported.) If you can't open in win7, that's the only thing i can think of at the moment that would cause it.
Ok, so saving the RSAR isn't working anymore. I'll take a look at it.
Also, don't bother reporting bugs if you're not using the most recent version. We make changes and fixes to all sorts of random stuff in every update.
Quote from: Tabuu Forte Akugun on February 02, 2015, 01:47:39 AM
BJ, sorry to be a pest, but did you ever figure out why my model didn't work?
Oh yeah, I fixed all the bugs, thanks. I forgot to tell you.
It imports fine now but the model itself needs some fixes.
Quote from: BlackJax96 on February 02, 2015, 07:28:49 PM
Oh yeah, I fixed all the bugs, thanks. I forgot to tell you.
It imports fine now but the model itself needs some fixes.
....hmmmmm, k. Looks like I'll have to break her apart and lose her rig after all.
Blackjax, not to be a pest but I was thinking if it is possible to import .omo Animation to convert it to .chr0 & import .bin lighting to convert it to .scn0 so that we can use them for our stages?
When I try to open Brawlbox, the message says "Brawlbox is not a valid win32 application". Is there a 32-bit version of Brawlbox in there?
Quote from: CrysLegendsOmega on February 12, 2015, 06:53:46 AM
When I try to open Brawlbox, the message says "Brawlbox is not a valid win32 application". Is there a 32-bit version of Brawlbox in there?
nope, its all 64-bit from here on out i believe.
Could you send me a 32-bit version?
That should be fixed in the next release.
Alight, I'm waiting for it!
got an ETA for the next release? just curious lol
I don't have an ETA. Why ETA and what does it stand for?
Quote from: Chibiyima on February 12, 2015, 07:47:24 AM
I don't have an ETA. Why ETA and what does it stand for?
i wasnt asking u.. i was asking blackjax, and ETA stands for Estimated Time of Arrival, since i was asking him when the new brawlbox would be released.
Quote from: Chibiyima on February 12, 2015, 06:53:46 AM
When I try to open Brawlbox, the message says "Brawlbox is not a valid win32 application". Is there a 32-bit version of Brawlbox in there?
you don't have .net installed.
I want to release the next version by monday, but that depends on if everything goes well.
i need help with this:
(http://sia1.subirimagenes.net/img/2015/02/11/15021103342237927.png)
in game:
(http://sia1.subirimagenes.net/img/2015/02/11/15021103342412193.jpg)
how i can fix it?
texture size?
be sure both dimensions are either: 8,16,32,64,128,256,512 or 1024 pixels.
or it could be a material issue
to me, i think he didnt set the cullmode to outside
i would say that the shades are set uncorrectly, like it has only one texture active and not all 2
It's not texture size or culling, it's definitely a material/shader issue. Are the material and shader the BrawlBox defaults? Which Brawlbox version did you import it with?
Dimenssions are ok, all 256 x 256, i ve made 2 models, one without outline using BBx 67b and works good on game, this one was made with outline on bb 73b but looks like that in game, the material for the outline are on "cull outside" thats the reason just the head looks good, if i made this on 67b goods looks on game, but there is a lot of lag, and i want to optimize it with this version, here is the pcs if anyone can see it, but i ve see all and all seems in order. http://www.mediafire.com/download/1uzumw6lzgdvx9g/FitLucas03.pcs (http://www.mediafire.com/download/1uzumw6lzgdvx9g/FitLucas03.pcs)
Post Merge: February 12, 2015, 10:39:28 PM
Quote from: BlackJax96 on February 12, 2015, 10:34:30 PM
It's not texture size or culling, it's definitely a material/shader issue. Are the material and shader the BrawlBox defaults? Which Brawlbox version did you import it with?
on brawlbox 0.73b, yeah i not replace any material and just in shader 0 i put the textureref0 on True
test set it as cull_inside since it can be one of those polygons that is already modeled inverted so if you invert the invert you will get it as normal o:
Quote from: pikazz on February 12, 2015, 10:45:04 PM
test set it as cull_inside since it can be one of those polygons that is already modeled inverted so if you invert the invert you will get it as normal o:
no dude, always that i use the brawlbox versions with optimize mode i get a black model like that, if i turn the cull mode then the outline on head will not work, becouse is the same material for all outline polygons, idk what can be
Ok, that'll be great.
Post Merge: February 12, 2015, 11:46:49 PM
Is
Quote from: uyjulian on February 12, 2015, 09:18:55 AM
you don't have .net installed.
Is .Net a program?
Quote from: Chibiyima on February 12, 2015, 11:44:31 PM
Ok, that'll be great.
Post Merge: February 12, 2015, 11:46:49 PM
Is
Is .Net a program?
http://www.microsoft.com/net (http://www.microsoft.com/net)
or you can install it through Windows Update
Quote from: Nasca Corp on February 12, 2015, 10:36:18 PM
Dimenssions are ok, all 256 x 256, i ve made 2 models, one without outline using BBx 67b and works good on game, this one was made with outline on bb 73b but looks like that in game, the material for the outline are on "cull outside" thats the reason just the head looks good, if i made this on 67b goods looks on game, but there is a lot of lag, and i want to optimize it with this version, here is the pcs if anyone can see it, but i ve see all and all seems in order. http://www.mediafire.com/download/1uzumw6lzgdvx9g/FitLucas03.pcs (http://www.mediafire.com/download/1uzumw6lzgdvx9g/FitLucas03.pcs)
Post Merge: February 12, 2015, 10:39:28 PM
on brawlbox 0.73b, yeah i not replace any material and just in shader 0 i put the textureref0 on True
It doesn't seem like a material issue actually, it does seem like an issue with culling. It's like the head outline is culled one way and the rest is culled the other. I'm not talking about material culling, I'm talking about the actual object's facepoint order per face.
The weird part is that a problem like that would display in BrawlBox. You're gonna have to test it by making a copy of the outline material PER object. Don't assign all the objects to one material. Then try changing the culling on each separate material. Another thing you can try to do is reoptimize the object and check "Force CCW".
Also, you don't need UVs, colors or normals on any of those outline objects, nor a texture. Set the outline material's Light Channel 1 material color to black, change the material color source to register, and remove the texture reference. I think Brawlbox allows you to delete the UV and color references from the object. If not, I'll see if I can make sure it's working for the next release. I'll also add support for deleting the normal reference.
I took a look at the model but I didn't see anything wrong right off the bat and I don't have time to test any changes atm, so it's up to you or somebody else to fix it.
Quote from: BlackJax96 on February 13, 2015, 12:18:30 AM
It doesn't seem like a material issue actually, it does seem like an issue with culling. It's like the head outline is culled one way and the rest is culled the other. I'm not talking about material culling, I'm talking about the actual object's facepoint order per face.
The weird part is that a problem like that would display in BrawlBox. You're gonna have to test it by making a copy of the outline material PER object. Don't assign all the objects to one material. Then try changing the culling on each separate material. Another thing you can try to do is reoptimize the object and check "Force CCW".
Also, you don't need UVs, colors or normals on any of those outline objects, nor a texture. Set the outline material's Light Channel 1 material color to black, change the material color source to register, and remove the texture reference. I think Brawlbox allows you to delete the UV and color references from the object. If not, I'll see if I can make sure it's working for the next release. I'll also add support for deleting the normal reference.
I took a look at the model but I didn't see anything wrong right off the bat and I don't have time to test any changes atm, so it's up to you or somebody else to fix it.
ITS strange, but on every model that i import on the newest version of brawl box i get a totally black model in game(any model witouth outline), even if i replace the shader, maybe i dont have settings good, or i m texturizing on 3dmax bad, but im apliyng the same textures.
this are mmy settings
(http://sia1.subirimagenes.net/img/2015/02/13/150213013617785842.png)
_____________________________________________________________________________________________
I ve fix it :) http://forums.kc-mm.com/index.php?topic=73105.0 (http://forums.kc-mm.com/index.php?topic=73105.0)
Quote from: Chibiyima on February 12, 2015, 06:53:46 AM
When I try to open Brawlbox, the message says "Brawlbox is not a valid win32 application". Is there a 32-bit version of Brawlbox in there?
Eh?
Sorry but you are not allowed to view spoiler contents.
Quote from: Nasca Corp on February 13, 2015, 12:39:23 AMI ve fix it :) http://forums.kc-mm.com/index.php?topic=73105.0 (http://forums.kc-mm.com/index.php?topic=73105.0)
nice work
Quote from: Doqtor Kirby on February 14, 2015, 02:09:38 AM
Eh?
Sorry but you are not allowed to view spoiler contents.
dat x64 based processor though.
Anyway, I just didn't realize that the Release build settings weren't set to AnyCPU with "Prefer 32 bit" set to true.
BrawlLib, however, still uses framework 4.0 so that it's still supported on XP (even though BrawlBox isn't). Because of that, I can't check "Prefer 32-bit", and I'm not sure if that will affect anything. We'll see how it goes when it's released.
Quote from: uyjulian on February 12, 2015, 11:55:21 PM
http://www.microsoft.com/net (http://www.microsoft.com/net)
or you can install it through Windows Update
I can't. The Windows XP won't update no more.
Quote from: Chibiyima on February 15, 2015, 10:29:42 PM
I can't. The Windows XP won't update no more.
Time to upgrade your OS... or use Linux.
Quote from: Chibiyima on February 15, 2015, 10:29:42 PM
I can't. The Windows XP won't update no more.
Oh, you should've mentioned your OS. Microsoft dropped support for XP, and in order to implement the new updater we had to as well. You need to upgrade.
Quote from: Chibiyima on February 15, 2015, 10:29:42 PM
I can't. The Windows XP won't update no more.
Quote from: BlackJax96 on February 15, 2015, 11:18:22 PM
Oh, you should've mentioned your OS. Microsoft dropped support for XP, and in order to implement the new updater we had to as well. You need to upgrade.
this ^
either upgrade to Vista, 7, or 8/8.1.. those r still supported by Microsoft.
Quote from: BlackJax96 on February 15, 2015, 11:18:22 PM
Oh, you should've mentioned your OS. Microsoft dropped support for XP, and in order to implement the new updater we had to as well. You need to upgrade.
I can't. It'll delete all my stuff once I upgrade my computer!
Quote from: Chibiyima on February 16, 2015, 05:00:41 AM
I can't. It'll delete all my stuff once I upgrade my computer!
ummm thats only if u install a new version of windows... if u pick "upgrade", u'll keep all of ur files and it'll all be moved into a folder called "windows.old" in ur C drive.
I'll try!
Post Merge: February 16, 2015, 05:34:34 AM
Quote from: DSX8 on February 16, 2015, 05:03:52 AM
ummm thats only if u install a new version of windows... if u pick "upgrade", u'll keep all of ur files and it'll all be moved into a folder called "windows.old" in ur C drive.
I may try, but look here
http://windows.microsoft.com/en-us/windows-8/upgrade-from-windows-vista-xp-tutorial (http://windows.microsoft.com/en-us/windows-8/upgrade-from-windows-vista-xp-tutorial)
Quote from: Chibiyima on February 16, 2015, 05:27:06 AM
I'll try!
Post Merge: February 16, 2015, 05:34:34 AM
I may try, but look here
http://windows.microsoft.com/en-us/windows-8/upgrade-from-windows-vista-xp-tutorial (http://windows.microsoft.com/en-us/windows-8/upgrade-from-windows-vista-xp-tutorial)
well ur in [censored] luck then... unless u want to backup all of ur data
hey, does anyone (excluding BlackJax) know the last version of Brbx that exported DAE 1.4.1??
because this: https://github.com/pycollada/pycollada
(I'm using this with UMC and need to test an import)
thanks
DAE 1.5.0:
importing FitPikachu00.dae 100%
Converting from import format...
[]
Verifying data...
Finalizing...
Updating Viewer
so Pikachu has 0 meshes as displayed
you can thank the dumb who wanted 1.5.0 support for whatever. :rage:
(you won't be able to import in UMC for a while)
EDIT:
or you can hound on the pycollada devs for 1.5.0 support XD
but that's only if you really want it :3
Thats something many Knew since bj did state that he did update the DAE a while ago
Quote from: pikazz on February 18, 2015, 07:38:09 AM
Thats something many Knew since bj did state that he did update the DAE a while ago
well I wasn't one of them... lol
v068d exports fine, but you need to edit the namespace to use the 1.4 schema:
<COLLADA version="1.4.1" xmlns="http://www.collada.org/2005/11/COLLADASchema">1.5: http://www.collada.org/2008/03/COLLADASchema (http://www.collada.org/2008/03/COLLADASchema) (exported by v0.68d)
1.4: http://www.collada.org/2005/11/COLLADASchema (http://www.collada.org/2005/11/COLLADASchema)
I still would like to know if there's a higher version that possibly exports a better 1.4.1 DAE
Quote from: DSX8 on February 16, 2015, 07:08:59 AM
well ur in [censored] luck then... unless u want to backup all of ur data
I also have no money, so I am very unlucky!
Bad things happens, unless you want to make a 32-bit version of Brawlbox.
Quote from: Chibiyima on February 15, 2015, 10:29:42 PM
I can't. The Windows XP won't update no more.
Quote from: BlackJax96 on February 15, 2015, 11:18:22 PM
Oh, you should've mentioned your OS. Microsoft dropped support for XP, and in order to implement the new updater we had to as well. You need to upgrade.
Quote from: DSX8 on February 15, 2015, 11:52:56 PM
this ^
either upgrade to Vista, 7, or 8/8.1.. those r still supported by Microsoft.
I'm sick of this garbage.
anything above XP sucks, and I DON'T test my developments on anything newer than XP.
(I know too much about MS's BS garbage to do so, and am utterly sick of it)
either stick with XP or get linux because you're literally not safer on anything newer.
(MS-RAT or not, anything newer has lower security, especially if it's supplied by MS)
no joke, you're safer sticking to XP.
F MS support.
if you use XP, use Comodo AV which offers the best free protection I know of (better than Avast).
and for your browser, use Comodo Dragon (safer than Chromium which is the safest browser).
make sure to install blockers for ads, trackers, JS, images, and other stuff...
I use these: (yes, these are all free)
-AdBlock
-AdBlock Plus
-AdBlock Pro
-AdGuard
-PrivDog (Dragon only)
-Ghostery
-Diconnect
-AVG Do Not Track
-Avast (reports infected sites)
-Netcraft
and for information on untrusted links:
-Web of Trust
no more trash, MS doesn't deserve the credit for the crap they're shoveling out.
(MS doesn't care about their users, they care about the money they make from them, and thus shovel out complete crap to do so.)
if you want to get linux, if you don't want to go in too deep, get Zorin, but if you want more customizability, get Xubuntu. ;)
EDIT:
btw, if you want to speed up chrome/chromium/dragon, disable some of google's sync services such as passwords and history.
(passwords don't work anyways between compys or sessions, so no big deal there) :P
EDIT2:
Quote from: Chibiyima on February 20, 2015, 01:34:57 AM
I also have no money, so I am very unlucky!
Bad things happens, unless you want to make a 32-bit version of Brawlbox.
why is this even an issue??
@devs: why aren't we testing with x86 and then releasing with x64??
Can we stop talking about updating computers and talk more about BrawlBox?
I'll just see if I can find an alternative to the "await" and "async" keywords in a later release, those are the only things we need .NET 4.5.1 for in the BrawlBox application anyway. That won't fix the updater, but at least you'll be able to use BrawlBox itself.
Quote from: Segtendo on February 20, 2015, 03:46:25 AM
Can we stop talking about updating computers and talk more about BrawlBox?
+1
yes, I freakin agree!
I'm sick of blowing my brains out over this trash.
it's MS's fault people need to get smart or throw their computers away.
(not joking, that's literally the only good Win7 and up is good for is filling up your trash bin with a broken computer)
at least I'm here to keep people from throwing out their compys.
stick with XP or linux, and you won't have a headache to deal with later on!
getting back to BrawlBox now, I take it nobody knows which version last supported DAE 1.4.1??
EDIT:
Quote from: BlackJax96 on February 20, 2015, 03:51:12 AM
I'll just see if I can find an alternative to the "await" keyword in a later release, that's the only thing that we need .NET 4.5.1 for in the BrawlBox application anyway. That won't fix the updater, but at least you'll be able to use BrawlBox itself.
that's not supported by XP BJ...
sorry but you need to use things everyone can use.
I think you'll even cause issues for linux users if you do that :/
Quote from: DarkPikachu on February 20, 2015, 03:55:52 AM
getting back to BrawlBox now, I take it nobody knows which version last supported DAE 1.4.1??
v0.69, it's right there in the changelog. I'm editing it right now, so I just searched for "1.5" to find the release that included that update and then told you the release version before that. Simple stuff m8.
Quote from: BlackJax96 on February 20, 2015, 03:59:19 AM
v0.69, it's right there in the changelog. I'm editing it right now, so I just searched for "1.5" to find the release that included that update and then told you the release version before that. Simple stuff m8.
you never told me that dude... haha
unless I overlooked it on our skype chat, then I'll take full blame. :)
(sorry if so)
I don't have skype open atm because of mother issues >3<
Quote from: DarkPikachu on February 20, 2015, 03:55:52 AM
that's not supported by XP BJ...
sorry but you need to use things everyone can use.
I think you'll even cause issues for linux users if you do that :/
Nah, only the updater won't be supported.
I'll be able to downgrade BrawlBox itself back down to NET 4.0, which supports XP.
BrawlLib was never upgraded, so no problems there.
also
Quote from: DarkPikachu on February 20, 2015, 03:55:52 AM
sorry but you need to use things everyone can use.
ok mom
Quote from: BlackJax96 on February 20, 2015, 04:27:45 AM
Nah, only the updater won't be supported.
I'll be able to downgrade BrawlBox itself back down to NET 4.0, which supports XP.
BrawlLib was never upgraded, so no problems there.
Remember when i was working to try and separate the asynchronous functionality from BBox and brawllib a while ago? That was why lulz. The only issue your going to have is that you'll have to make a separate process call for the updater. I...can actually get to work on fixing that right now...
why am i talking about instead of doing it..Quote from: DarkPikachu on February 20, 2015, 03:55:52 AM
that's not supported by XP BJ...
sorry but you need to use things everyone can use. Anyways..
I think you'll even cause issues for linux users if you do that :/
I would prefer we keep XP support if at all possible as well, but for the sake of not just your sanity, but the relevancy of this thread as well, lets try to keep opinions about OS's to ourselves. The only purpose it serves in
this thread is to cause drama and/or derail. Also, (personally) if i
absolutely have to choose between supporting XP and bringing the best possible experience to the
most users, i will most certainly choose the latter. But again, if i can help it, i won't have to choose at all.
The update system is incredibly important as it stands because with all the rewrites being done, many people can't afford to monitor this thread to look for updates and such. The updater will notify everyone of new versions and allows us to pump out fixes and versions super duper fast. (it will also still reach them to update even if KC:MM is down).
That being said, that's just my opinion on the matter. Can't say much for the other devs. If you're that worried about it, you could always take it upon yourself to be the BBox "XP guru" and handle all the xp related deeds. It is open source afterall. Though i think i remember you saying in the past that you won't use / dedicate time to learning C# or something to that effect.
Quote from: Sammi Husky on February 20, 2015, 05:18:55 AM
Remember when i was working to try and separate the asynchronous functionality from BBox and brawllib a while ago? That was why lulz. The only issue your going to have is that you'll have to make a separate process call for the updater. I...can actually get to work on fixing that right now... why am i talking about instead of doing it..
LOL yup.
I left you a comment in this commit (https://github.com/libertyernie/brawltools/commit/c93fb5866096e2d5e7dda92146c6077caffc60fa), although you probably have the same idea. :P
I'm working on getting v0.75 out tonight btw, I think it's in a good stable spot right now and it's been a while since the last release. There are also some critical bug fixes people have been waiting for.
Quote from: BlackJax96 on February 20, 2015, 05:25:59 AM
I'm working on getting v0.75 out tonight btw, I think it's in a good stable spot right now and it's been a while since the last release. There are also some critical bug fixes people have been waiting for.
Right. I'll see if i can get the updater working correctly to fix XP support in time! :P That's be pretty coolio. Oh, i may see about adding sm4sh stuff, including the moveset file stuff...but endian independent code can become..complex. We'll see ;)
Can't buy Windows 8.1? Go install Debian, you can run BrawlBox via Wine. (Wine compatibility is getting better and better that I can actually use it!)
Anyway, I'll submit a pull request to make sure mcs can compile the source files properly (if there is any problems)
Quote from: uyjulian on February 20, 2015, 09:24:11 AM
Can't buy Windows 8.1? Go install Debian, you can run BrawlBox via Wine. (Wine compatibility is getting better and better that I can actually use it!)
indeed
just make sure you install the latest wine and not wine 1.6 :P
Quote from: Sammi Husky on February 20, 2015, 05:18:55 AM
but for the sake of not just your sanity
lol thanks, but don't worry about my sanity ;)
I may blow my brains out over MS's stupidity, but at least I push in the right direction :)
Quote from: Sammi Husky on February 20, 2015, 05:18:55 AMIf you're that worried about it, you could always take it upon yourself to be the BBox "XP guru" and handle all the xp related deeds. It is open source afterall. Though i think i remember you saying in the past that you won't use / dedicate time to learning C# or something to that effect.
only if you'll pay me back with working on these with me: ;)
-both versions of UMC (3.0a and 3.0)
-UMC_SIDE (a fully interactive and intuitive IDE for teaching noobs (complete non-coders) to build UMC-scripts)
-UMCSL (my recompilation language for translating executable byte-code between machines and actual code)
yes I know UMC scripts were already designed to be easy to write, but it can only get so easy before I have to start dropping interface support to get any easier.
I already have a fully automated and interruptable state engine like OpenGL's FFP (dual-buffered in 3.0) and my own file system (with pointer support in 3.0)
so UMC_SIDE is built to take care of the learning gap with more features and better intellisense than merging VS2010 with Aptana.
and later on, hope to implement collaborative support.
(I'm a big fan of real-time (synced) development)
EDIT: forgot to mention this :P
Quote from: Sammi Husky on February 20, 2015, 05:18:55 AM(personally) if i absolutely have to choose between supporting XP and bringing the best possible experience to the most users, i will most certainly choose the latter. But again, if i can help it, i won't have to choose at all.
que commercial: Why can't we have both?
XD
hey tbh, that's one reason why I program in python.
it's just as cross-platform as Java ;)
I hate 3rd party libraries, which is one reason I choose PyOpenGL over pyglet.
this means even more low-end cross platform support than using something like .NET aka IronPython
(IronPython sucks, don't ever use it)
^ Python already has a garbage collector, it doesn't need .NET :P
I got 1 major bug.
not sure about any other characters but after importing with the latest BB link acts up with in game animations. he looks and acts fine with the animations in BB though. got some pics of the problem
Sorry but you are not allowed to view spoiler contents.
other than that problem the new BB is great, love the added viewpoints feature
Fixed, published a hotfix update
Quote from: iwantgames on February 20, 2015, 09:28:52 PM
the new BB is great, love the added viewpoints feature
Thanks m80
BJ, you are awesome. Now I can make sprites for Super Smash Bros. Feud that face both directions AT THE SAME TIME. Thanks for another feature that'll save me tons of trouble.
You're welcome! Always glad to hear BrawlBox is helping achieve new things faster.
I always have a minor heart attack every time I see a new post right after a release because I'm expecting huge bug reports lol x_x
Quote from: BlackJax96 on February 20, 2015, 11:37:54 PM
You're welcome! Always glad to hear BrawlBox is helping achieve new things faster.
I always have a minor heart attack every time I see a new post right after a release because I'm expecting huge bug reports lol x_x
Ah, well we're not ALL looking for bugs all the time haha (no offence bug reporters)
Question: How do you restore the scene after adding a viewport?
yeah, I don't look for bugs. I only notice stuff if it's noticeable.
for viewpoints I just drag the viewpoint off screen. click and drag the visible line, you can still add and/or re-add after that
Yeah you just drag it so that it's not really visible anymore and it will automatically remove it
Quote from: Tabuu Forte Akugun on February 20, 2015, 10:58:25 PMNow I can make sprites for Super Smash Bros. Feud
oh good lord, another 2D smash game. >3<
well, I'll give credit if it's good at least :)
I wanna see something in 3D that isn't a brawl mod >3<
lol
I just so happen to be working on something btw using pyglfw with pyopengl ;3
I don't have a good name for it yet, but it'll have everything nintedo seems to be forgetting about that makes smash memorable and overall epic. :)
(with my own twists to promote epicness with fair-play of course)
^ cheapness is bad and you will be punished with a lower score (can hurt your chances of winning the game)
argue with me about competitive play all you want, I wanna see tourneys promote this method ;)
basically, I'm a fan of TAS battles and I try to fight like so :)
(I know what TAS means, but now actually try fighting like that and being epic while doing it)
^ that will get you the highest scores in my game
IF you can pull it off :)
Smash TV Announcer: GOOD LUCK! You'll need it!
Quote from: BlackJax96 on February 21, 2015, 12:29:08 AM
Yeah you just drag it so that it's not really visible anymore and it will automatically remove it
oh that's interesting >.>
may not be good though... perhapse a mark for deletion or something would be better ;)
Quote from: DarkPikachu on February 21, 2015, 12:32:53 AM
oh good lord, another 2D smash game. >3<
well, I'll give credit if it's good at least :)
I wanna see something in 3D that isn't a brawl mod >3<
lol
I hope that wasn't sarcasm. :P Cuz you know, not everyone is able to code 3D engines. I don't know enough about them. Even the 2D stuff, I'm just picking up and applying logic and common sense. I learned it on my own time due to not being a pro game maker. I'm also tired of game engines that cost an arm and a leg.
Quote from: Tabuu Forte Akugun on February 21, 2015, 12:42:28 AMI'm also tired of game engines that cost an arm and a leg.
I don't know about you but UE4 costs $19 and it's pretty easy to use imo
This is off topic though, so go ahead and PM me if you want to talk about it.
Now get the back on topic, you derailers
Saving .brsar is still broken... or was that not part of the latest version? (I just updated because it checked for me, I haven't been reading the forum)
I did not get a chance to look at BRSAR, no. Sorry about that. All the changes are listed in the changelog.
I'll post when I manage to fix it. A fix will probably be in the next update, if it's not too major (which it shouldn't be).
Quote from: Tabuu Forte Akugun on February 21, 2015, 12:42:28 AM
I hope that wasn't sarcasm. :P Cuz you know, not everyone is able to code 3D engines. I don't know enough about them. Even the 2D stuff, I'm just picking up and applying logic and common sense. I learned it on my own time due to not being a pro game maker. I'm also tired of game engines that cost an arm and a leg.
it wasn't :)
I honestly dislike 2D, and tbh, 3D isn't much different from 2D ;)
the only hard part is learning matrices and optionally integrating with GLSL.
and don't worry about learning stuff on your own, I'll be a first hand person to hijack BJ's thread and teach everyone 3D if that's what they want. :3
lol
(I actually have fun helping people like that)
also, screw using a game engine, seriousely :/
it's better if you actually write your own game and structure it w/o an engine.
but to do that, you need to understand object orientation, which can be difficult to learn :/
I can help with that too ;)
hey I'm no pro game developer, and I learned what I know just about on my own as well.
Ian Mallet taught me alot about OpenGL, but I've figured out more than what he's taught.
I built my own transparent GUI widget system entirely with OpenGL's FFP not using the GL-Feedback buffer.
but yea, if you want to learn some cool tricks and such, just ask, and I'll be happy to clarify. ;)
(unlike alot of others who would hardly teach me crap)
basic 3D programming is actually very easy.
it's basically the same thing as placing down blocks in minecraft, except the blocks connect to each other via lines that form faces with texures ;)
Eular's system is extremely easy to understand ;)
Quote from: DarkPikachu on February 21, 2015, 05:01:11 AM
and don't worry about learning stuff on your own, I'll be a first hand person to hijack BJ's thread and teach everyone 3D if that's what they want. :3
Quote from: BlackJax96 on February 21, 2015, 01:55:22 AM
Now get the back on topic, you derailers
Go off topic again and I'll have to warn you.
Also this isn't my thread, surprise
Quote from: BlackJax96 on February 21, 2015, 05:03:14 AM
Go off topic again and I'll have to warn you.
sorry *scratches back of head*
Quote from: BlackJax96 on February 21, 2015, 05:03:14 AMAlso this isn't my thread, surprise
lol woops :P
I have a bug to report. I saved my common5.pac after changing a csp and when I went in game the character select screen wouldn't load up. After opening my common5 back up I saw that the compressions on all of the items said None and attempting to access the sc_selcharacter would crash Brawlbox.
When I reverted back to 0.74b the problem didn't happen anymore so it's probably a problem with the latest update. Just thought I would let you know.
bug time!!! making a SHP0 file within a stage file corrupts almost every other file. thats after saving then re-opening in an older BB due to BB75 crashing while trying to open.
(http://i.imgur.com/1EmY158.png)(http://i.imgur.com/RNk47cy.png)
Thanks a bunch for the reports, I've published Hotfix 2 with it fixed.
Quote from: BlackJax96 on February 21, 2015, 05:03:14 AM
Go off topic again and I'll have to warn you.
Take it easy, man. It was my fault if he derailed, I started it.
Anyway, I'll check out that hotfix 2.
I haven't been on the Brawl hacking scene in quite some time, but after seeing all of this progress you've done BJ, I'm very impressed. I hope you continue with BrawlBox.
Quote from: Tabuu Forte Akugun on February 22, 2015, 04:07:30 AM
Take it easy, man. It was my fault if he derailed, I started it.
He's the mod. His decision.
Working on a bug reporting system to go along with the updater changes. By the end of them, we should have XP support back. As well as an issue submision function on github when the app crashes (and a bug of the same title does not already exist). That way people don't have to report bugs here, or make an account on git to report them either. Simple, easy peasy :)
Quote from: Tabuu Forte Akugun on February 22, 2015, 04:07:30 AM
Take it easy, man. It was my fault if he derailed, I started it.
So should I be warning you instead? lmao
Quote from: Segtendo on February 22, 2015, 05:24:21 AM
I haven't been on the Brawl hacking scene in quite some time, but after seeing all of this progress you've done BJ, I'm very impressed. I hope you continue with BrawlBox.
Thanks Segtenders. It's great to hear nice feedback.
I really wish I could continue working on Brawlbox longer, but I want to develop my game full-time so bad ;-;
It's really hard to pull away from the modding scene, there's so many things I'd like to program.
Quote from: Sammi Husky on February 22, 2015, 06:27:34 AM
Working on a bug reporting system to go along with the updater changes. By the end of them, we should have XP support back. As well as an issue submision function on github when the app crashes (and a bug of the same title does not already exist). That way people don't have to report bugs here, or make an account on git to report them either. Simple, easy peasy :)
aw ye that's gonna be so bomb
Quote from: Tabuu Forte Akugun on February 22, 2015, 04:07:30 AMTake it easy, man. It was my fault if he derailed, I started it.
well then I guess you share the fault :P
I should've known better from the start, so I take blame for derailment ;)
as for Brbx.
bout time a bug report system came out! =3
bug: copy and paste have flipped y and z axises.
Example: I copy a transition of 3,4,12 and when I paste, it's 3,12,4 instead.
i'd like to point out that u cant change colision points since 74b.. and thought it wouldve been fixed in 75
(http://i.imgur.com/HcNPA37.png)
edit:
also, i get this when changing a texture name inside a material and then save after the edit
(http://i.imgur.com/3StFBrV.png)
bruh
(http://i.imgur.com/cPobpIc.png) (http://i.imgur.com/cPobpIc.png)
doin wERK
Quote from: Power Marshall on February 23, 2015, 08:55:34 PM
bug: copy and paste have flipped y and z axises.
Example: I copy a transition of 3,4,12 and when I paste, it's 3,12,4 instead.
Fixed, thanks
Quote from: DSX8 on February 24, 2015, 10:43:08 AM
i'd like to point out that u cant change colision points since 74b.. and thought it wouldve been fixed in 75
Sorry but you are not allowed to view spoiler contents.
edit:
also, i get this when changing a texture name inside a material and then save after the edit
Sorry but you are not allowed to view spoiler contents.
Fixed and fixed
Thanks
Quote from: DSX8 on February 24, 2015, 10:43:08 AM
thought it wouldve been fixed in 75
Not if you don't report it.
OI! Great work BJ. Stop stealing all my good ideas and implementing them faster than i can ;__; nah im just kidding, implemented faster and better than i anyways LOL
I spy... with my little eye.... easier REL editing. :O
There anything you can't do, dude?
I'm still in awe of BJ's three monitors.
Maybe he can send me one. jk
But no really this is great.
I WISH I HAD 3 MONITORS. i have the gfx cards for it but no spare monitors ;~; 2broke4me
Quote from: Tabuu Forte Akugun on March 01, 2015, 12:54:42 AM
I spy... with my little eye.... easier REL editing. :O
There anything you can't do, dude?
Haha well I don't know if I would call it much easier yet, but it's getting there. Most of the big changes for module editing in Brawlbox so far have been speed optimizations. I had to completely redo the code that stores information for every 4 bytes in a section because the previous method was using a class for EVERY SINGLE 4 BYTES in a section, even for every separate method node, which in turn took up a [censored] ton of memory. That kind of code was easier to program with, but extremely inefficient. Now it only stores data as necessary.
Quote from: Tabuu Forte Akugun on March 01, 2015, 12:54:42 AM
There anything you can't do, dude?
If I want to do something... I will. (http://i.imgur.com/sGBOR.png)
Quote from: Sammi Husky on March 01, 2015, 12:51:48 AM
OI! Great work BJ. Stop stealing all my good ideas and implementing them faster than i can ;__; nah im just kidding, implemented faster and better than i anyways LOL
lmao weeeeelp
Quote from: Doqtor Kirby on March 01, 2015, 04:48:38 AM
I'm still in awe of BJ's three monitors.
Maybe he can send me one. jk
But no really this is great.
Quote from: Sammi Husky on March 01, 2015, 05:52:55 AM
I WISH I HAD 3 MONITORS. i have the gfx cards for it but no spare monitors ;~; 2broke4me
lol I just got a converter cable yesterday so I can use my third monitor now, it's awesome. They're all old monitors from my dad's business though, so they're not very big but I didn't pay any munnies so it's all good. FOR NOW
Quote from: DSX8 on March 01, 2015, 01:10:01 AM
yaaay.. sadly no update yet ;-;
You spoke too soon there. (http://i.imgur.com/sGBOR.png)
Quote from: BlackJax96 on March 01, 2015, 06:49:18 AM
You spoke too soon there. (http://i.imgur.com/sGBOR.png)
touche mah good sir... touche.. :vyse:
Sorry if this has been previously mentioned but the newest update doesn't allow me to copy a pose over frame 0/T-pose (I mainly do this so I can create renders haha by exporting the posed model) great work by the way!
Quote from: BlackJax96 on February 28, 2015, 09:30:46 PM
bruh
(http://i.imgur.com/cPobpIc.png) (http://i.imgur.com/cPobpIc.png)
doin wERK
Fixed, thanks
Fixed and fixed
Thanks
Not if you don't report it.
wish I could get my hands on IDA D:
but great work on that Module stuff :'D
Quote from: Codex-9 on March 01, 2015, 02:40:19 PM
Sorry if this has been previously mentioned but the newest update doesn't allow me to copy a pose over frame 0/T-pose (I mainly do this so I can create renders haha by exporting the posed model) great work by the way!
Fixed and updated (http://i.imgur.com/sGBOR.png) Thank you
Quote from: pikazz on March 01, 2015, 03:47:49 PM
wish I could get my hands on IDA D:
but great work on that Module stuff :'D
ye IDA with the DOL and REL plugins is pretty dang helpful
thank ye, the updates are coming along nicely
Still no .brsar save fix? I reported that one quite a while back.
Quote from: Kurausukun on March 01, 2015, 09:19:20 PM
Still no .brsar save fix? I reported that one quite a while back.
I don't even get an error message, the program just closes. That's not easy to debug and fix. :L
You should just use an older version in the meantime, I think v0.68d to v0.69b would be your best bet. Nothing new has been added to RSAR editing since then.
How do I open the new brawlboxes because the new ones won't open for me
Are you XP?
Quote from: BlackJax96 on March 01, 2015, 07:26:36 PM
Fixed and updated (http://i.imgur.com/sGBOR.png) Thank you
ye IDA with the DOL and REL plugins is pretty dang helpful
thank ye, the updates are coming along nicely
Sorry late reply from me! Just wanted to say thank you for such a fast update and reply!
Quote from: tyshy on March 03, 2015, 07:50:47 PM
no windows 7
What happens when you try and open it? Normally if it just won't start up it means your using an outdated .net framework, or are on XP. Working on fixing the .Net 4.5 requirement, but until then i would check your .net version.
It closes as soon as it opensp
I know that in previous brawlboxes, when you preview all models, you could hide all of them, and then show some back. This one doesn't do that (or is there a different way). I hide all, but can't bring back some; it brings back all.
I dunno what you're talking about; I have version .67b, which is old compared to newer ones, and if I, for example, hide and then unhide the checkbox for all for Pit's polygons, it brings back all of them instead of some of them.
Besides which, you can always just look at the ones that are defaultly hidden(For example, Pit's shield polygon), and then just hide that after unhiding "All"
Sorry for confusion. I'll try to explain.
For example: I open up the pac file for the main menu. Then I click "preview all models," and ALL the models are opened. In the latest 0.75b version, clicking on polygons removes all polygons, so nothing is there. In older versions like .71 or .73, clicking on polygons only hides the selected model. Is there a way to do this in .75b? Thanks.
It's because those display settings are stored per viewport now, not per model. If they were still stored per model, then for example, the model would be hidden in all viewports.
I can see how this would be an issue trying to view vertices or wireframe or something for only one model at a time, but for hiding or showing all objects for only one model you can just click the "All" checkbox under the objects list for that model.
Excellent job on fixing the shader glitch on imports, man. No more extracting/replacing Shader0s! ;)
Quote from: BlackJax96 on March 08, 2015, 09:29:40 PM
[...]but for hiding or showing all objects for only one model you can just click the "All" checkbox under the objects list for that model.
That's why I asked. I just wanted a way to preview all, but able to turn all polygons/bones/vertices off, and then turn certain ones back on, instead of manually turning the majority off first.
I would use previous versions, but those seem mess with Anim files, causing animations that loop to not loop or ones that shouldn't loop, to loop. That's why I asked.
At least BrawlBox works for you. I don't even get a sign of life from this program. :P
Quote from: Doqtor Kirby on March 09, 2015, 05:03:10 AM
At least BrawlBox works for you. I don't even get a sign of life from this program. :P
Really? Do you run XP or somethin? I thought it was just the model previewer you couldn't use
Found an error with the latest version. I made my Lord Fredrik rig and while rotating a bone to test it, as soon as I let go the program throws an index out of range error. When I dismiss the error the bone keeps rotating when I let go of the left mouse button and when I try to click and let go, it keeps throwing the error till I quit. Wondering if my import was at fault, I tried it again on a clean Ike model. Same result. :(
Sorry but you are not allowed to view spoiler contents.
Brawlbox still gives an error when trying to save animations after editing. It'll give an error once, then you can save like normal. However, if you check back to (reopen) the animations, it's unchanged from how it was before.
Quote from: Sammi Husky on March 09, 2015, 06:30:00 AM
Really? Do you run XP or somethin? I thought it was just the model previewer you couldn't use
Corrupted my HDD and had to reinstall. Running on W7 (not 8.1) and I get absolutely nothing. No error, no .NET problems. I even went into taskmgr and checked and it just has what I call the spawn issue (opening then closing)
Quote from: Power Marshall on March 09, 2015, 05:21:31 PM
Brawlbox still gives an error when trying to save animations after editing. It'll give an error once, then you can save like normal. However, if you check back to (reopen) the animations, it's unchanged from how it was before.
I can't get this to happen. What animation type? Are you making it from scratch or editing an existing one?
Quote from: Tabuu Forte Akugun on March 09, 2015, 03:32:07 PM
Found an error with the latest version. I made my Lord Fredrik rig and while rotating a bone to test it, as soon as I let go the program throws an index out of range error. When I dismiss the error the bone keeps rotating when I let go of the left mouse button and when I try to click and let go, it keeps throwing the error till I quit. Wondering if my import was at fault, I tried it again on a clean Ike model. Same result. :(
Sorry but you are not allowed to view spoiler contents.
Can't get this one to happen either. It has to do with undo and redo though which is buggy AF, so I'll just put a ton of error checks in there so no errors are thrown.
Ok. That would make sense.
I can eliminate the use of Brawl Wall with the new features in the model viewer right? Because Brawl Wall is a pain.
BlackJax what did you do to the model viewer???!?!
Sorry but you are not allowed to view spoiler contents.
:happy:
Also got BB to launch again, dunno what I did. However closing the model viewer, taking a screenshot, loading external animations, all do not work.
Hi, I haven't messed with Brawl for a while, and I figured I would try it out again. I started by updating my Brawlbox version from 0.71 to 0.75b. The model viewer doesn't seem to be working for me to any extent.
I apologize if anyone mentioned a similar issue earlier in the thread:
(http://i.imgur.com/F670myb.png)
I'm running Windows 7 (64-bit), and my .NET framework is up to date.
I wanted to update because I remembered 0.71 having some issue where it would screw up the shaders on imports (I don't quite remember how to fix it, either). Sorry in advanced if this isn't the right place to post this.
If any of you guys can't open the model viewer anymore, can you do me a favor and test out each version of BrawlBox and find out specifically which version it stops working in?
Quote from: Koneko Nyan on March 18, 2015, 03:49:15 PM
I can eliminate the use of Brawl Wall with the new features in the model viewer right? Because Brawl Wall is a pain.
Right click a collision node and choose Preview.
Quote from: Tabuu Forte Akugun on March 09, 2015, 03:32:07 PM
Found an error with the latest version. I made my Lord Fredrik rig and while rotating a bone to test it, as soon as I let go the program throws an index out of range error. When I dismiss the error the bone keeps rotating when I let go of the left mouse button and when I try to click and let go, it keeps throwing the error till I quit. Wondering if my import was at fault, I tried it again on a clean Ike model. Same result. :(
About this, I tried rewriting the code and I think I accidentally fixed undo/redo altogether. I couldn't get it to throw any errors anymore, so there's that.
The model viewer error seems to be occurring in v0.73b and up for me (was there a 0.72?, as I can't seem to find one).
Oh my bad, I don't think v0.72 was ever posted on the vault and I don't know where you can find it either :P
Did you try out v0.73 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204520) though?
I'll upload a test build of v0.75b with a possible fix tomorrow.
The live texture updater is borked for me in 0.75b but works (nearly) fine in 0.74 preview BlackJax had sent me over awhile back.
I get this error when enabling the live texture folder
Sorry but you are not allowed to view spoiler contents.
and then only one seemingly random texture will actually display while the others are gray/turned off.
Just tested it, and the model viewer indeed works in v0.73 for me.
Try this, I tried fixing both reported issues: https://www.dropbox.com/s/0durcwp0e0crj8p/BrawlBox%20v0.75b%20Test.zip (https://www.dropbox.com/s/0durcwp0e0crj8p/BrawlBox%20v0.75b%20Test.zip)
The model viewer seems to be working fine in the build you just posted.
However, it seems that loading any FitMotion pac in the animation viewer for any standard character makes BB crash entirely ("BrawlBox has stopped working" error).
Whenever I try to put values with decimals anywhere in the right box of BB (in scale or translation for example), either by writing them or copying and pasting them, it goes back to 0.
works
hey is it alright if I could request a small amount of help??
it's with a misunderstanding on the mdl0 format and I want to correct it.
why?
apparently I'm not supplying the proper weights to UMC at all times:
Sorry but you are not allowed to view spoiler contents.
so I just need some help re-understanding the binding definitions and how the facepoints reference them.
the current documentation I can find doesn't reference them and C# is too messy for me to understand alone.
(http://i.imgur.com/KSm4Y86.png)
(http://i.imgur.com/9bKMSFp.png)
(http://i.imgur.com/FeBZxrP.png)
(http://i.imgur.com/z8NIVMx.png)
(http://i.imgur.com/1M41u48.png)
(http://i.imgur.com/NOxi2zV.png)
(http://i.imgur.com/W9srGYP.png)
hnnnng! I want this!
............
*jaw drops and dies*
FFFFFUUUUUUU---
I can actually make 2D renders with SHINE? ;D
Happening Level: It's.
BJ never ceases to [censored]ing amaze me. :)
Im scared...
Dat Yoko. Nice job boi. Dem be some sexy shaders and [censored].
Where's my Yoko collab you lazy bum? >:c Totally not serious.
so its finally happening? I cant contain all this hype!
april 1st?
Quote from: jjookkeekkiidd on April 02, 2015, 12:39:37 PM
april 1st?
If that's the case, then that's some damn good Photoshop work. XD
Anyway, if shaders can now really be rendered, our CSP work will dramatically improve. And I will have a reason to switch from BB 0.63d.
And only BJ can confirm if this was April Fool's or not.
I only hope he wont be selling this. thats what Im afraid of
Sorry but you are not allowed to view spoiler contents.
Naw, ya can't have that attitude lol
April first huh? Welp... he must have some real talent with photoshop then. [censored].
Not necessarily. There are at least two easy ways that I know he'd be able to do it. One would be to import it into a program like 3DS Max and apply the shaders or whatnot, then make an image of it, with making the background one color; and the other would be to use Bin2Jpg with the character on a stage that is nothing but a pure color, with a program that can isolate the picture from that color(I know I have a program that can do that within a few clicks); in either case, he could've then copied in MS Paint into another .bmp containing snapshots of BrawlBox's viewport with a character that has all its ppolygons disabled, and uncheck "Draw Opaque", position properly, and, presto! Same results!!!
BlackJax and Tcll joined forces to make this happen. so its legit.
Quote from: Don Jon BravoEX on April 03, 2015, 11:12:57 PM
BlackJax and Tcll joined forces to make this happen. so its legit.
Tcll?
(http://i92.photobucket.com/albums/l17/cx_asuka/Reactions/nickcagelaugh.gif)
Good one, man.
lol
tcll, u know we luv u!
just wondering, are there any major glitches with the newest brawlbox? or can you use it safely for everything? i remember one of the newer ones for instance had a bug with importing textures, and another didn't compress correctly for CSS edits. (both those seem fixed now)
So the shaders thing...
(http://i.imgur.com/YDqiaLl.png)
...was faked with a custom stage, dolphin, codes, and animation removal.
(http://i.imgur.com/2uLS97h.png)
GOTCHA GUYS GOOD
Quote from: Sirkura on April 06, 2015, 06:13:50 AM
just wondering, are there any major glitches with the newest brawlbox? or can you use it safely for everything? i remember one of the newer ones for instance had a bug with importing textures, and another didn't compress correctly for CSS edits. (both those seem fixed now)
I think the latest is pretty stable (imho compared to previous versions). Always use the latest version if you're going to report a bug, anyway.
Quote from: Don Jon BravoEX on April 03, 2015, 11:12:57 PM
BlackJax and Tcll joined forces to make this happen. so its legit.
lol
I want that stage, since it would be to good use :'3
So BlackJax, was I close on my guess of how you did it? Btw, that was awesome for April Fools! ;D
Quote from: windhunter7 on April 03, 2015, 03:09:49 AM
Not necessarily. There are at least two easy ways that I know he'd be able to do it. One would be to import it into a program like 3DS Max and apply the shaders or whatnot, then make an image of it, with making the background one color; and the other would be to use Bin2Jpg with the character on a stage that is nothing but a pure color, with a program that can isolate the picture from that color(I know I have a program that can do that within a few clicks); in either case, he could've then copied in MS Paint into another .bmp containing snapshots of BrawlBox's viewport with a character that has all its ppolygons disabled, and uncheck "Draw Opaque", position properly, and, presto! Same results!!!
Quote from: BlackJax96 on April 06, 2015, 06:19:50 AM
So the shaders thing...
...was faked with a custom stage, dolphin, codes, and animation removal.
GOTCHA GUYS GOOD
Quote from: windhunter7 on April 06, 2015, 01:13:13 PM
So BlackJax, was I close on my guess of how you did it? Btw, that was awesome for April Fools! ;D
You tell me. Lol
Faked. Aw man. D:
Sorry Tabuu :P
Quote from: windhunter7 on April 06, 2015, 01:13:13 PM
So BlackJax, was I close on my guess of how you did it? Btw, that was awesome for April Fools! ;D
I didn't use 3ds Max rendering or ms paint or bin2jpg or anything, I just made a perfect replica of Brawlbox's model viewer as a stage, used some codes to allow no fighters and no camera boundaries (for the stage pictures), and used dolphin so I could use any window aspect ratio with widescreen hack and capture an HD picture with F9 as if it was taken in Brawlbox. For the characters in T-Pose, I just deleted all the keyframes in Wait1 and pasted the bind state on frame 1.
Quote from: pikazz on April 06, 2015, 11:04:34 AM
I want that stage, since it would be to good use :'3
lol I'll post it on the vault when I'm back home later this week
Well played, BJ! ;D I was just really hoping to be able to make decent renders without PS. XD
Quote from: BlackJax96 on April 06, 2015, 07:03:07 PM
lol I'll post it on the vault when I'm back home later this week
expect that stage to be on top of most popular downloads for a season...
is it a walk off stage tho?
It's actually really small, so definitely not walkoff. 4 players spawn right next to each other
Quote from: BlackJax96 on April 06, 2015, 06:19:50 AM
So the shaders thing...
(http://i.imgur.com/YDqiaLl.png)
...was faked with a custom stage, dolphin, codes, and animation removal.
(http://i.imgur.com/2uLS97h.png)
GOTCHA GUYS GOOD
I think the latest is pretty stable (imho compared to previous versions). Always use the latest version if you're going to report a bug, anyway.lol
Aww faked </3 xD and ofc, if i report a bug i'll always be using the newest. i just used some of the older ones as an example when i asked if there were any glaring errors. how hard would it be to implement btw? showing sharders in BB i mean.
i did call for it though, but was hoping to be wrong D:
using BB .75b i think i found a crash. i've been working with the BeX files and was trying to add the correct files to the common5 for it, it keeps crashing every time i try to save, and only after replacing MenSelchrPos_TopN.chr/mdl0. the program just stops working all together.
Just an update, i used BB .71 and it worked fine. so for sure 75b crashes.
There is a nasty bug with the vertex editor. if you use it AT ALL and then save your model, the next time you reload the model it will crash brawlbox upon trying to preview the model.
The older brawlbox versions never did this before.
Is v0.75b portable like the rest? I'm always on the move, and I used to have my tools on my pendrive for quick edits.
Quote from: Scout on April 24, 2015, 04:29:00 AM
Is v0.75b portable like the rest? I'm always on the move, and I used to have my tools on my pendrive for quick edits.
yes it portable as long as the pc/laptop/machine ur using has the supports needed to run it.
Hello, is the .brsar Saving Bug already fixed? It's been like 3 months since it was reported...
Hey not sure if anyone here can help me out, I was told to try seeking help here. I've been trying to make a mod for Roy in project m where he's wearing a recolored version of Ike's hector armor from project M. I original would import the armor into the Roy model via brawlbox only, but because the armor was for a designed for Ike instead of Roy, it messes up Roy's animations and even crashes the game when ever I start a match as Roy. If theres something I have to do in 3ds max, what would that be?
You'd have to import Ike's armor polygons into 3DSMax and rig them to Roy's bones.
Quote from: Ricky (Br3) on May 01, 2015, 05:57:52 PM
You'd have to import Ike's armor polygons into 3DSMax and rig them to Roy's bones.
Is there a tutorial for that? I'm kinda new to brawl modding, I wouldn't know what to do step by step
Quote from: Blueblur105 on May 01, 2015, 09:38:20 PM
Is there a tutorial for that? I'm kinda new to brawl modding, I wouldn't know what to do step by step
http://lmgtfy.com/?q=how+to+import+models+into+brawl# (http://lmgtfy.com/?q=how+to+import+models+into+brawl#)
I recommend this tutorial
https://youtu.be/qBhMXvR79_o (https://youtu.be/qBhMXvR79_o)
check out his other videos, they are pretty good
Alright Great, the objects are rigged but what about the original textures for the armor? How do i reapply them once they are rigged?
Hey gents!
I recently decided to start using v0.75b because I need to cut some issues with my "Meshes" always being lost due to exporting.
Can you gentlemen please briefly explain how "Reimport Meshes" feature works and how to use it?
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208533 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208533)
April fools, I'm only a couple months late with my plan's execution
changelog:
who friggin knows
;-; i wanted to know what kind of new stuff was added or fixed D:
edit:
u... u cheeky... little... cu-.. omfg @_@
[spoiler](http://i.imgur.com/LMGu8a0.png)
(http://i.imgur.com/qTROZAK.jpg)
(http://i.imgur.com/p1F8aTz.jpg)
I can't test it right now but did you fix the vertex editor problem I mentioned?
This shader thing is amazing, very well done. Thanks for putting the time into this!
New additions are great, but i have one thing to complain about - you can no longer view animation for only one model (as far as i know) and you can't copy and paste bone rotations and stuff on the model outside of animations, something that is rather uncomfortable at least for me. But thats it. Oh, and models sometimes have parts missing or just somehow get behind other models even though its not how it is.
I notice I'm having a problem with the shader rendering. Is there something else I need to install first to get it to work, or any hardware requirments? I'm just getting strange splotches of colour on most models: http://screenshooter.net/99992442/bnjgjpb (http://screenshooter.net/99992442/bnjgjpb)
These spots of colour go away when I disable the shaders.
i'm also having problems, some parts of various models just don't show up or simply look like butchered textures, but the shaders, shines and specs actually show if possible (http://i.imgur.com/u7UBP96.png)
Might be your computers...
Falcon and Samus work fine on mine.
Quote from: PervyDSX8 on May 20, 2015, 05:58:27 AM
changelog:
who friggin knows
;-;  i wanted to know what kind of new stuff was added or fixed D:
I'm just too lazy, I guess I'll write a changelog eventually
Quote from: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on May 20, 2015, 03:05:15 PM
New additions are great, but i have one thing to complain about - you can no longer view animation for only one model (as far as i know) and you can't copy and paste bone rotations and stuff on the model outside of animations, something that is rather uncomfortable at least for me. But thats it. Oh, and models sometimes have parts missing or just somehow get behind other models even though its not how it is.
Yes you can and yes you can, just tested it myself.
Make sure that Target Model -> Edit All is unchecked for the first one.
The third thing probably means your draw order is wrong. The draw priority of each object, whether the object is XLU or OPA, the order of files loaded, the order of materials, etc all can affect the order in which things are drawn. Everything actually matters for the display now.
Quote from: secretchaos1 on May 20, 2015, 06:50:11 PM
I notice I'm having a problem with the shader rendering. Is there something else I need to install first to get it to work, or any hardware requirments? I'm just getting strange splotches of colour on most models: http://screenshooter.net/99992442/bnjgjpb (http://screenshooter.net/99992442/bnjgjpb)
These spots of colour go away when I disable the shaders.
Quote from: ObskoreStreams on May 20, 2015, 07:10:59 PM
i'm also having problems, some parts of various models just don't show up or simply look like butchered textures, but the shaders, shines and specs actually show if possible (http://i.imgur.com/u7UBP96.png)
What GPUs do you guys have?
This *shouldn't* be a problem with your operating system.
Shaders run on the GPU (graphics card), so you might have a GPU that can't handle the generated shader code properly. I used GLSL version 120 (one of the oldest versions of OpenGL's shader language) for the most compatibility and the program does check to make sure you have the necessary drivers, so it's most likely a GPU problem. An older GPU or CPU integrated graphics (when you have no graphics card at all) would be the most likely culprit.
Quote from: ZX_KratosAurion_ZX on May 20, 2015, 02:08:40 PM
I can't test it right now but did you fix the vertex editor problem I mentioned?
probably
Quote from: Taiko on May 20, 2015, 02:52:52 PM
This shader thing is amazing, very well done. Thanks for putting the time into this!
no prob mang!
I'm having an issue as well. BB will occasionally crash when exiting the Model viewer after opening it.
Though I could see if I have the latest NET Frameworkd or not.
But I can't thank you enough for making v0.76 come true.
Quote from: BlackJax96 on May 20, 2015, 09:29:34 PM
I'm just too lazy, I guess I'll write a changelog eventually
Yes you can and yes you can, just tested it myself.
Make sure that Target Model -> Edit All is unchecked for the first one.
The third thing probably means your draw order is wrong. The draw priority of each object, whether the object is XLU or OPA, the order of files loaded, the order of materials, etc all can affect the order in which things are drawn. Everything actually matters for the display now.
It was not checked.
How? When i try to do it, all options for Transform All can no longer be used. I can rotate each bone on its own, but that takes a while. Its been like this since v0.75. Its just fine in v0.71 and below.
Weird. It gets messed up when i add too many objects or something. Its not always like this.
my GPU is Intel(R) Graphics Media Accelerator 3600 Series.
I can play Portal on it :P
Quote from: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on May 20, 2015, 09:58:58 PM
It was not checked.
How? When i try to do it, all options for Transform All can no longer be used. I can rotate each bone on its own, but that takes a while. Its been like this since v0.75. Its just fine in v0.71 and below.
Weird. It gets messed up when i add too many objects or something. Its not always like this.
I believe that you can rotate/transform the TransN bone and that will rotate/translate the entire model. I know it does it with the actual polygons of the character, but I dunno if it also does it with the grabbing bones and such.
Quote from: windhunter7 on May 20, 2015, 10:09:45 PM
I believe that you can rotate/transform the TransN bone and that will rotate/translate the entire model. I know it does it with the actual polygons of the character, but I dunno if it also does it with the grabbing bones and such.
Not exactly what i meant.
Probably just my hardware then, I'm on an older laptop with AMD M880G with ATI Mobility Radeon HD 4250. Oh well aside from the weird colour splotches I can still see generally how things will look in game, so I'll just toggle it on and off and use my best judgement between the two to figure it out.
Quote from: KingJigglypuff on May 20, 2015, 09:51:22 PM
I'm having an issue as well. BB will occasionally crash when exiting the Model viewer after opening it.
Though I could see if I have the latest NET Frameworkd or not.
But I can't thank you enough for making v0.76 come true.
I get this as well. When I unclick Edit All under Target Model, it doesn't do it anymore.
EDIT: Wait, it still does. It just hangs forever whenever I try to make other models invisible when viewing one.
Quote from: ObskoreStreams on May 20, 2015, 10:04:44 PM
my GPU is Intel(R) Graphics Media Accelerator 3600 Series.
I can play Portal on it :P
lol I just looked it up, and Intel does specify that it has problems loading and/or rendering quite a few older games. (http://www.intel.com/support/graphics/intelgma3600/sb/CS-034806.htm)
Quote from: windhunter7 on May 20, 2015, 10:09:45 PM
I believe that you can rotate/transform the TransN bone and that will rotate/translate the entire model. I know it does it with the actual polygons of the character, but I dunno if it also does it with the grabbing bones and such.
are you okay
Quote from: KingJigglypuff on May 20, 2015, 09:51:22 PM
I'm having an issue as well. BB will occasionally crash when exiting the Model viewer after opening it.
Though I could see if I have the latest NET Frameworkd or not.
But I can't thank you enough for making v0.76 come true.
That's odd. Don't have much of an idea why it would do that.
You're welcome m8
Quote from: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on May 20, 2015, 09:58:58 PM
It was not checked.
How? When i try to do it, all options for Transform All can no longer be used. I can rotate each bone on its own, but that takes a while. Its been like this since v0.75. Its just fine in v0.71 and below.
Weird. It gets messed up when i add too many objects or something. Its not always like this.
I really don't know why the same code would work correctly on one computer but not another if you have the correct NET version and all that. What's your computer's specs? Do you have .NET 4.5? What exactly do you do to encounter the problem (list the steps you take to get there).
Quote from: Tabuu Forte Akugun on May 20, 2015, 10:36:22 PM
I get this as well. When I unclick Edit All under Target Model, it doesn't do it anymore.
Are the models in the same file or different files? I can open two character model files and two animation files (4 files total - use the Files manager on the right panel, use the dropdown) and Edit All unchecked works as expected.
Also I just want to point out that I'm completely done with BrawlBox now. I'm not going to fix or add anything or even look at the code anymore. I'll probably release an unstable version later with every feature I haven't finished enabled so you can try them out (a model rig editor, UV map exporter, better interpolation editor, and
VERY MINOR Gamecube and Wii U support mainly), but I'm done now. I know I said I was "retired" a year ago or something so this is probably hard to believe but I really mean it now. I'm going to start asserting that declaration. :L
Out with a bang, they say.
Same file. I scroll through the file's models and uncheck them as needed to view them, and once I've done that, it hangs forever when trying to exit the model viewer.
Quote from: BlackJax96 on May 20, 2015, 10:42:54 PMI really don't know why the same code would work correctly on one computer but not another if you have the correct NET version and all that. What's your computer's specs? Do you have .NET 4.5? What exactly do you do to encounter the problem (list the steps you take to get there).
...er...its in Russian. Don't know how to translate all of the stuff that is listed there.
Yes, i have it.
If you mean weird viewing order, then i just load few models (depends on how complex) and one of the other models gets glitched. If you mean being unable to use Transform All buttons, then its always like this unless im previewing an animation. But when i get out of it (btw, i can't close animations loaded anymore like it was possible before), they all get disabled.
You have to use the files manager to unload external files. It's in the right panel, use the dropdown.
The transform all section
is disabled without an animation selected. But if you select an animation and go to any frame INCLUDING frame 0, it isn't disabled. Which makes sense, because there's no point copying a frame state without an animation anyway.
Quote from: Tabuu Forte Akugun on May 20, 2015, 10:46:03 PM
it hangs forever when trying to exit the model viewer.
I'll upload a quick hotfix for that since it seems just a TAD BIT CRIPPLING.
Quote from: BlackJax96 on May 20, 2015, 11:39:24 PM
You have to use the files manager to unload external files. It's in the right panel, use the dropdown.
The transform all section is disabled without an animation selected. But if you select an animation and go to any frame INCLUDING frame 0, it isn't disabled. Which makes sense, because there's no point copying a frame state without an animation anyway.
Didn't noticed that.
Well, there is point in doing so - its a very easy way to make custom trophies if done correctly. And just for some stuff that doesn't has much use in Brawl modding, but still...eh, whatever.
with shaders turned on, samus is completely black on my side, is this a known issue?
Is anyone having problems viewing SCN0 when viewing shaders in Brawlbox v0.76?
Sorry but you are not allowed to view spoiler contents.
does anyone have the same problem as me?
(http://i57.tinypic.com/1183mnb.png)
not exactly sure whats wrong but I bet its something with my grapfic card. I have the latest of everything and it shouldnt be any problem!
Quote from: pikazz on May 21, 2015, 03:02:49 PM
does anyone have the same problem as me?
(http://i57.tinypic.com/1183mnb.png)
not exactly sure whats wrong but I bet its something with my grapfic card. I have the latest of everything and it shouldnt be any problem!
No, I don't have that problem.
Damn. I've been out of the loop for a while.
It's finally here. Shaders in BrawlBox. Outstanding job man.
Quote from: pikazz on May 21, 2015, 03:02:49 PM
does anyone have the same problem as me?
(http://i57.tinypic.com/1183mnb.png)
not exactly sure whats wrong but I bet its something with my grapfic card. I have the latest of everything and it shouldnt be any problem!
Ike looks fine on my end.
Quote from: pikazz on May 21, 2015, 03:02:49 PM
does anyone have the same problem as me?
not exactly sure whats wrong but I bet its something with my grapfic card. I have the latest of everything and it shouldnt be any problem!
I have this problem too. Its not on every model though. Those that i am sure have this bug are SJS' ZSS, Ike, Pit, Giga Bowser, adolescent and adult Ridley models from Other M. Gallery of that on imgur as a proof:
http://imgur.com/a/GukQs (http://imgur.com/a/GukQs)
There is no rimlighting on Pit and Giga Bowser shown here. Its just a transparency issue or something. Ridley's wings are supposed to be transparent in few places too, but they are not. Yes, im using 2 models that are not from Brawl, but they work just fine in-game, just too dark.
There is another problem i encountered. After adding 2nd shader to the model, 2 of its polygons suddenly started using it when previewed (i am sure about it since this 2nd shader is set in such way that it makes polygon always have same brightness as if it is glowing in the dark and when i set lighting settings in the preview to 0, those 2 polygons were not pitch black like everything else expect for eyes), but they still keep their original shader in the material settings. That most likely does not affects any in-game stuff, but making CSPs and checking how shaders and materials work is impossible like this. Im talking about this:
Sorry but you are not allowed to view spoiler contents.
And rimlighting is messed up on models with only few exceptions (like that Smash 4 Falcon), but i think that already was reported.
When would you need to edit .dol files? The changelog said you could open yet not edit or save.
Also I get an error when trying to add materials to a model. Is it thrown up because an error or is it just not implemented?
Is anyone having this problem with Brawlbox v0.76?
(http://i.imgur.com/yMTBhmc.png)
The newest update seems amazing
Sorry but you are not allowed to view spoiler contents.
I personally love the new update, really good for making custom shaders.
http://youtu.be/l7kPZt7rRJQ (http://youtu.be/l7kPZt7rRJQ)
am i the only 1 that has issue's with editing stage materials and then testing in game to have its normals move with the camera? ._.
that there has been bothering me since BB 75.. anything below 75 doesnt do that.. which I come to the conclusion that i'll just stick with 73b due to materials not being funky in-game
Quote from: PervyDSX8 on May 22, 2015, 12:03:35 AM
am i the only 1 that has issue's with editing stage materials and then testing in game to have its normals move with the camera? ._.
that there has been bothering me since BB 75.. anything below 75 doesnt do that.. which I come to the conclusion that i'll just stick with 73b due to materials not being funky in-game
I talked to blackjax about this and he already found the problem, it'll be fixed soon.
Quote from: Theytah on May 22, 2015, 12:05:32 AM
I talked to blackjax about this and he already found the problem, it'll be fixed soon.
oh really? alrighty then, cool
Quote from: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on May 21, 2015, 05:20:50 PM
I have this problem too. Its not on every model though. Those that i am sure have this bug are SJS' ZSS, Ike, Pit, Giga Bowser, adolescent and adult Ridley models from Other M. Gallery of that on imgur as a proof:
http://imgur.com/a/GukQs (http://imgur.com/a/GukQs)
There is no rimlighting on Pit and Giga Bowser shown here. Its just a transparency issue or something. Ridley's wings are supposed to be transparent in few places too, but they are not. Yes, im using 2 models that are not from Brawl, but they work just fine in-game, just too dark.
There is another problem i encountered. After adding 2nd shader to the model, 2 of its polygons suddenly started using it when previewed (i am sure about it since this 2nd shader is set in such way that it makes polygon always have same brightness as if it is glowing in the dark and when i set lighting settings in the preview to 0, those 2 polygons were not pitch black like everything else expect for eyes), but they still keep their original shader in the material settings. That most likely does not affects any in-game stuff, but making CSPs and checking how shaders and materials work is impossible like this. Im talking about this:
Sorry but you are not allowed to view spoiler contents.
And rimlighting is messed up on models with only few exceptions (like that Smash 4 Falcon), but i think that already was reported.
Quote from: LJSTAR on May 21, 2015, 08:59:52 PM
The newest update seems amazing
Sorry but you are not allowed to view spoiler contents.
so we 3 have the same problem huh? :/
what is your GPUs? and what countries are you from?
Quote from: pikazz on May 22, 2015, 10:13:00 AM
so we 3 have the same problem huh? :/
what is your GPUs? and what countries are you from?
I can't tell because its all in Russian (or at least can't properly translate).
Why should this matter? If you mean where did the PC came from, then i don't know.
Quote from: pikazz on May 22, 2015, 10:13:00 AM
so we 3 have the same problem huh? :/
what is your GPUs? and what countries are you from?
Seems like we have the same problem, indeed...
Also :
(http://i.imgur.com/V4l5syO.png)
(I'm from France, the reason for the french text)
When ever I open Brawlbox, it crashes.
Sorry but you are not allowed to view spoiler contents.
I have been trying to import my Regal Wii model into Brawlbox 0.71 because 0.75b and 0.76 cause the model to look weird. And I keep getting these errors.
(http://i.imgur.com/fJd8lZG.png)
What do they mean? Can anyone help please? Thank you
Quote from: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on May 22, 2015, 12:15:21 PM
I can't tell because its all in Russian (or at least can't properly translate).
Why should this matter? If you mean where did the PC came from, then i don't know.
I have a feeling that it might be that the computers GPU doesnt read the same language as in English, making it little confused on the render part
Quote from: LJSTAR on May 22, 2015, 02:03:00 PM
Seems like we have the same problem, indeed...
Also :
(http://i.imgur.com/V4l5syO.png)
(I'm from France, the reason for the french text)
wierd, this is mine
(http://i.imgur.com/Sl40d4i.png)
so 3 from non-USA has the same problem and 2 have problem with NVIDIA.
does anyone have this problem outside USA or have NVIDIA?
Take note:
- laptop GPU (GT ###M, less processing power)
- computer language locale other than english
Quote from: E-scope12 on May 21, 2015, 08:57:04 PM
Is anyone having this problem with Brawlbox v0.76?
(http://i.imgur.com/yMTBhmc.png)
Your computer can't find gluniform, a function necessary to pass data to the shader. So since you don't have that, you don't have support for shaders.
BrawlBox should catch an incompatible OpenGL version, but I guess it didn't.
Quote from: vanhuynh16 on May 22, 2015, 04:23:19 PM
I have been trying to import my Regal Wii model into Brawlbox 0.71 because 0.75b and 0.76 cause the model to look weird. And I keep getting these errors.
(http://i.imgur.com/fJd8lZG.png)
What do they mean? Can anyone help please? Thank you
There's a problem with your rigging.
Quote from: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on May 22, 2015, 12:15:21 PM
I can't tell because its all in Russian (or at least can't properly translate).
Why should this matter? If you mean where did the PC came from, then i don't know.
It matters because the GPU runs the fragment and vertex shaders that render the model on the screen, and it appears that most of you with odd problems are using a computer locale (not necessarily the display language) other than English.
Quote from: BlackJax96 on May 22, 2015, 05:55:06 PM
Take note:
- laptop GPU (GT ###M, less processing power)
- computer language locale other than english
Your computer can't find gluniform, a function necessary to pass data to the shader. So since you don't have that, you don't have support for shaders.
BrawlBox should catch an incompatible OpenGL version, but I guess it didn't.
Okay. How do I get that gluniform?
Quote from: E-scope12 on May 22, 2015, 06:06:10 PM
Okay. How do I get that gluniform?
Upgrade your drivers.
If you still don't get it, upgrade your graphics card, then upgrade your drivers again.
I have found the one small thing that is missing. The light is not shining on a character that has shaders. Here is proof. (Take a look at the top and bottom parts of the image.):
(http://s5.postimg.org/4pclkwj4n/Screen_Capture15.png)
I am using Brawlbox v0.76 (Hotfix 2).
Quote from: uyjulian on May 22, 2015, 06:18:23 PM
Upgrade your drivers.
If you still don't get it, upgrade your graphics card, then upgrade your drivers again.
Okay I'll try. I had my computer in Safe Mode.
Post Merge: May 22, 2015, 07:21:56 PM
Quote from: uyjulian on May 22, 2015, 06:18:23 PM
Upgrade your drivers.
If you still don't get it, upgrade your graphics card, then upgrade your drivers again.
How do I upgrade my drivers? Do I have to buy them?
Quote from: E-scope12 on May 22, 2015, 06:06:10 PM
Okay. How do I get that gluniform?
...... Update ur graphics card or graphics driver as uyjulian said. Altho if your using a laptop, then ur out of luck for upgrading ur graphics card.
Quote from: E-scope12 on May 22, 2015, 06:32:51 PM
Okay I'll try. I had my computer in Safe Mode.
Post Merge: May 22, 2015, 07:21:56 PM
How do I upgrade my drivers? Do I have to buy them?
.... "buy"? no... they are free to download.
Quote from: DeriLoko2 on May 22, 2015, 06:30:24 PM
I have found the one small thing that is missing. The light is not shining on a character that has shaders. Here is proof. (Take a look at the top and bottom parts of the image.):
(http://s5.postimg.org/4pclkwj4n/Screen_Capture15.png)
I am using Brawlbox v0.76 (Hotfix 2).
did you select the SCN0 in the top left corner? by changing CHR0 to SCN0 in the dropdown panel
edit:
and here's my specs
(http://i.imgur.com/K2B3BHm.png)
Quote from: PervyDSX8 on May 22, 2015, 10:04:42 PM
did you select the SCN0 in the top left corner? by changing CHR0 to SCN0 in the dropdown panel?
Also make sure Target Model -> Edit All is checked, unless you want to load the SCN0 on only one model at a time.
Quote from: PervyDSX8 on May 22, 2015, 10:04:42 PM
...... Update ur graphics card or graphics driver as uyjulian said. Altho if your using a laptop, then ur out of luck for upgrading ur graphics card.
.... "buy"? no... they are free to download.
Thanks. I figured out the problem though. It occured when my laptop was in Safe Mode. Maybe that was why.
Quote from: BlackJax96 on May 22, 2015, 10:11:55 PM
Also make sure Target Model -> Edit All is checked, unless you want to load the SCN0 on only one model at a time.
I unchecked "Edit All." Did the "Light shining on a character with shaders" thing work?
Should transparency show like this?
(http://i.imgur.com/KOarSi4.png)
looks like you have shaders turned off... go to view > model > shaders
and make sure its checked, if it is, then ur material might be... idek
Looks like you might have the same problem that pikazz is having.
It gets normal when I turn off the shaders wtf lol
It gets weird again whenever shaders are on
well... looks like ppl outside of america have shader issue's...
No, the shaders look fine. But the transparency is weird...
Without shaders
(http://i.imgur.com/ZjHu4wp.png)
With shaders:
(http://i.imgur.com/rDqtOW1.png)
ooohhhh... well that is indeed.... odd... ._.
double check ur materials to see if they even have transparency applied to them
I'm pretty sure I know why you guys are having rendering problems now, considering you're ALL not using an English locale apparently (which you can fix yourself, btw).
Unfortunately I'm not going to fix it, I quit.
But if somebody else wants to try, I'll guide you through it, haha. You guys need to learn to code anyway.
They are from Castle Siege... and they always showed fine in-game (and Brawlbox without the shaders activated)...
It's just a problem converting integers to strings because of your locale.
When shaders are activated, alpha test is done in the shader.
When they're not, it's not done in the shader.
Shaders are strings. That's the problem.
Also, I'm talking about GLSL shaders here, not MDL0 shaders.
Here's how you can change your locale to English (http://windows.microsoft.com/en-us/windows/change-system-locale#1TC=windows-7)
Quote from: BlackJax96 on May 23, 2015, 04:43:53 AM
It's just a problem converting integers to strings because of your locale.
When shaders are activated, alpha test is done in the shader.
When they're not, it's not done in the shader.
Shaders are strings. That's the problem.
Also, I'm talking about GLSL shaders here, not MDL0 shaders.
Here's how you can change your locale to English (http://windows.microsoft.com/en-us/windows/change-system-locale#1TC=windows-7)
Wouldn't that break anything in other programs?
Considering my locale is English and I haven't had any locale specific problems, probably not. :P
I'll probably just fix it lol. Im sure this laptop can handle light coding to that extent at least.
btw, in case others are wondering, i haven't been around because LIFE stuff. Which for all intents and purposes rendered it impossible to work on anything.
EDIT: You all really should still learn to change your locale though, considering you may have issues like this in the future with other applications, games, etc. When having problems in future and you know your locale isn't english, that is one of the the first things you should check.
Quote from: BlackJax96 on May 23, 2015, 04:43:53 AM
It's just a problem converting integers to strings because of your locale.
When shaders are activated, alpha test is done in the shader.
When they're not, it's not done in the shader.
Shaders are strings. That's the problem.
Also, I'm talking about GLSL shaders here, not MDL0 shaders.
Here's how you can change your locale to English (http://windows.microsoft.com/en-us/windows/change-system-locale#1TC=windows-7)
Well... I tried, doesn't change a thing for me, same glitches as before
You're positive you changed the "Locale"..? Also, did you ensure to restart your computer after changing the locale?
Quote from: Sammi Husky on May 23, 2015, 07:21:46 AM
You're positive you changed the "Locale"..? Also, did you ensure to restart your computer after changing the locale?
Yup, I'm used to do it for several Japanese game, so I'm 100% positive that I've done it correctly
so basically, instead of making a program work on any language, you wanna force us all to change our pc's language?
seems kind of an odd development decission in my book...
isn't the only difference the "." and ",", im pretty sure in C# you gotta be able to check a system's locale, so it's only an if else situation.
if the issue is something else then idk.
So, you think a bug is a development decision, and us trying to help you find a workaround so you can use the program as intended is "forcing you"?
Jesus christmas, this is one of the reasons I quit. The unending entitlement.
I could program the cure to cancer and somebody'd get mad at me when they hear they have to go to a hospital in the US instead of their own country.
Firstly I would like to thank every one who made this new update possible. This thing is the BOMB!!! After I saw the April fools joke a thought to myself "I wonder if you could ever actually make some way to see shaders in Brawlbox?" My wish was granted! Thank you Blackjax (the trolliest troll to ever troll) and anyone else who helped with this new update. 10 points to Gryffindor!
Thanks ;D
Fun fact, the pictures I initially posted on April Fool's day were actually legitimate.
I made the BrawlBox stage afterward to perpetuate the trollage >D
The day .76 was released I was like "awe yeah a new brawlbox" I immediately downloaded it, before you had added the pictures. I opened up a Peach texture I had been working on (which I hadn't worked on in almost a month). I didn't notice anything unusual. Fast forward to later that day, I'm checking DSX8's thread and I see his comment about how awesome stages look in the new Brawlbox. I then decided that I would give this new update a second look... and my mind was blown. So that's the story about how I almost didn't know that shaders were now in Brawlbox when everyone else did.
P.S. In my defense Peach doesn't look that much different with shaders besides being brighter.
i didnt even know about the changes bcause of the changelog
and mi compu does not support it
I love the whole shaders thing. You, BJ are a master troll. We fell for it when you posted the first pics.
I love looking at shine parts working near flawlessly. Even Tabuu's model is almost perfect.
I salute you.
Spoilers: I knew BJ was just tricking you all all along with the April Fools' thing. (http://i.imgur.com/cSm9yLJ.gif)
Quote from: KingJigglypuff on May 24, 2015, 08:03:00 PM
Spoilers: I knew BJ was just tricking you all all along with the April Fools' thing. (http://i.imgur.com/cSm9yLJ.gif)
Somehow... I actually believe that. :P
Good job.
you BJ, you have my undying support for whatever you do even if it doesnt show that much!
thats sad that brawlboxs shader is messed up on non-english computers. I do hope its a easy fix, that easy fix so either we can do it by ourself or a new coder can easy set it up!
(no, that guide you gave me bj didnt work and I am 100% sure)
Which computer driver is best to render shaders properly?
Probably NVidia graphics.
Just a question to anybody. When using the live texture folder with Photoshop elements, Photoshop has a tendency to say the file I'm trying to save over was "left open" or "in use". It's not with every texture and it's not all the time, but I thought It wouldn't hurt to ask if anyone else had this issue, or if you knew if it was something I could fix myself. Thanks!
That was an issue that should've been fixed in v0.76, I can't remember if I put that in the changelog or not.
Quote from: E-scope12 on May 26, 2015, 09:32:52 PM
Which computer driver is best to render shaders properly?
I have an NVidia desktop gpu, windows 8.1 and an english locale, for reference.
Quote from: E-scope12 on May 26, 2015, 11:43:36 PM
Where can I download it?
... you cant download it... you have to buy it from best buy, fry's, or online from newegg
I got an error message when opening the updater.exe.
Sorry but you are not allowed to view spoiler contents.
im not saying a workaround is a bad thing, im saying that such a major bug should be fixed properly, didn't this happen to the model importer as well?
Quote from: PervyDSX8 on May 26, 2015, 11:47:09 PM
... you cant download it... you have to buy it from best buy, fry's, or online from newegg
How much does it cost?
Quote from: E-scope12 on May 27, 2015, 11:40:16 AM
How much does it cost?
well if ur using a laptop, u cant replace it.. but if ur using a pc, then they're about $150+ for a good graphics card
Quote from: PervyDSX8 on May 27, 2015, 11:44:40 AMwell if ur using a laptop, u cant replace it.. but if ur using a pc, then they're about $150+ for a good graphics card
Okay. I don't think I can afford it but thanks for the advice.
The hotfix worked like a charm! Thanks to whoever did it!
thanks a lot for fixing the locale issue, it's working now.
i do hope it wasnt too much of a problem to deal with
Good to hear it works now, I decided I'd just fix the most prominent issues. Wasn't anything too hard to fix. 8)
Sorry but you are not allowed to view spoiler contents.
The weirdest thing happened. I can't see K. Rool's eyes, I wonder if it has to do with their materials...
(http://i178.photobucket.com/albums/w271/T_C_Rhade/ScreenCapture0_zpstic3qs37.png)
is dis wat i need?
http://www.amazon.com/ViewMax-NVIDIA-GeForce-128-Bit-WARRIOR/dp/B00NWPKQZO/ref=sr_1_2?s=pc&srs=2530035011&ie=UTF8&qid=1432773076&sr=1-2&keywords=NVidia (http://www.amazon.com/ViewMax-NVIDIA-GeForce-128-Bit-WARRIOR/dp/B00NWPKQZO/ref=sr_1_2?s=pc&srs=2530035011&ie=UTF8&qid=1432773076&sr=1-2&keywords=NVidia)
-> $88
Just go full-on modern if you're gonna get a new card bruh
http://www.amazon.com/EVGA-GTX-GDDR5-Graphics-Card/dp/B00NT9UT3M/ref=sr_1_1?s=electronics&ie=UTF8&qid=1432773309&sr=1-1&keywords=nvidia+geforce+gtx+980 (http://www.amazon.com/EVGA-GTX-GDDR5-Graphics-Card/dp/B00NT9UT3M/ref=sr_1_1?s=electronics&ie=UTF8&qid=1432773309&sr=1-1&keywords=nvidia+geforce+gtx+980)
Quote from: Tabuu Forte Akugun on May 28, 2015, 12:18:53 AM
The weirdest thing happened. I can't see K. Rool's eyes, I wonder if it has to do with their materials...
If your model isn't showing up right at this point, it just means you don't have the materials and shaders set up properly. I tested the renderer pretty thoroughly with factory models.
Make sure you're passing the right alpha value to the OutputAlpha register in the eye's shader.
Quote from: BlackJax96 on May 28, 2015, 12:40:48 AM
If your model isn't showing up right at this point, it just means you don't have the materials and shaders set up properly. I tested the renderer pretty thoroughly with factory models.
Make sure you're passing the right alpha value to the OutputAlpha register in the eye's shader.
Kk Thanks for the tip!
EDIT: Nope, no matter what I do, it absolutely refuses to render the eye. It seems to have trouble rendering multi-layered eyes.
It renders every brawl character model's eyes properly though. Copy the settings.
That's the oddest thing. I'll try that.
That is odd. I imported the PMD model in Brawlbox (v0.76)(Hotfix 3) and it came out like this.
(http://s5.postimg.org/pdyq97srb/Import_PMD_Error_in_Brawlbox_v0_76_Hotfix_3.png)
I used Windows 8.1.
there is something I would like to check:
who many have the problem that using Brawlbox built in printscreen turns pitch black? in earlier version all had a 50-50 chance of the pic is only the color black!
now in the new version its a 100% chance off all pics are black!
if anyone know how to fix it, I would lovely know
to those who have this problem and doesnt have, tell me where you are from and what computer specs you have!
Ur not the only 1 pikazz.. Ive been getting alot of black screen shots too with the new BB
Also idk if this was reported during 75, but copy/paste in srt0 editing in model viewer doesnt work, even in 76
RSAR saving now works if you edit one thing and then save... but if you edit another thing after the first save and attempt to save again, it still crashes.
i'd also like to point out that when you have select all selected for CLR0/SCN0 colors, selecting 'paste color' doesnt work and only affects the first frame to get pasted instead of all thats selected.
Every version after v0.73 just simply will not open for me. Not too sure what the probroblem is, but it refuses to work properly. It gives an error when trying to open any compatible file.
Along the lines of
"System.TypeLoadException: Couldnot load type" etc
Quote from: DSX8 on June 01, 2015, 12:58:15 PM
Ur not the only 1 pikazz.. Ive been getting alot of black screen shots too with the new BB
I'm getting these too, so it's not just you and Pikazz.
Other than that, works like a charm.
So I tested the new BrawlBox on Roy with scaling vertices, and I ran into a problem. For the first test, I scaled just a single boot of his to the size of him, and the boot animated perfectly. For the second test, however, I pressed Ctrl+A and then resized the vertices of his entire character, and in-game he looks really weird and disfigured(Some polygons, like the sword or armor plate, which have only one bone for the polygon, look fine), INCLUDING his boots. So shouldn't either the boot in the first test be disfigured, or the boots in the second test look fine? Am I the only one experiencing this issue? Also, is it SUPPOSED to have no collision changes when you vertex a model? If not, how do you fix it? And is this problem that arose a bug to be fixed?
Gotta be careful when vertexing. Are you sure you didn't scale the bone instead? That would definitely [censored] it up.
EDIT: I just re-read and I think I got what you mean this time. You attempted to vertex a character to make it bigger? That is a big NO. I don't think you're getting how vertexing works.
Yes I am sure. Wouldn't that have scaled the bones at all, making the collisions bigger than normal Roy's collisions, as that's what bigger bones would do? That's how rigs work to my knowledge. Also, I did the exact same thing for both tests; the only difference is that instead of dragging and dropping the cursor to select the vertices, I pressed Ctrl+A to select all of them. But that wouldn't change that, as you can only select either bones or vertices, and the vertices were highlighted when I was scaling him. Try it for yourself if you don't believe me by selecting using drag-and-drop instead of Ctrl+A.
Post Merge: June 04, 2015, 09:31:32 PM
Just read your edit just now:
So how do you make a character bigger, then? Can you do it by scaling the vertices of the Shd model?
Post Merge: June 04, 2015, 09:41:30 PM
*Scaling the bones works in Blender, so I'd think it'd work for Brawl. I was only testing vertexing the actual model to see if collision changes, which it doesn't, and if there would be any glitches, which there were.*
Bone Animations. That's how you resize stuff.
I thought you could one-slot resize, though.
Quote from: windhunter7 on June 04, 2015, 09:29:46 PM*Scaling the bones works in Blender, so I'd think it'd work for Brawl. I was only testing vertexing the actual model to see if collision changes, which it doesn't, and if there would be any glitches, which there were.*
Scaling bones isn't the same thing as scaling vertices. If you'd ever made a PSA (or just been aware that using the model itself for any collision in any game is extremely inefficient), you'd know that collision is dictated by collision bubbles in the PSA, not by the vertex positions. And ironically, your model "exploding" like that wasn't a glitch, it was just the proper display of how you edited the model. lmao
Quote from: windhunter7 on June 05, 2015, 01:28:21 AM
I thought you could one-slot resize, though.
Search around a bit.
http://forums.kc-mm.com/index.php?topic=54733.0 (http://forums.kc-mm.com/index.php?topic=54733.0)
https://www.youtube.com/watch?v=5BYCI0ooEj4 (https://www.youtube.com/watch?v=5BYCI0ooEj4)
I hate sounding like a constant complainer...
But I can't seem to be able to add transparency / semi transparency to models using the proper mats and shaders. It just crashes BrawlBox 0.76 when I try to load them. Crash as in it quits. On the rare exception it just throws an exception. But it will not let me use them, even when exporting them with the same BB off another fighter. I'm trying to update an old import, but it has semi transparency and transparency and I seem to be a bit stuck.
EDIT: It works until I try to save. Then it just quits.
Did it work in previous versions? Because you can always use multiple versions of BrawlBox for one character. I have 3; one for texturing(My common one), one for common vertexing(I haven't released any vertexes, though, but I've vertexed one of my textures a little bit), and then another version to scale and rotate vertices.(which I used when testing my failed theory with Roy as the test subject)
Quote from: windhunter7 on June 05, 2015, 02:43:59 AM
Did it work in previous versions? Because you can always use multiple versions of BrawlBox for one character. I have 3; one for texturing(My common one), one for common vertexing(I haven't released any vertexes, though, but I've vertexed one of my textures a little bit), and then another version to scale and rotate vertices.(which I used when testing my failed theory with Roy as the test subject)
It did work in previous versions, but it was still kinda finicky as to which order to load the assets.
Quote from: windhunter7 on June 05, 2015, 01:28:21 AM
I thought you could one-slot resize, though.
You can. That's still done through animations.
It's useless to just vertex the character if you want it bigger or smaller. They will still be bound to the rigged bones, who are all connected to the motion file (the bone animations).
Hello everyone. I have a question about a Regal Model I imported over Falcon. I was successfully import it from 3ds max to brawl box. But when I import the textures for the mouth and eyes, nothing shows up. Not even the default eyes and mouth. Does it have to do with falcon and his visor in the way? Could you help anyone please? I can provide the dae model and the textures if you would like. Thank you!
EDIT: Forgot to mention I'm using v0.71 BrawlBox, and I forgot to mention I used the skin wrap method to rig the model
I am curious, though; if I want to import a character, and I want him to be small, how would I do that, then?(Without any fircharacternamemotionetc.pacs or fitcharactername.pacs; For example, I have Sir Lancelot[Sonic & the Black Knight] over Ike as a FitIke00.pac/FitIke00.pcs, and he has shorter range and is less tall; so there must be a way to do it without animations somehow, and maybe using the Shd model[the model that is the bone structure] or something; and yes, the Sir Lancelot that I have does not have any animation data in the .pac or the .pcs)
Quote from: windhunter7 on June 05, 2015, 06:20:44 PM
I am curious, though; if I want to import a character, and I want him to be small, how would I do that, then?(Without any fircharacternamemotionetc.pacs or fitcharactername.pacs; For example, I have Sir Lancelot[Sonic & the Black Knight] over Ike as a FitIke00.pac/FitIke00.pcs, and he has shorter range and is less tall; so there must be a way to do it without animations somehow, and maybe using the Shd model[the model that is the bone structure] or something; and yes, the Sir Lancelot that I have does not have any animation data in the .pac or the .pcs)
Shd model is simply the loy-poly model of the shadow.
That, my friend, was a very smart move by Flygon. And how I would probably do it if I knew how to rig a character.
The model is rigged to an edited version of Ike's boneset, and not the original Ike's boneset. You will notice there is an specific bone used for the one-slot re-scaling. That means that, when an animation runs, every bone under that bone structure is already re-scaled, for every animation.
That is a fairly recent one slot resize technique. Usually people rig their characters to the original boneset, not an edited one... It's a really good idea, though. More people should do that.
Well that's what I'm wanting to do in the future with my model importing.
Quote from: windhunter7 on June 05, 2015, 07:37:45 PM
Well that's what I'm wanting to do in the future with my model importing.
Just a note, however, models with edited bonesets don't work for Project M users.
Quote from: Program on June 06, 2015, 01:15:12 PM
Just a note, however, models with edited bonesets don't work for Project M users.
If it's rescaled, of course not. But I'm quite sure that, in this case, due to how hit/hurtboxes work, if you keep it the proper size you should have no issues.
I play my custom skin with Project M's movesets, though, and the example skin I mentioned(Sir Lancelot from "Sonic and the Black Knight") is shorter with shorter range, and works perfectly. Probably the same way that I have my Armored Mewtwo skins over Lucario's moveset, and nothing goes wrong.(Mewtwo has slightly different bones, I believe, like his tail, for example)
In my experience I haven't had any luck using models with altered bonesets in Project M. For example, DSX8's Ruto model (which is awesome) Doesn't work with PM because it has different bones than Zelda, however, it still is rigged over Zelda...an altered Zelda but Zelda nonetheless.
Quote from: windhunter7 on June 06, 2015, 06:55:00 PM
I play my custom skin with Project M's movesets, though, and the example skin I mentioned(Sir Lancelot from "Sonic and the Black Knight") is shorter with shorter range, and works perfectly.
The only difference between Ike's bones and the bones in Sir Lancelot's are that Flygon renamed the bone that controls Ikes teeth from "HaM" to "ADJs" and added the TransN bone tree to it. Now the reason that Sir Lance is smaller and has different range is because he is a one slot resize. If you look at the bone "ADJs" in Brawlbox you will notice that the scale is not (1.1.1) as Ike's "HaM" bone is instead it's (0.63.0.63.0.63). This is why he is smaller and most likely will work with Project M, because the bones haven't really change.
Quote from: Program on June 07, 2015, 06:06:36 PM
In my experience I haven't had any luck using models with altered bonesets in Project M. For example, DSX8's Ruto model (which is awesome) Doesn't work with PM because it has different bones than Zelda, however, it still is rigged over Zelda...an altered Zelda but Zelda nonetheless.
Ironically, I use that Ruto model over Zelda in PM, and it works fine. In fact, every single mod that's worked with Riivolution I've noticed works in PM, UNLESS it is larger in filesize than the original file.(e.g. my Robin recolors are larger, so they don't work with PM). I did, however, notice that SOME of the models are different sizes than in Riivolution, and some aren't and I have no clue why only some of them are when all of them are one-slot skins and not PSAs or anything.(There's even this one really weird glitch with Pokemon R/B/Y Blastoise over Squirtle that when he goes into shell form, he gets really small but his hitboxes are still as large as he is; this is only for PM, and not regular Brawl, on top of that)
Quote
The only difference between Ike's bones and the bones in Sir Lancelot's are that Flygon renamed the bone that controls Ikes teeth from "HaM" to "ADJs" and added the TransN bone tree to it. Now the reason that Sir Lance is smaller and has different range is because he is a one slot resize. If you look at the bone "ADJs" in Brawlbox you will notice that the scale is not (1.1.1) as Ike's "HaM" bone is instead it's (0.63.0.63.0.63). This is why he is smaller and most likely will work with Project M, because the bones haven't really change.
I have no clue about what this means; I don't know too much about bones, other than how to rig in Blender.
Quote from: windhunter7 on June 07, 2015, 06:26:05 PM
I have no clue about what this means; I don't know too much about bones, other than how to rig in Blender.
I'm not trying to be rude honest, but I've tried that Ruto model in two separate Project M fullset builds and a Wifi and it's really glitchy. Yes the model loads, however, the hitboxes are laughably messed up.
Sorry but you are not allowed to view spoiler contents.
Did you maybe mean vBrawl? DSX8 told me it was only built to work with that.
Also, here's an explanation of my previous comment about bones.
Sorry but you are not allowed to view spoiler contents.
P.S. Can we continue this conversation via PM I think we're commandeering this thread.
I don't think mine has funky hitboxes, but maybe.
And no thank you about continuing on the subject; I'll just ask for help on how to do it when I get around to needing to know how.
Quote from: windhunter7 on June 07, 2015, 09:25:54 PM
I don't think mine has funky hitboxes, but maybe.
And no thank you about continuing on the subject; I'll just ask for help on how to do it when I get around to needing to know how.
If I came off as rude I wasn't trying to. I just thought if you needed anything else explained or if I could possibly help with you with something than we could continue the talking via PM instead of getting in trouble for going off topic.
You weren't rude, I'm just kinda confused, that's all.
Quote from: windhunter7 on June 07, 2015, 10:21:58 PM
You weren't rude, I'm just kinda confused, that's all.
If you're confused about the bone thing feel free message me whenever you feel like it, and I'll do my best to answer any questions you've got. Cheers!
So I tried to replace Link's model with a different character model, and BB froze and then crashed. I've tried it with the default Brawl characters too, and the same thing happens. Can anyone else try this and confirm it?
it does that to me also when i try to save. best work around is import it as a model, dont replace! save, then delete original model and save again.
Ah, okay. Thank you, DSX8.
actually, hasn't the model replacing been troublesome since ever?
Been having an issue, can someone confirm it?
When I try to vertex a huge model on Brawlbox, even if just one vertex, and even if just a little, it messes up the whole polygon it belongs to.
Example for those trying to reproduce it: try moving one vertex of the original Brawl Castle Siege's background and saving it...
EDIT: It shows correctly on Brawlbox, but is a total mess in-game
I also have an issue. I created an alt for the 2D Marisa PSA by editing the sprites in the character's TextureData[0] BRES. The finished BRES works properly on Dolphin but shows garbled sprites on real Wiis. I tried saving the character I made with Brawlbox 0.68b, 0.71, and 0.76. Each time the filesize differed. Can someone let me know if my sprites or image compression is incorrect (I tried both LZ77 and Extended LZ77 for the .pcs)? Thanks!
2D Marisa PSA: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34047 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34047)
My 2D Suwako alt: http://www.mediafire.com/download/8gjrn0ewdxdl5z8/2D+Suwako+Dolphin+Only.rar (http://www.mediafire.com/download/8gjrn0ewdxdl5z8/2D+Suwako+Dolphin+Only.rar)
Question: why are semi-transparencies messed up in BB snapshots? As in if a texture is semi transparent, it blends with the background instead of the rest of the model?
I found out what the issue was.
Everytime you vertex a huge stage model, that polygon's vertex set changes "Force Rebuid" to True, messing up the model in-game. The solution is to expand the mdl0, expand the Vertices folder, then find the vertex set you modified. Then change "Force Rebuild" back to False. It should look alright in game then.
EDIT: My mistake. It appears that turning "Force Rebuild" off just makes it so it doesn't apply the changes to the model in fact when saving. That's why the model would stop messing up, but in the end, it didn't mess up because it didn't try to apply any changes. But there's something else I've noticed...
When looking at the modified Polygon at the Polygon folder inside the mdl0, then clicking the Vertice Collection, before editing the model, the Weighted Position shows as (0,0,0) for every vertice. Then, after editing and saving, with "Force Rebuid" set to True, new Weighted Positions are assigned, for every single one out of the over 1000 vertices.
I'm still a bit far as to the cause of the issue, and even further away of the solution, but definitely there seems to be an issue with the rebuild function, at least in this model. I'm going to go and try other big stage models, to see if the issue is the same.
Am I the only one who can't seem to get v0.74 or higher to run? Whenever I try opening, its an automatic crash for Brawlbox.
What does the error say? Also, did you try 0.76? Because that works completely fine for me.
Speaking of that, since I won't be making any more BrawlBox versions I figured I'd release the latest version with some compatibility optimizations dealing with the compiler.
I removed the updater so the program could be downgraded back to NET 4.0. That means it should be able to run on Windows XP again.
I've compiled 3 versions targeted towards specific OS bitsets as well, try out a different version if one doesn't work for you.
32-bit (should still work on 64-bit) (https://www.dropbox.com/s/0uc5aj7o9dlhlx8/BrawlBox%20v0.76%20%2832-bit%29.zip?dl=0)
64-bit (shouldn't work on 32-bit) (https://www.dropbox.com/s/te0473dncnh3xdp/BrawlBox%20v0.76%20%2864-bit%29.zip?dl=0)
Any CPU (should work on any bitset) (https://www.dropbox.com/s/w88res0npy8r49b/BrawlBox%20v0.76%20%28Any%20CPU%29.zip?dl=0)
I also fixed bugs adding new material texture references and replacing a material or material texture reference while having at least one unused texture reference, just because I was trying to do those things and it kept crashing on me :L
Those minor bugfixes aren't in the main release because I'd have to roll out a whole new update and all that.
BlackJax96, do you have any clue as to what could be happening in my case, so that may be fixed on a future version?
I'm not really sure why it wouldn't work at all for larger models.
The entire model rendering architecture needs to be updated for better modeling support, really. The current way it does it is actually a workaround and only works for editing vertices because each vertex only has one representation, whereas the others can have multiple of the same value on different vertices, which means they would be overwritten in the value array unless it was regenerated and each facepoint in every linked object were updated with the new indices for each value.
If that was done, we could be editing normals, colors and UVs in the editor as well. We could probably even make models from scratch with a bit more work. Basically, if I kept programming BrawlBox, it would've turned into a pretty decent model editor :T
So BJ, does that mean someone else will take over? I still have renders I can see through. D:
(http://i178.photobucket.com/albums/w271/T_C_Rhade/ScreenCapture0_zpsbuonho0o.png)
The black parts in the beard and eyelashes are semi-transparent. Instead of blending in the model, it's semi transparent in the picture.
Quote from: Tabuu Forte Akugun on June 22, 2015, 12:09:21 AM
So BJ, does that mean someone else will take over? I still have renders I can see through. D:
(http://i178.photobucket.com/albums/w271/T_C_Rhade/ScreenCapture0_zpsbuonho0o.png)
The black parts in the beard and eyelashes are semi-transparent. Instead of blending in the model, it's semi transparent in the picture.
The way i learned to fix that was to make a SCN0, or use an existing stage SCN0 data and let it run in the model viewer.. that seems to fix the issue for me, but only when an SCN0 is selected.
Here's what happens in detail.
(http://i.imgur.com/LlILsgS.jpg)
Beautiful background, eh? Sure is! But how about we edit it a little bit?
Let's pick a Vertice.
(http://i.imgur.com/RjlmxNh.jpg)
Nice, good choice. Now... let's move that single vertice up a noticeable amount...
I think this is enough?
(http://i.imgur.com/Wkt9Vtb.jpg)
Alright. Now let's save...
(http://i.imgur.com/Y6B6U72.jpg)
Well, after we saved, it still looks the same in Brawlbox.
(http://i.imgur.com/AXhKkch.jpg)
But, how does it show in-game? Let's see...
(http://i.imgur.com/UtY7Eyc.jpg)
Uh? Where is the polygon?!... Let's zoom out...
(http://i.imgur.com/zccZQXi.jpg)
Well [censored].
(http://i.imgur.com/U9HqRG7.jpg)
"Are you sure that's the polygon we're looking for?"
(http://i.imgur.com/xehcihZ.jpg)
THE ZOOM TELLS NO LIES
Quote from: Tabuu Forte Akugun on June 22, 2015, 12:09:21 AM
So BJ, does that mean someone else will take over?
Libertyernie and Sammi Husky HAVE taken over for a long while now...
there's actually an error when opening BRSTM's... throws this error, then refuses to open it. This is from the 64bit version that you put up.
(http://i.imgur.com/Hbxd8RJ.png)
I'm kinda having an issue with the model viewer. The model viewer will occasionally freeze (not crash-wise), and I have to end up closing the re-opening the model viewer.
(I'm just posting this for if someone were to pick up BrawlBox development.)
Quote from: DSX8 on June 22, 2015, 02:07:04 AM
The way i learned to fix that was to make a SCN0, or use an existing stage SCN0 data and let it run in the model viewer.. that seems to fix the issue for me, but only when an SCN0 is selected.
Didn't work. Thanks, though.
i'm still programming Brawlbox so no worries about me at least, i just have to take care of some life things at the moment. Sorry, just the way life likes to throw curves :I I'll be back in the groove again soon hopefully though.
Okay. This is what happened so far.
(https://s5.postimg.cc/s0z092f6f/Untitled_224-1.png)
I turned off the shaders and it came out like this.
(https://s5.postimg.cc/u838wzkgn/Untitled_225.png)
Can anyone explain to me what is going on with the shaders?
It's your shaders/materials. BrawlBox v0.76 renders shaders/materials just as they were in-game. You're going to need to alter your shaders until you get your desired result.
Quote from: Sammi Husky on June 24, 2015, 08:58:18 AM
i'm still programming Brawlbox so no worries about me at least, i just have to take care of some life things at the moment. Sorry, just the way life likes to throw curves :I I'll be back in the groove again soon hopefully though.
Good. :3 I'll be happy to see you back.
Quote from: Sammi Husky on June 24, 2015, 08:58:18 AM
i'm still programming Brawlbox so no worries about me at least, i just have to take care of some life things at the moment. Sorry, just the way life likes to throw curves :I I'll be back in the groove again soon hopefully though.
cant wait to see anything new from ya!! Maybe u can help me with the keyframe data in these .omo files when ur back~
also.. which version of BB is more stable when saving the common3 pac file? cause anything 0.73b and higher makes the game crash/freeze right at start up. All i did was replace the model of the EffCommonFlyingPlate with a new model (note: it uses the original brawl bones with it). Made it have a smaller filesize also compared to its regular size.
There seems to be an issue with the most recent v0.76. Whenever you import an image and it encodes as CI8, it crashes. This issue isn't there in previous hotfixes of v0.76.
Quote from: KingJigglypuff on June 26, 2015, 03:26:42 PM
There seems to be an issue with the most recent v0.76. Whenever you import an image and it encodes as CI8, it crashes. This issue isn't there in previous hotfixes of v0.76.
i've had that too, so i went back to the previous version just to avoid that error
I just started using .76 and am "working" with blender, after importing a model file into Blender, modifying the vertices, exporting out of blender back into brawl box and replacing the Mdl0 file, it spits it back saying "cannot continue importing this model. There was a problem creating a default material and shader--- exception system.ArgumentOutOfRangeException: index was out of range, must be non-negative and less than the size of the collection."
Then I tried just modifying the object 0 mesh on blender, but when I import it, the model is exploded.
Ive tried looking around on other posts, but it seems like blender doesn't want to play nice with BrawlBox, and there is no sure fire way to get it to work- and I'm new at editing outside of brawl box, premiere and gimp.
The most recent post of mine in my "Project Wolf Link" topic briefly describes how to import into Brawl with Blender with no troubles(At least not yet) and it is sure-fire.
I need help; I'm doing an import request for Toon Link's eyes, and in-game there are some glitches:
http://forums.kc-mm.com/index.php?topic=74587 (http://forums.kc-mm.com/index.php?topic=74587)
I used v .76, and the "Add New Object"
I have some suggestions for Brawlbox.
1. Import light.bin from Super Smash Bros. for Wii U into a .scn0.
2. Import .omo from Super Smash Bros. for Wii U into a .chr0.
No one's been able to figure out those files.
SmashU light.bin files isnt like SCN0 pal, its very different due to 2 files being used for stage lighting.
AreaLight and Light0
light - stage lighting color
areaLight - light position and lighting type (also has other data in there that i couldnt figure out)
as for omo files... only the header is figured out, keyframes arnt yet.. and the omo files might have multiple animation files stored within them.
If we're giving suggestions for those who intend on taking up BrawlBox, then one would be to preserve bone rotations upon import, as with some models (with their original skeletons), certain bones will rotate in an unwanted way upon importing.
Quote from: DSX8 on July 12, 2015, 11:03:18 PM
as for omo files... only the header is figured out, keyframes arnt yet.. and the omo files might have multiple animation files stored within them.
Working on it :)
Quote from: KingJigglypuff on July 12, 2015, 11:40:18 PM
If we're giving suggestions for those who intend on taking up BrawlBox, then one would be to preserve bone rotations upon import, as with some models (with their original skeletons), certain bones will rotate in an unwanted way upon importing.
I may look into this as well!
If you do look into it, Sammi, then I would suggest testing with a Smash Wii U model, as the majority of them have the issue. Look at their face and left arm bones.
I still need help with this, though, please :'( :
Quote from: windhunter7 on July 02, 2015, 03:53:53 PM
I need help; I'm doing an import request for Toon Link's eyes, and in-game there are some glitches:
http://forums.kc-mm.com/index.php?topic=74587 (http://forums.kc-mm.com/index.php?topic=74587)
I used v .76, and the "Add New Object"
This isn't a help thread.
I thought I've seen a lot of people post problems with BrawlBox here, though, and this is a BrawlBox-related problem. :-\
lol seems like u didnt even set the vasability bone to the FS object, nor added the original material and shader for that object to ur model.
altho idk y u want to use blender when u can sign up for a free student version of 3ds max...
I did set the visibility bones, and I copied the materials; I didn't copy the shaders, though, so I'll try that! Thanks! :)
And there are many reasons that I want to use Blender. The main one being that Blender is 100% free for non-students as well, and has no trial limit. Other reasons include the following, but there are other ones as well:
Sorry but you are not allowed to view spoiler contents.
Quote from: windhunter7 on July 13, 2015, 02:03:24 AM
I thought I've seen a lot of people post problems with BrawlBox here, though, and this is a BrawlBox-related problem. :-\
Any brawl modding problem could be brawlbox related. :srs:
People posting here with problems do so because a specific bug is causing it, not because they forget to link a shader or whatever.
Quote from: windhunter7 on July 13, 2015, 02:25:30 AMAnd there are many reasons that I want to use Blender. The main one being that Blender is 100% free for non-students as well, and has no trial limit. Other reasons include the following, but there are other ones as well:
Sorry but you are not allowed to view spoiler contents.
Make a proper tutorial and people might start listening to you. probablynotthough
I am gonna make a tutorial, right after I finish Wolf Link(Haven't started even extracting his model yet, though, cause I'm super-busy), and I even PM'ed Sharky how to do it, and he got it to work. Plus I've gotten it to work for 2 mediocre imports, and I'm working on modeling hair and some swords and will import that. And I was mainly referring to the bug of Toon Link's eyes being bright yellow and his back sword always being visible, even though I wasn't even importing anything to his head. Which I believe is caused by a BrawlBox bug, which is why I mentioned it. But the shaders being copied might fix the bug where the model disappears. :D But yes, I'm gonna make a tutorial on importing with Blender, and within a week from now or less, I'm gonna start importing Wolf Link and write the tutorial during the process.
Quote from: windhunter7 on July 13, 2015, 04:49:31 PM
I am gonna make a tutorial, right after I finish Wolf Link(Haven't started even extracting his model yet, though, cause I'm super-busy), and I even PM'ed Sharky how to do it, and he got it to work. Plus I've gotten it to work for 2 mediocre imports, and I'm working on modeling hair and some swords and will import that. And I was mainly referring to the bug of Toon Link's eyes being bright yellow and his back sword always being visible, even though I wasn't even importing anything to his head. Which I believe is caused by a BrawlBox bug, which is why I mentioned it. But the shaders being copied might fix the bug where the model disappears. :D But yes, I'm gonna make a tutorial on importing with Blender, and within a week from now or less, I'm gonna start importing Wolf Link and write the tutorial during the process.
Still isn't the thread for all that. Post all of that on one of your own threads, not in this one.
How possible would it be to implement a transparent BB background? i was thinking about it. i constantly go back and forth with reference pics/video when doing texturing or animation, it might be an interesting feature if possible, tho knowing a few programs that use something similar, it can be quite heavy as well. tho it would allow you to see anything behind brawlbox as you mess with the model viewer. you could even trace an animation so to speak like that (overlapping model and gif/video and making your changes to match)
anyway that was just an idea i got randomely. i noticed you can make a vertex patch in the newer brawlboxes. if i'm not mistaken thats similar to how the original method for vertex hacking was correct? say i had 2 samus models, one vetexed, the other not, can i morph the vertex edits to the default model?
I'd like to report a major bug happening when editing PAT0 mappings with the latest version of BrawlBox: When trying to edit mappings, the program messes up the whole PAT0 file... Previous versions of BrawlBox, namely v0.68c do not have this bug.
hmm... i've had no issue with PAT0 making, and i was making yesterday, no troubles with it at all.
When i viewed a model with v0.76b and i load a scn0, the objects that have transparent materials disappear.
Hello. I think we should get a native Linux port of Brawl Box.
I am getting the following error from Brawl Box when trying to open any Pac file. This error came up when I tried to open PM Fox:
System.NullReferenceException: Object reference not set to an instance of an object
at BrawlLib.SSBBTypes.ARCFileHeader.get Length () [0x00000] in <filename unknown>:0
at BrawlLib.SSBB.ResourceNodes.ARCNode.OnPopulate () [0x00000] in <filename unknown>:0
at BrawlLib.SSBB.ResourceNodes.ResourceNode.get Children () [0x00000] in <filename unknown>:0
at BrawlBox.BaseWrapper.OnExpand () [0x00000] in <filename unknown>:0
at BrawlBox.ResourceTree.OnBeforeExpand (System.Windows.Forms.TreeViewCancelEventArgs e) [0x00000] in <filename unknown>:0
at System.Windows.Forms.TreeNode Expand (Boolean byInternal) [0x00000] in <filename unknown>:0
at System.Windows.Forms.TreeNode.Expand () [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) System.Windows.Forms.TreeNode.Expand ()
at BrawlBox.MainForm.Reset () [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) BrawlBox.MainForm.Reset ()
at BrawlBox.Program.Open (System.String path) [0x00000] in <filename unknown>:0
Does BrawlBox even read files in an EXT4 file system? It seems to not load the file since it can't read it's name hence the <filename unknown>:0 on almost every line.
Any chance of a tutorial on the weight editor tool?
Quote from: Ricky D. (Br3) on August 14, 2015, 05:19:29 AM
Any chance of a tutorial on the weight editor tool?
Alright, I can write up a small one to help you out. It's similar to 3ds Max's rigging tool, just with a few less features :P
1. Open up a model in the viewer and enable vertices by pressing V.
2. For bones, there are three main approaches to selecting them, depending on your preference. You'll be selecting bones to change weights for vertices.
- You can enable selecting them on the model itself by pressing B.
- You can make the bones render smaller so they're less in the way by going to Options->Settings->General and checking "Scale bones with camera" and "Display bones as points".
- You can disable rendering them on the model altogether and use the bone list on the right panel instead (make sure the dropdown on the top of the right panel says "Bones"). You can show all the bones in the order they appear in the model by checking flat at the top, or show them in their hierarchy by unchecking flat. You can also search for bones with the textbox, and check "Contains" to return any bones with the search query in their name. Otherwise it will return bones that start with the search query.
3. This is an optional step but I highly recommend it. You can disable showing the transform tool used to translate, rotate and scale vertices and bones by changing the dropdown on the top right of the control to "None". It's not needed for weight editing and you don't want to accidentally change a bone or vertex's position while changing weights.
4. Apply an animation to the model or else you won't be able to see any weight changes you make. You can create an animation just for rigging or you can use an animation used in the game to really see how the model looks overall while animated.
5. Open the weight editor by pressing 9 or clicking on Tools->Weight Editor.
6. Click on a vertex or select multiple by either clicking and dragging or holding ctrl and clicking on multiple.
It's possible to accidentally select vertices that are hidden, on the other side of the model, or in the exact same position as the one you're trying to select, so double check (I probably should've added text that says how many vertices are selected but oh well). Selected vertices will be orange, as long as you can see them.
7. All bones that influence the vertex or vertices you selected will show up in the weight editor. Now select a bone, either from the list in the weight editor, from the list on the right panel, or one rendered on the model (if you have them visible).
Vertices around the bone you selected will light up in colors ranging between red and blue. Blue means the bone you selected has a small influence on that vertex (the vertex moves with the bone only a little bit), red means the bone has either a high influence or completely influences that vertex (the vertex will just move with the bone).
NOTE that if you select multiple vertices, the list of bone weights in the editor will show the average influence of the bone on all of the selected vertices, not just one of them.
8. Next comes changing the influence of the bone you selected. This is done with the buttons to the right of the list in the weight editor. You will be able to see any changes you make immediately update any vertices you have selected.
Each bone can have anywhere between a 0% influence on a vertex to 100%, and the all weights in the list must add up to 100%. If you try to change something that would result in breaking those rules, the change either won't be made or your inputted value will be clamped between 0 and 100 before being set, so keep that in mind.
- "Set" will change the selected bone's influence on the selected vertices to the value in the box next to it. This is best used if you want to rig an entire set of vertices to one bone at the same time.
- "+" or "-" will add or subtract the value in the box next to them to/from the influence of the selected bone. This is best for quickly nudging vertices over larger distances at a time.
- "x" or "/" will multiply or divide the influence of the selected bone by the value in the box next to them. This is best for nudging vertices over smaller distances at a time.
- "Lock" will make the selected bone's influence never change while you edit. Other bone weights will be changed to make sure all weights add up to 100%, but if the bone is locked then it won't. However, if all bones in the weight list except the one you're editing are locked, you won't be able to make any changes.
- "Remove" is the same thing as setting the weight value to 0, which will remove the influence of that bone completely.
9. Lastly, if you select a bone that's not in the weight list, your only options are to set a weight or add to the weight ("Set" and "+"). That will add the selected bone to the list of weights that influence the selected vertices.
Woah, BrawlBox can edit weights now? Which versions can do that? Because I'd want to utilize that to be able to fix non-perfect imports without having to re-rig them(since I import with Blender, my method involves having to rig the model from scratch or it will explode)
;D
videos on the rigging stuff please <3.<3
Okay, I have a question. Most likely I misunderstood what the weight editor could be used for, however, before you ask yes I read the tutorials thoroughly. So, Peach's sleeve is weighted to about five bones on this model when it needs to be weighted 100% to Rshoulderjb.
Sorry but you are not allowed to view spoiler contents.
I selected the vertices then Rshoulderjb. I figured that "Set" would work since I was trying to rig an entire group of vertices to a single bone (I didn't know what number to put in the field so I tried several). However, I can't get any results... It doesn't mater what settings I change or buttons I press nothing happens. I'm probably doing something dumb and I know this isn't a help thread, but no one else really knows how to use this at the moment. Any help would be appreciated. Thanks!
Yeah, apparently due to a dumb compiler mistake, the weight editor worked when I tested it in debug but not when I switched the compiler to release and uploaded it. >_>
Hotfix 2 incoming. <_<
Hello.
I'm having problems with importing / setting shine materials on this new BrawlBox. It seems to mess up shine shaders, no matter what I do, they mess up.
I'm not sure if this is a glitch, but when using the weight editor, vertices would sometimes translate to a different space. The Transform tool was set to None.
can u do weight edits while the character is in an animated key frame, as in the fitmotion file loaded?
sorry if this has been adressed
Have the settings used for importing/exporting changed in recent updates?
I get an "ArgumentOutOfRangeException" whenever I try to import a model now (occurs when remapping materials). This never happened before and my import/export settings on 3DSMax that worked fine with v0.71 and earlier haven't changed. Usually it's because I forgot to cut/copy the skin or took it off the wrong model but I'm 100% positive that that's not the case.
Some edits last week were giving me the same issue and I thought I must have messed up during the editing process somehow but after it happening again tonight I'm sure it's not a coincidence.
EDIT: Going back to v0.71 is not giving me any problems importing the exact same file v0.76 was complaining
about.
EDIT2: Looks like this is already a reported issue so hopefully it gets fixed soon!
Um, when i try to look at any model my brawlbox v0.76 on my mac , it gives me an error and then i can't view the model. i don't have a github account but can you find a fix for that? i saw someone else had the same problem.
Quote from: Jmanthehacker on August 30, 2015, 06:44:42 PM
Um, when i try to look at any model my brawlbox v0.76 on my mac , it gives me an error and then i can't view the model. i don't have a github account but can you find a fix for that? i saw someone else had the same problem.
This is what I hate about video game hacking... Lack of Linux support.
Quick question. Will the be a UV Editor for Brawlbox yet? I want to be able to edit UV's in Brawlbox.
Go make one for it then. :v
I've sent a report not so long ago when Brawlbox sent me an error message. I said that BB crashed but actually it just continued working fine after pressing on send so it didn't exactly crash.
I also forgot to say that I was already using the old file in another place at the same time I tried to replace it.
I want to take back my report about corrupting shaders.
Turns out I forgot to add color nodes and set the Default ones to true.
If I recall correctly wasn't there a version of Brawlbox that showed the programming of attack animations when you play the animation and what part of the programming it was on during what frame? Which version was that and why was it taken out? I hope my questions make sense.
The last version of BrawlBox to support moveset editing was v0.68b.
The reasoning for its removal was because it was unstable and BJ was going to develop a separate program for moveset editing (Ikarus), but later canceled it, due to complications.
It seems like compiling on mono is broken on 902c63ed763a6c9ec2b60a464201e21b40bf966b because of type-related errors in the resx (System.Drawing.Font, System.Drawing), so I'll try to fix that.
Does anyone have trouble editing scn0 in the latest brawlbox where you point the lighting where you want it but in game it points into a different direction?
I keep receiving this error:
(http://i.imgur.com/kNclQz8.jpg)
Then, i can't select any bones, polygons or textures and i receive this error one more time when trying to close the window. It doesn't happens with all models, but this happens with models that matter. This never happened before Hotfix 2. How to fix this? Simply re-importing it as .dae does nothing.
Could you make it happen again, but make that error window wider so we can see the line numbers for the stack trace? Or you could just copy and paste the contents of that box into a post here.
It doesn't show the line numbers when you run the program without the IDE attached. Here's the same issue reported a bunch already:
https://github.com/BrawlBox/BrawlBoxIssues/issues/16
https://github.com/BrawlBox/BrawlBoxIssues/issues/18
https://github.com/BrawlBox/BrawlBoxIssues/issues/39
https://github.com/BrawlBox/BrawlBoxIssues/issues/40
Will there be a new version of Brawlbox?
don't ask BJ, ask Liberty or Sammy.
Quote from: E-scope12 on November 08, 2015, 02:37:50 AM
Will there be a new version of Brawlbox?
No.
At least not by BlackJax.
Geez. The nerve of some people. :P
Off-topic: Man, Puff, that "myth busted" gif that sometimes appears in your sig makes me think of a walrus with one tusk. :P
He left BrawlBox development.
It's now in the (busy) hands of Sammi and Libertyernie.
He left BB dev again? He just re-started only a few months ago...
Quote from: Ricky D. (Br3) on November 10, 2015, 03:57:28 AM
He left BrawlBox development.
It's now in the (busy) hands of Sammi and Libertyernie.
I see. I didn't know that.
Hey, I started a thread (http://smashboards.com/threads/wanting-to-make-a-pm-build-creator-website-looking-for-information-help-etc.424623/) on Smashboards about wanting to create a website that allows users to easily customize and create their own builds. Placing files and hex-editing is totally possible, but the only roadblock I've really had is automating SSS and CSS image replacements, since BrawlBox and its related tools utilize a GUI.
Is there any chance there could ever be a way to interact with BrawlBox from the command-line with batch files and what not? I don't think it would help just me, but instead a lot of people that are working with mods and testing quickly.
I'd love to be able to just specify images I need to replace within the game files and do it all through command-line with arguments, and it would bring my dream website for the community closer to reality.
so is this being developed right now?
I ran into a weird bug and I don't have a GitHub account
Quote from: waut3r on November 29, 2015, 04:20:27 AM
Hey, I started a thread (http://smashboards.com/threads/wanting-to-make-a-pm-build-creator-website-looking-for-information-help-etc.424623/) on Smashboards about wanting to create a website that allows users to easily customize and create their own builds. Placing files and hex-editing is totally possible, but the only roadblock I've really had is automating SSS and CSS image replacements, since BrawlBox and its related tools utilize a GUI.
Is there any chance there could ever be a way to interact with BrawlBox from the command-line with batch files and what not? I don't think it would help just me, but instead a lot of people that are working with mods and testing quickly.
I'd love to be able to just specify images I need to replace within the game files and do it all through command-line with arguments, and it would bring my dream website for the community closer to reality.
The main reason I haven't made a command-line interface to BrawlLib is that the amount of stuff you can do with it is just so large. I'm curious as to what operations you would need to perform (replace SSS icon / name / etc?)
If your website is written in ASP.NET you might be able to use BrawlLib itself, although I've never tried that (there might be some MessageBox.Show calls lying around and IDK what would happen in a web environment).
Cleared some OFF-Topic posts. Carry on.
I wanted to ask. lately i've been using BB's code editor. Does it have a limit to what it can remember? for instance i can remember all codes in PM and open the GCT, and it still shows unknown codes even when its documented. and saving that file as a GCT seems to break some codes. its been strange. this happen to anyone else?
*ps. i also believe BB should read those codes from an external file somewhere that you can edit in a txt manager. it would be a lot easier.
@libertyernie is it possable you can make brawlbox able to save fitcharater.pacs without skrewing up their data?
no offence
Its great for models and stages from what i hear but I would like to be able to import animations and movesets
Quote from: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on October 14, 2015, 10:02:02 AM
I keep receiving this error:
(http://i.imgur.com/kNclQz8.jpg)
Then, i can't select any bones, polygons or textures and i receive this error one more time when trying to close the window. It doesn't happens with all models, but this happens with models that matter. This never happened before Hotfix 2. How to fix this? Simply re-importing it as .dae does nothing.
so we ever gonna get a fix for this? because I've been getting this too, but this doesn't happen in any of the older Brawlbox versions. (been using 0.71 for a while now because of this.)
If something is character related, I probably won't be able to fix it. But I might look into how the GCT part remembers codes and see if it can be made to work better.
Quote from: ZX_BraveSol_ZX on December 16, 2015, 08:51:44 PM
so we ever gonna get a fix for this? because I've been getting this too, but this doesn't happen in any of the older Brawlbox versions. (been using 0.71 for a while now because of this.)
I need a model that causes the error so that I can hotfix it.
Quote from: Sirkura on December 12, 2015, 12:01:00 AM
I wanted to ask. lately i've been using BB's code editor. Does it have a limit to what it can remember? for instance i can remember all codes in PM and open the GCT, and it still shows unknown codes even when its documented. and saving that file as a GCT seems to break some codes. its been strange. this happen to anyone else?
*ps. i also believe BB should read those codes from an external file somewhere that you can edit in a txt manager. it would be a lot easier.
How about "Options" > "Load codes to remember from file"? Seems to work for me.
I'm quite curious on what the SCLA is in each stage PAC file for. My guess is partially model spawning of some sorts.
As for the Camera Parameters (STPM), I'm trying to figure out what the unknown values are for. I kind of know some of them already. (These are not 100% confirmed)
Values 18 & 19: Act as some sort of multiplier for the camera's translation speed for X and Y respectively.
Values 20, 21, 22, & 23: It can't be all 4 of them, but (it has been about 2 years since I last checked them) 2 of the 4 has to be related with CamLimit0N and CamLimit0E as if it's a multiplier; possibly a translation restriction.
Hi, I have a quick question. Is there a help thread for this program? I need a tutorial and help on editing textures and models in this, but am having trouble finding one. ( if needed, I am trying to do the Seprioth PSA that is ranked the second highest marth hack)
Quote from: zoroarkrules25 on January 08, 2016, 06:28:17 AM
Hi, I have a quick question. Is there a help thread for this program? I need a tutorial and help on editing textures and models in this, but am having trouble finding one. ( if needed, I am trying to do the Seprioth PSA that is ranked the second highest marth hack)
For the psa its self you don't really need brawl box. however if you have images you want to add to the CSS (Character Select Screen) its pretty simple to do.
first you need a CSS to start with, most big mods come with their own, or you can easily find one on BV. the CSS file is called the "sc_selchar.pac" this can be in 2 different locations depending on the mod.
SD/Private/wii/app/rsbe/pf/menu2/sc_selchar.pac
or
SD/Private/wii/app/rsbe/pf/common/common5.pac
Your mod should only use one of those or the game will crash, (never use both at once)
start brawlbox and open up the sc_selchar/common5 (common5 will have the sc_selchar in it along with 2 other files, but it will be the same process in both) then it depends on what image you want to replace.
for icon and names you want to go to MiscData[70]
for CSPs you go to char_bust_tex_lz77
then you simply look for marth's files and replace them with the images you want. i recomend CSP's be imported as CMPR.
Make sure the images are the same size as the originals. or you could risk a broken image and crash the game, or it may go over the file size limits.
if you still need more help on it, there are several tutorials around in the tutorial and help sections, i recommend looking there.
It's best to just use the sc_selcharacter.pac and ditch the common5.pac, as they basically the same file, except the common5.pac includes the animation files for Charizard and I believe Squirtle. Heck, you should use the common5.pac Project M used, as it nulls the file itself to allow Charizard's and Squirtle's animation files to be read directly from their character folders. It will also decrease the loading time.
While I'm on this subject, also use the common.pac and common4 .pac files from Project M as well, as those will also allow the animation files of Ivysaur, Samus, Zero Suit Samus, Zelda, Sheik, Bowser, and Giga Bowser to be directly read from their character folders, alongside further decreasing load time.
Quote from: KingJigglypuff on January 10, 2016, 03:08:07 PM
It's best to just use the sc_selcharacter.pac and ditch the common5.pac, as they basically the same file, except the common5.pac includes the animation files for Charizard and I believe Squirtle. Heck, you should use the common5.pac Project M used, as it nulls the file itself to allow Charizard's and Squirtle's animation files to be read directly from their character folders. It will also decrease the loading time.
While I'm on this subject, also use the common.pac and common4 .pac files from Project M as well, as those will also allow the animation files of Ivysaur, Samus, Zero Suit Samus, Zelda, Sheik, Bowser, and Giga Bowser to be directly read from their character folders, alongside further decreasing load time.
I never thought about loading times, i'll have to try that out :o i know by default the FPC reads menu2 and other external files first, the common1, 4, and 5 are really only needed for riivo or direct USB replacement, otherwise the game skips over them when loading files in live time. tho i think another benifit to using sc_selchar or external files is the ability to hotswap while you test.
extrernally you can swap files, exit out of the screen and re-enter it to show updated changes. common5 i believe does not, since it loads once at start up. Personally i agree with KJP, its a lot more convienient to skip the common files.
An annoying glitch in BrawlBox v0.76b's Collision Editor:
Unchecking an individual poly checkbox does not make it disappear in the preview. It should disappear when unchecked.
What is the optimal Collada version to be using when importing on 0.76b? I'm using Maya 2015 to export my models and they're breaking when I import into BrawlBox and I'm assuming it's just the wrong version of Collada.
(Mine's using 1.4.1)
1.4.1 and 1.5 versions of collada works fine for BB... i just think maya's collada isnt compatible with BB
I've used it before without any trouble, this is just a recent problem. I used to import custom track models for Mario Kart Wii with this method. Perhaps I'll have to go get COLLADAMaya and see if that works.
To be fair the BB is to buggy for now!
Can you add the ability to rig bones to polygons if it's possible, cuz 3ds max crashes my computer and i don't know how to use it.
Quote from: Lucoshi on February 19, 2016, 10:01:51 PM
To be fair the BB is to buggy for now!
How would you of all people know, anyway BB clearly takes time to develop and the developers do this for free, so we're lucky.
Quote from: kalebsanders007 on February 28, 2016, 12:47:22 AM
Can you add the ability to rig bones to polygons if it's possible, cuz 3ds max crashes my computer and i don't know how to use it.
Try blender, I'm sure it works. There should be plenty tutorials on the "Import Tutorials" section.
Quote from: TheRealDylanator on February 28, 2016, 11:03:35 AM
Try blender, I'm sure it works. There should be plenty tutorials on the "Import Tutorials" section.
I have proof that it works; just look at my Vault. ;)
In fact, I have a WIP Blender importing tutorial in that board.
I need help. I'm doing a model import request, importing two types of shoes, but because of a bug with it, I had to re-UV the whole thing, and didn't want to re-UV the whole other shoe type as well, so I vertexed it in Blender, then imported both into BrawlBox, and vertexed them to the right spots, which took a really, really, long time; so I'm using Mewtwo2000's UV editing program, but I don't know what the numbers represent. What I'm talking about are the numbers if you go to "UVs" under the MDL0, select a UV, and then expand "Points". Could somebody help, please? :'(
I have an idea for Brawlbox. I was thinking that for the scn0 editing in model viewer that we should add a attatch button by selecting a bone then attaching it and then playing the animation to create a lighting moving animation in the model viewer to attach a stage light to a bone. Another idea that I have is that we should import model.nud files from Smash Wii U into Brawlbox with the GLSL Shaders if it is possible.
I'm using WineBottler to run BrawlBox and I can't use the advanced model editor. Is there a fix? (I bundled it into an app with dotnet 4.5)
I have been having problems with Brawlbox v0.63b. I know this is not the most recent version, but it is the last version to project visual hitboxes since Blackjax "Ikarus" never got off the ground. I recently got into character modding, and I've downloaded some custom character mods to replace other characters in the game. I took up modding to try and balance custom characters to be less over powered. When I try to save, the program crashes. Is there any way to fix this or a different program? I have been using Smash Attacks to alter the characters, but its impossible to know what that data looks like in-game without visual aid.
Sometimes characters that were edited strictly with PSA will not be able to be opened, saved, or both with BB v0.68b.
Not sure if it's just me or not, but sometimes, animations in latest version look different from how they are in older versions (0.73 and below) and in the game. This can range from some minor clipping to limbs going ape[censored] instead of properly going from one pose to another. This is very annoying because there are several features and fixes in latest version that are not present in older versions, but i can't just safely make animations without having to fix something.
I'm not sure if this is a bug, but every single time I ever use the weight tool in BrawlBox .76b and save, if I re-open the file, it'll vertex the points that I re-weighted to some random spot, and this drives me nuts, especially since it only does it after saving. Does anyone know of a fix?
Its been a while since we had a new version of Brawlbox. I already came up with some ideas.
Post Merge: May 01, 2016, 11:59:51 PM
Its been a while since we had a new version of Brawlbox. I already came up with some ideas.
Major error: Brawlbox v0.76b crashes when attempting to replace common3.pac's sora_menu_sel_char.rel
I filed an automated error report for this too.
I'd like to see this fixed!
Solved in v0.77
Hey guys.
So I wanted to do something with the Halberd stage and Meta Knight. I opened the Halberd stage in the advanced model editor (or whatever it's called). Then I opened Meta Knight under the files tab on the right section. At first, I didn't see him. I looked inside the Halberd, however, and I could see Meta Knight. I want to know, is there a way to move Meta Knight, so that he is above the Halberd? Like, translating all of Meta Knight instead of just one bone? Or is there a way to select all of the bones?
You could probably translate whichever bone is Meta Knight's root bone; i.e. For regular fighters, it's the TransN or TopN, but in this case, probably a hip bone or something.
Quote from: windhunter7 on May 06, 2016, 05:12:13 PM
You could probably translate whichever bone is Meta Knight's root bone; i.e. For regular fighters, it's the TransN or TopN, but in this case, probably a hip bone or something.
Thanks, man! This really helped me, so now I can make accurate size measurements. :D
Oh yeah, and the bone for MK is also TopN.
Quote from: R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞ on April 30, 2016, 11:18:40 AM
Not sure if it's just me or not, but sometimes, animations in latest version look different from how they are in older versions (0.73 and below) and in the game. This can range from some minor clipping to limbs going ape[censored] instead of properly going from one pose to another. This is very annoying because there are several features and fixes in latest version that are not present in older versions, but i can't just safely make animations without having to fix something.
I've been at that problem for a while now as well. I hope that this gets fixed in a future update. It's best to use 0.67 for animations.
Brawlbox just auto-updated to v0.77 for me, however I now get an error message "Unable to find Octokit.dll" upon opening a file type that has been associated with Brawlbox. If I execute Brawlbox directly then this error does not occur (Octokit.dll is in the same directory as Brawlbox v0.77). Has anyone found a fix for this issue? I'm always glad to see a new Brawlbox update though!
Go ahead and delete it and redownload off the vault, I updated the download exe but it's not a full hotfix release since I caught it so soon.
Quote from: BlackJax96 on June 10, 2016, 06:34:27 AM
Go ahead and delete it and redownload off the vault, I updated the download exe but it's not a full hotfix release since I caught it so soon.
The vault download did not have any problems. Thanks for your support! Also, if I find further issues with Brawlbox would you prefer them to be reported on this thread or on GitHub?
I'd say github is probably ideal, it makes issues easier to keep track of. Though I do keep an eye on this thread too.
I'll keep that in mind!
so, sound effect modding is one of the fields on Brawl Modding i've been most interested in, and i saw that BrawlBox 0.77 has added support for further BRSAR modifications (adding and removing groups, sounds, folders, etc.), and i actually got hyped even though i'm not sure what that could be used for, while it obviously sounds useful.
then, could someone tell what tricks we can now pull off with said new feature? i'm legit curious about this
as a side note, is there a thread in which there's discussion for development on your Brawl Managers? because the newest version of Costume Manager still uses the PM 3.5 alignments for cosmetics and costumes and it gets confusing at times, nevertheless the Stage and Song Managers are on point
thanks in advance
Quote from: UmbraVivens on June 10, 2016, 03:43:15 PM
as a side note, is there a thread in which there's discussion for development on your Brawl Managers? because the newest version of Costume Manager still uses the PM 3.5 alignments for cosmetics and costumes and it gets confusing at times, nevertheless the Stage and Song Managers are on point
thanks in advance
It's this one: http://forums.kc-mm.com/index.php?topic=27607.0 (http://forums.kc-mm.com/index.php?topic=27607.0)
The new features in this update are exciting! Though I have a few questions about adding sounds. Is it possible to use it to add sounds for Project M and/or Brawl EX? There are a lot of characters in my build who are silent when fighting, so would a tutorial be released on adding new sfx?
Hmmm... I'm using BrawlEx (via File Patch Code 3.5.1), and smashbros_sound.brsar claims I've correctly added a new external entry pointing to strm/Z12.brstm (with Z12 pointing to it), but yet when I test it out, Bowser's victory theme is unchanged.
What am I doing wrong?
Will looped WAV files convert to the correct loop point if it's not a multiple of 14336?
Quote from: Segtendo on June 16, 2016, 05:39:29 AM
Will looped WAV files convert to the correct loop point if it's not a multiple of 14336?
Yes. That was fixed a while ago.
Okay, I found out it's a FPC issue, and I've dropped my edited smashbros_sound.brsar into a copy of the ISO, and then compressed that ISO back to WBFS, just to test and see if my edit worked (before upgradng to FPC4.1), but now something different happens.
When Bowser wins, there seems to be no sound at all, skipping straight to the post-fanfare track.
I have Z12.brstm (Smash 4's Bowser (Jr.) victory fanfare) sitting in sound/strm, so I don't know what's going on now.
Edit: I'm going to try rebuilding the ISO with a dummy Z12.brstm (a copy of 000.brstm renamed) added in and see if it's because the file wasn't originally on the disc.
If this is what causes it to work, then I'll know it's a case of the game not playing nice with FPC if the file's not ont he disc originally.
Quote from: BlackJax96 on June 16, 2016, 06:10:17 AM
Yes. That was fixed a while ago.
Good to know.
Thanks fam.
SUCCESS!
Turns out it was the game not finding the file on the disc originally. As soon as I tried with a rebuild of the image where I placed a 'dummy' Z12.brstm (a renamed copy of 000.brstm) into sound/strm, FPC 3.5.1 dutifully loaded the 'real' Z12.brstm from SD card.
Any chance the upcoming version could be compatible with 32 bits win 7?
If only it was possible to select multiple vertices one-by-one with the SHIFT button. (Unless that was implemented, of course.)
Quote from: Gamidame_K on June 17, 2016, 05:46:58 PM
Any chance the upcoming version could be compatible with 32 bits win 7?
it's not?
Quote from: TheTriforceLink on June 17, 2016, 06:56:33 PM
If only it was possible to select multiple vertices one-by-one with the SHIFT button. (Unless that was implemented, of course.)
Hold CTRL to select one-by-one.
Hmm, maybe the problem is my pc then, because I can't run bb up to 0.73
Is there a way to fix the weighting glitch? Because there's a glitch where whenever I change the weight of ANY vertex, even though it works fine, if I save the file, then when I re-open the file, the vertices will be translated to weird places. I mean, there is a workaround where translating the vertices that are changed in weight will stop this from happening, but it's rather annoying to have to do this every single time. So is there a way to fix this?
Also, is there any way to select a vertex and set the weight to a bone that it(Or another vertex you have selected) isn't weighted to? For example(This is just an imaginary example), if I had a tail model rigged to BustN and I wanted those vertices rigged to the TailN bone, would there be a way to do that in BrawlBox without selecting anything already rigged to the TailN bone? And if not, could this also be implemented?
Quote from: windhunter7 on June 21, 2016, 12:17:40 AM
Is there a way to fix the weighting glitch? Because there's a glitch where whenever I change the weight of ANY vertex, even though it works fine, if I save the file, then when I re-open the file, the vertices will be translated to weird places. I mean, there is a workaround where translating the vertices that are changed in weight will stop this from happening, but it's rather annoying to have to do this every single time. So is there a way to fix this?
Also, is there any way to select a vertex and set the weight to a bone that it(Or another vertex you have selected) isn't weighted to? For example(This is just an imaginary example), if I had a tail model rigged to BustN and I wanted those vertices rigged to the TailN bone, would there be a way to do that in BrawlBox without selecting anything already rigged to the TailN bone? And if not, could this also be implemented?
^Pretty much this.
Quote from: windhunter7 on June 21, 2016, 12:17:40 AM
Is there a way to fix the weighting glitch? Because there's a glitch where whenever I change the weight of ANY vertex, even though it works fine, if I save the file, then when I re-open the file, the vertices will be translated to weird places. I mean, there is a workaround where translating the vertices that are changed in weight will stop this from happening, but it's rather annoying to have to do this every single time. So is there a way to fix this?
Post before and after pictures, I can't seem to reproduce this problem.
Quote from: windhunter7 on June 21, 2016, 12:17:40 AMAlso, is there any way to select a vertex and set the weight to a bone that it(Or another vertex you have selected) isn't weighted to? For example(This is just an imaginary example), if I had a tail model rigged to BustN and I wanted those vertices rigged to the TailN bone, would there be a way to do that in BrawlBox without selecting anything already rigged to the TailN bone? And if not, could this also be implemented?
Just choose the vertex, choose the bone in the list/tree on the right, and then click + or set weight in the weight editor. Make sure the textbox next to either button isn't 0 as well.
@windhunter7 Did you check "Update Mesh"?
Quote from: BlackJax96 on June 21, 2016, 05:39:03 AM
Post before and after pictures, I can't seem to reproduce this problem.
Just choose the vertex, choose the bone in the list/tree on the right, and then click + or set weight in the weight editor. Make sure the textbox next to either button isn't 0 as well.
You can reproduce it if you select vertices of both a single-binded object and a non-single-binded object and weight those vertices 100% to one bone; otherwise, you can't really reproduce the error. I know, because I have to do this with Blender importing, since I can't yet import rigging, unless it's single-binded. And vertexing the vertices before saving has made it not translate the vertices like that every time so far, for me, at least.
Thanks for the info, btw, but is there a way to do it by selecting the vertices, the bone, and then typing the percent weight into the box to the left of "Set"? Because that's the way I normally do it.
Quote from: ZuesLonk on June 21, 2016, 12:08:43 PM
@windhunter7 Did you check "Update Mesh"?
I don't even know what or where that button is? I cannot find it anywhere in the preview.
Oh, I meant "Update Mesh Bind Pose" at the bottom panel, (when the model is in its bind pose and no animations are selected).
Is there a way to define what settings the model will have for materials and shaders as a default? I'm importing characters into Mario Kart Wii and everytime I make a change to the model in 3ds Max I have to set them again and after a while it get's quite tedious, especially if making a lot of iterative changes.
If you set the materials and shaders in 3DS Max, I'm pretty sure that should set the default.
Quote from: slawter on June 23, 2016, 11:46:31 PM
Is there a way to define what settings the model will have for materials and shaders as a default? I'm importing characters into Mario Kart Wii and everytime I make a change to the model in 3ds Max I have to set them again and after a while it get's quite tedious, especially if making a lot of iterative changes.
Right click the model you've already imported and choose "Reimport Meshes". This will update the meshes of all the objects with the same name and add new meshes without resetting anything else.
Quote from: windhunter7 on June 22, 2016, 07:09:51 PM
You can reproduce it if you select vertices of both a single-binded object and a non-single-binded object and weight those vertices 100% to one bone; otherwise, you can't really reproduce the error. I know, because I have to do this with Blender importing, since I can't yet import rigging, unless it's single-binded. And vertexing the vertices before saving has made it not translate the vertices like that every time so far, for me, at least.
That did it. I'll go ahead and mark it as an issue on github, thanks.
Quote from: windhunter7 on June 22, 2016, 07:09:51 PM
Thanks for the info, btw, but is there a way to do it by selecting the vertices, the bone, and then typing the percent weight into the box to the left of "Set"? Because that's the way I normally do it.
Unfortunately you have to select the bone from the list, it will deselect the vertices if you pick it in the viewer. This can be fixed though.
Quote from: windhunter7 on June 24, 2016, 12:15:13 AM
If you set the materials and shaders in 3DS Max, I'm pretty sure that should set the default.
No, nothing other than an object's assigned texture is imported.
Quote from: BlackJax96 on June 24, 2016, 12:25:15 AM
That did it. I'll go ahead and mark it as an issue on github, thanks.
Unfortunately you have to select the bone from the list, it will deselect the vertices if you pick it in the viewer. This can be fixed though.
Sure, I just hope it can be fixed, cause it's kind of annoying.
What I meant, btw, was not picking it from the list or not, though; I just meant can you type "100" in the box and have it work as if you typed 100 in the box after selecting a bone that it's already rigged to. Sorry if this sounds confusing.
For the current Mario Kart Wii character I am working on I've editted the boneset in 3ds Max 2015 as the proportions weren't right and as a result I've had to edit the animations so the character looks correct. The animations look fine in BrawlBox v0.77 but when testing in game, on the Wii, if for instance the character finishes his jump animation before he hits the floor when falling, it will go into a random, deformed pose for the remainder of the fall. Is this an issue with BrawlBox or am I missing something when editting animations?
2 more glitches that I keep forgetting to mention, because these particular glitches aren't as annoying:
(Only in later versions of BrawlBox) Rendering polygons in the Preview Window that don't have vertex colors will almost always have it be one solid color, usually black or green.
Deleting bones that don't have anything rigged to them can be deleted, but you can't delete more than about 2 or so bones at a time.
Another glitch to report: If any vertices are rigged to more than one bone(By that, I mean any one vertex is rigged to 2 or more bones), then attempting to vertex them or port them to another .pac/.pcs file of the same character via the "Import New Object" method, both of these will end up exploding the parts that are rigged to multiple bones; the only way to avoid this explosion when attempting either of these is if the vertices are rigged to only one bone. I think this might be one of the more important glitches.
Post Merge: July 31, 2016, 04:44:51 AM
P.S. It drives me nuts all the time, especially since it limits porting single objects(a hat, an arm, etc.) to some extent... -_-
Yo whatup! Idk what is going on, but my brawl box keeps asking me that its not finding an octopus every time I open a .pac.
This seems like a problem that would had been responded more than 18 times already, Im sorry.
Octokit.dll? Yea. I get that every time too.
Bloody phone auto corrected me to "Octopus".
But yeah, thats what I meant
I had that problem when I updated from a previous version of Brawlbox using Brawlbox's updater. I deleted it and used the brawl vault download. That solved the problem for me.
Quote from: windhunter7 on July 31, 2016, 04:43:56 AM
Another glitch to report: If any vertices are rigged to more than one bone(By that, I mean any one vertex is rigged to 2 or more bones), then attempting to vertex them or port them to another .pac/.pcs file of the same character via the "Import New Object" method, both of these will end up exploding the parts that are rigged to multiple bones; the only way to avoid this explosion when attempting either of these is if the vertices are rigged to only one bone. I think this might be one of the more important glitches.
Post Merge: July 31, 2016, 04:44:51 AM
P.S. It drives me nuts all the time, especially since it limits porting single objects(a hat, an arm, etc.) to some extent... -_-
I noticed this too. It's been fixed for the next update.
Quote from: Scout on July 31, 2016, 05:34:14 AM
Yo whatup! Idk what is going on, but my brawl box keeps asking me that its not finding an octopus every time I open a .pac.
This seems like a problem that would had been responded more than 18 times already, Im sorry.
Quote from: Segtendo on July 31, 2016, 05:37:39 AM
Octokit.dll? Yea. I get that every time too.
See here:
Quote from: Ebola16 on June 10, 2016, 05:48:49 AM
Brawlbox just auto-updated to v0.77 for me, however I now get an error message "Unable to find Octokit.dll" upon opening a file type that has been associated with Brawlbox. If I execute Brawlbox directly then this error does not occur (Octokit.dll is in the same directory as Brawlbox v0.77). Has anyone found a fix for this issue? I'm always glad to see a new Brawlbox update though!
Quote from: BlackJax96 on June 10, 2016, 06:34:27 AM
Go ahead and delete it and redownload off the vault, I updated the download exe but it's not a full hotfix release since I caught it so soon.
that darn octopus
Quote from: BlackJax96 on July 31, 2016, 06:59:46 PM
I noticed this too. It's been fixed for the next update.
Awesome, thanks! :D
Post Merge: July 31, 2016, 09:42:43 PM
Quote from: BlackJax96 on July 31, 2016, 06:59:46 PM
I noticed this too. It's been fixed for the next update.
Awesome, thanks! :D
hello, i'm popping in to report an error, it keeps happening when trying to import / add / replace stock icons, i got the error dump text:
en System.Drawing.Bitmap..ctor(Int32 width, Int32 height, Int32 stride, PixelFormat format, IntPtr scan0)
en System.Windows.Forms.TextureConverterDialog.LoadImagesPreservingPaletteInfo(String path)
en System.Windows.Forms.TextureConverterDialog.LoadImages(String path)
en System.Windows.Forms.TextureConverterDialog.OnShown(EventArgs e)
en System.Windows.Forms.Form.CallShownEvent()
en System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
en System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
en System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
en System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
en System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
en System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
en System.Windows.Forms.Control.InvokeMarshaledCallbacks()
older versions won't give me this problem (or at least BB 0.67b)
Having issues in v0.77 where exporting certain textures on character models causes the program to crash. Never had this problem with older versions.
Hi, new user to the site, and I'm having an issue when I download Brawlbox (version 0.77). When I attempt to download the files and am presented the "Run" option after it's downloaded, nothing else happens after it's allegedly done. Otherwise how am I supposed to access these? None of it appears in my new programs list.
**NOTE** Running OS Windows 10.
Question. please direct me if this has already been answered but how would one rimlight in .77? an in depth tutorial would be preferred, Thank you.
Quote from: j0ker1212 on September 24, 2016, 06:57:18 PM
Question. please direct me if this has already been answered but how would one rimlight in .77? an in depth tutorial would be preferred, Thank you.
https://smashboards.com/threads/scouts-smash-3-rimlight-tutorial.370374/
Some of the values will have different names in the newest version of Brawlbox. It's best to look at a model that is already rimlit while following that guide to see what names changed.
I updated to .77, and now suddenly it breaks whenever I try to open a wav file above a certain size.
The audio window opens up, but the length is 0:00 and if I try to convert it either crashes or just creates an empty BRSTM.
Anybody have any clues why this would be happening?
0.77 doesn't like new DAE imports I rigged for Smash Wii U. I was gonna use BB for animation.
Quote from: rederci939 on October 07, 2016, 10:47:32 PM
I updated to .77, and now suddenly it breaks whenever I try to open a wav file above a certain size.
The audio window opens up, but the length is 0:00 and if I try to convert it either crashes or just creates an empty BRSTM.
Anybody have any clues why this would be happening?
Have you tried Brawl Box V0.73b?
Quote from: rederci939 on October 07, 2016, 10:47:32 PM
I updated to .77, and now suddenly it breaks whenever I try to open a wav file above a certain size.
The audio window opens up, but the length is 0:00 and if I try to convert it either crashes or just creates an empty BRSTM.
Anybody have any clues why this would be happening?
Can you post or send me a wav file that's big enough to cause this error?
The animated stage lighting for Delfino Plaza plays differently in Brawlbox than in game.
I'm still new to compiling programs in Visual Studio and I would like to test the debug build. I tried and I got this access violation when opening a file. Is this a known problem or am I doing something wrong? Thanks!
(http://i.imgur.com/voQCgCm.png)
Change the platform from Any CPU to x86. There are parts of BrawlBox that don't work in 64-bit.
Quote from: libertyernie on October 21, 2016, 01:56:45 PM
Change the platform from Any CPU to x86. There are parts of BrawlBox that don't work in 64-bit.
It now works as expected. Thanks!
I can't open any version of brawlbox right now i've tried to delete it and reinstall it but i still get this error report every time i try to open it up. What can i Do to fix this
Configuration system failed to initialize
at System.Configuration.ClientConfigurationSystem.OnConfigRemoved(Object sender, InternalConfigEventArgs e)
at System.Configuration.Internal.InternalConfigRoot.OnConfigRemoved(InternalConfigEventArgs e)
at System.Configuration.Internal.InternalConfigRoot.RemoveConfigImpl(String configPath, BaseConfigurationRecord configRecord)
at System.Configuration.BaseConfigurationRecord.GetSectionRecursive(String configKey, Boolean getLkg, Boolean checkPermission, Boolean getRuntimeObject, Boolean requestIsHere, Object& result, Object& resultRuntimeObject)
at System.Configuration.BaseConfigurationRecord.GetSection(String configKey)
at System.Configuration.ClientConfigurationSystem.System.Configuration.Internal.IInternalConfigSystem.GetSection(String sectionName)
at System.Configuration.ConfigurationManager.GetSection(String sectionName)
at System.Configuration.ClientSettingsStore.ReadSettings(String sectionName, Boolean isUserScoped)
at System.Configuration.LocalFileSettingsProvider.GetPropertyValues(SettingsContext context, SettingsPropertyCollection properties)
at System.Configuration.SettingsBase.GetPropertiesFromProvider(SettingsProvider provider)
at System.Configuration.SettingsBase.GetPropertyValueByName(String propertyName)
at System.Configuration.SettingsBase.get_Item(String propertyName)
at System.Configuration.ApplicationSettingsBase.GetPropertyValue(String propertyName)
at System.Configuration.ApplicationSettingsBase.get_Item(String propertyName)
at BrawlLib.Properties.Settings.get_AudioVolumePercent()
at System.Windows.Forms.AudioPlaybackPanel..ctor()
at BrawlBox.MainForm.InitializeComponent()
at BrawlBox.MainForm..ctor()
at BrawlBox.MainForm.get_Instance()
at BrawlBox.Program.Main(String[] args)
Quote from: omega941 on October 28, 2016, 09:08:45 PM
I can't open any version of brawlbox right now i've tried to delete it and reinstall it but i still get this error report every time i try to open it up. What can i Do to fix this
Do you have a BrawlBox.exe.config? Here's what it looks like for me:
<?xml version="1.0"?>
<configuration>
<configSections>
<sectionGroup name="applicationSettings" type="System.Configuration.ApplicationSettingsGroup, System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
<section name="BrawlBox.Properties.Settings" type="System.Configuration.ClientSettingsSection, System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" requirePermission="false"/>
</sectionGroup>
</configSections>
<startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0"/></startup>
<applicationSettings>
<BrawlBox.Properties.Settings>
<setting name="Setting" serializeAs="String">
<value>False</value>
</setting>
</BrawlBox.Properties.Settings>
</applicationSettings>
<runtime>
<assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
<probing privatePath="lib"/>
</assemblyBinding>
</runtime>
</configuration>
Apparently if the <configSections ...> part is not right after <configuration>, it can cause problems.
https://amoghnatu.net/2013/11/22/solutionconfiguration-system-failed-to-initialize-c-exception/ (https://amoghnatu.net/2013/11/22/solutionconfiguration-system-failed-to-initialize-c-exception/)
ugh, sorry to bother so suddenly (I guess everybody thought I was dead XD) but the .brsar sound replacement still dont work for games other than SSBB and MKW...It gives the "Instance out of object" error or something like that...Is this un-fixable for now, or...? If needed I can link the brsar file I was trying to worki on...
Hey, does BrawlBox v0.77 work well on 32-bit systems? Everytime I preview a model, it throws an error:
Unable to find an entry point named 'glGetUniformLocation' in DLL 'opengl32.dll'.
at OpenTK.Graphics.OpenGL.GL.Core.GetUniformLocation(UInt32 program, String name)
at OpenTK.Graphics.OpenGL.GL.GetUniformLocation(Int32 program, String name)
at BrawlLib.OpenGL.GLTexture.Bind(Int32 index, Int32 program)
at BrawlLib.SSBB.ResourceNodes.MDL0TextureNode.Load(Int32 index, Int32 program)
at BrawlLib.SSBB.ResourceNodes.MDL0TextureNode.Prepare(MDL0MaterialRefNode mRef, Int32 shaderProgramHandle, String palette)
at BrawlLib.SSBB.ResourceNodes.MDL0MaterialRefNode.Bind(Int32 prog)
at BrawlLib.SSBB.ResourceNodes.MDL0ObjectNode.Render(Boolean wireframe, Boolean useShaders, MDL0MaterialNode material)
at BrawlLib.SSBB.ResourceNodes.DrawCall.Render(ModelPanelViewport viewport)
at System.Windows.Forms.ModelPanel.OnRenderViewport(PaintEventArgs e, GLViewport v)
at BrawlLib.OpenGL.GLPanel.OnRender(PaintEventArgs e)
at BrawlLib.OpenGL.GLPanel.OnPaint(PaintEventArgs e)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.UserControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Btw, can anyone help me with a problem I'm having? I'm stumped. Please help, if anyone can: http://forums.kc-mm.com/index.php?topic=77986.msg1367670#new (http://forums.kc-mm.com/index.php?topic=77986.msg1367670#new)
Quote from: MΞŁŁФ on December 07, 2016, 04:42:54 PM
Hey, does BrawlBox v0.77 work well on 32-bit systems? Everytime I preview a model, it throws an error:
Unable to find an entry point named 'glGetUniformLocation' in DLL 'opengl32.dll'.
This might have something to do with your video driver.
I know BrawlBox works on 32-bit - it actually doesn't work on 64-bit (lots of code that assumes you can cast pointers to ints) and so we always build it as a 32-bit program.
Is it possible to make the model Optimizer in BrawlBox optimize models by decreasing it's poly count to 4x or 8x to reduce filesize?
the Optimizer in brawlbox was only for total face count, it doesn't do it for poly's at all. learn to optimize the model yourself.
BrawlBox v0.78 release candidate 1
You might notice that this version is in a bigger .zip file and has a new directory structure. This is because it now supports python plugins! I have a couple I'm going to make and post in another thread.
Please test this version out and post here if there are any regressions from v0.77.
https://github.com/libertyernie/brawltools/releases/download/v0.78_rc1/BrawlBox.v0.78.rc1.zip (https://github.com/libertyernie/brawltools/releases/download/v0.78_rc1/BrawlBox.v0.78.rc1.zip)
While not a regression, this has been an issue since, I believe v0.77, but the Weight Editor does not like newly added bones. When attempting to weigh a newly added bone, the vertecies aren't properly weighed, and end up glitching out. Saving doesn't fix the issue. This issue is still present in v0.78
Example Image
Sorry but you are not allowed to view spoiler contents.
This next issue has effected me since v0.77. Whenever I attempt to import a texture, the BrawlBox windows get small, and the text changes format.
Before attempting a texture import with v0.77 onward
Sorry but you are not allowed to view spoiler contents.
How the texture import window should look (taken from v0.76b)
Sorry but you are not allowed to view spoiler contents.
Texture import window with v0.77 onward
Sorry but you are not allowed to view spoiler contents.
After attempting a texture import with v0.77 onward
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Just like the previous issue, this is something that's still present in v0.78.
This final issue is something I've posted on the Github issues section, and was told this issue was due to the ANIM importer being unfinished.
What the issue is is that since the ANIM importer is unfinished, it tends to mess up animations, causing them to jitter and bloat file size.
Before ANIM import
Sorry but you are not allowed to view spoiler contents.
After ANIM import (pay attention to the quills, legs, and arms)
Sorry but you are not allowed to view spoiler contents.
You likely already know about this issue specifically, but I just wanted to throw this issue out there in hopes someone who'll know what to do sees this, and finishes BrawlBox's ANIM importer.
Edit: There seems to be an issue with v0.78's Edit All function for animations. It'll only edit and save animations that don't have keyframes for the bones in question. Otherwise, it'll display the changes, but revert said changes upon saving.
Edit 2: You can force the edits to save by making a minor edit to the affected animations.
Edit 3: I remember this same issue effecting the Clean function for animations as well. Changes wouldn't be saved, unless the animation was altered aside from being cleaned.
Quote from: KingJigglypuff on February 23, 2017, 06:52:10 PM
This next issue has effected me since v0.77. Whenever I attempt to import a texture, the BrawlBox windows get small, and the text changes format.
Before attempting a texture import with v0.77 onward
Sorry but you are not allowed to view spoiler contents.
How the texture import window should look (taken from v0.76b)
Sorry but you are not allowed to view spoiler contents.
Texture import window with v0.77 onward
Sorry but you are not allowed to view spoiler contents.
After attempting a texture import with v0.77 onward
Sorry but you are not allowed to view spoiler contents.
Just like the previous issue, this is something that's still present in v0.78.
This only happens on high-DPI monitors. I think I tried once to fix it and couldn't come up with anything. I'll look again if I have time.
QuoteEdit: There seems to be an issue with v0.78's Edit All function for animations. It'll only edit and save animations that don't have keyframes for the bones in question. Otherwise, it'll display the changes, but revert said changes upon saving.
Edit 2: You can force the edits to save by making a minor edit to the affected animations.
Edit 3: I remember this same issue effecting the Clean function for animations as well. Changes wouldn't be saved, unless the animation was altered aside from being cleaned.
Sounds like it's not marking IsDirty as true on the CHR0 entry node. This should be an easy fix.
Quote from: libertyernie on February 23, 2017, 05:40:29 PM
BrawlBox v0.78 release candidate 1
You might notice that this version is in a bigger .zip file and has a new directory structure. This is because it now supports python plugins! I have a couple I'm going to make and post in another thread.
Please test this version out and post here if there are any regressions from v0.77.
https://github.com/libertyernie/brawltools/releases/download/v0.78_rc1/BrawlBox.v0.78.rc1.zip (https://github.com/libertyernie/brawltools/releases/download/v0.78_rc1/BrawlBox.v0.78.rc1.zip)
So, what's the changelog for this version? Because there were four very annoying glitches that persisted in 0.77 and 0.76, one of which was only glitchy in those versions and NOT a glitch in previous versions.
The glitch that was not in previous versions but is in the newer ones is the most annoying, and that is that if you attempt translating vertices that are rigged to more than one bone, they don't translate properly. The vertices will explode, moving all in different directions, and then if you press Ctrl+Z it doesn't even undo it properly. And you can't translate them back, either; they can ONLY move away from the model. And attempting to scale vertices will also cause this same glitch.
The second glitch would be that some models(I don't know what causes this, but it happens with some models), if you attempt to re-rig something 100% to one bone that it's rigged to(For example, if a head is rigged to the HeadN bone and the NeckN bone, and you want to rig it 100% to the HeadN bone), you can use the +'s and -'s fine, that won't do anything(Except that, because the other bones in the list are still in the list, glitch number one will still happen); but, if you attempt to write in the value 100 in the top box for the weight, it WILL look fine in BrawlBox, but the model will get destroyed in-game, although I can't say for sure if it's the UVs, the materials, the shaders, or a combination. The model will end up rigged perfectly fine, but it will look really weird. Two examples that happened to me are in the spoiler below.
Sometimes, in the preview window, (This particular glitch didn't happen in earlier versions, btw) certain models will turn either green, blue, or black, kind of randomly. I'm not certain as to what causes this, but based on how it happened to any of my "No Purplish Tint Sonic" models, where I edited the materials and also removed the color nodes, I think it has something to do with the color nodes.
Another glitch is that sometimes(Not always, but it is rather common), if you re-rig vertices, and then save and exit, if you re-open, the vertices that you re-rigged will be in different, randomized locations, but the model looked fine before. Fixing it, the only way to fix it is, in itself annoying, because you have to get out of the Weight Editor, unselect everything, then select the vertices that you re-weighed, translate them somewhere else, then translate them back. If you do this, when you save, exit, and re-open, they're fine, but this is really annoying, especially since it could cause the other glitch, if, when rigging, you don't rig everything to one bone.
There's this fifth glitch too, but I don't find it very annoying, because you can just use version 0.71 and it works fine, glitch-free. But in the later version of .76 or .77, if you use the Add New Object button or whatever it's called, with the same settings as in .71, the entire model will get messed up.
P.S. Now that Blender importing is literally perfect, these glitches aren't necessary to fix, but they still are annoying glitches, and I would like them to be fixed, if possible.
Sorry but you are not allowed to view spoiler contents.
Hey, quick question: I came in contact with someone who uploaded the SSBB models to Models Resource, and was told that he used BrawlBox to extract the models and textures, and they were automatically UV Mapped. However, when I exported a model from Brawlbox as a .DAE file, and the textures as .PNG's, the model isn't UV mapped despite the material already having the textures listed. Which version of BrawlBox exports the UV Mapping? I'm using v.0.77
Changelog: https://github.com/libertyernie/brawltools/blob/26ec2e90b7a4f3c877619092f86d42d7085484ad/BrawlBox/Changelog.txt (https://github.com/libertyernie/brawltools/blob/26ec2e90b7a4f3c877619092f86d42d7085484ad/BrawlBox/Changelog.txt)
I personally know very little about any of the 3D model related components in Brawl or BrawlBox, so I won't be able to fix any of those bugs.
Quote from: PlayingGames97 on February 24, 2017, 02:47:07 PM
Hey, quick question: I came in contact with someone who uploaded the SSBB models to Models Resource, and was told that he used BrawlBox to extract the models and textures, and they were automatically UV Mapped. However, when I exported a model from Brawlbox as a .DAE file, and the textures as .PNG's, the model isn't UV mapped despite the material already having the textures listed. Which version of BrawlBox exports the UV Mapping? I'm using v.0.77
Are you using Max or Blender? Because I export as .dae from BrawlBox .71, convert it to .fbx, and import it to Blender and the UVs are fine. (Importing the .dae to Blender also works, but then when you attempt the importing process of export-as-fbx-convert-to-dae-import-dae-to-Brawlbox, there's a glitch with the right side of the model; only the right side, which is even weirder O_O ) But yeah, try BrawlBox .71 and see if that exports the UVs properly. Since it works fine for Blender, I'm fairly sure that it should also work for Max.
Post Merge: February 24, 2017, 03:53:17 PM
Quote from: libertyernie on February 24, 2017, 02:48:57 PM
Changelog: https://github.com/libertyernie/brawltools/blob/26ec2e90b7a4f3c877619092f86d42d7085484ad/BrawlBox/Changelog.txt (https://github.com/libertyernie/brawltools/blob/26ec2e90b7a4f3c877619092f86d42d7085484ad/BrawlBox/Changelog.txt)
I personally know very little about any of the 3D model related components in Brawl or BrawlBox, so I won't be able to fix any of those bugs.
Awesome, thanks! Ok, quick question then: You said "Fixed weight editor bugs"; which bugs specifically, out of curiosity? ;D
Quote from: windhunter7 on February 24, 2017, 03:49:17 PM
Are you using Max or Blender? Because I export as .dae from BrawlBox .71, convert it to .fbx, and import it to Blender and the UVs are fine. (Importing the .dae to Blender also works, but then when you attempt the importing process of export-as-fbx-convert-to-dae-import-dae-to-Brawlbox, there's a glitch with the right side of the model; only the right side, which is even weirder O_O ) But yeah, try BrawlBox .71 and see if that exports the UVs properly. Since it works fine for Blender, I'm fairly sure that it should also work for Max.
Post Merge: February 24, 2017, 03:53:17 PM
Awesome, thanks! Ok, quick question then: You said "Fixed weight editor bugs"; which bugs specifically, out of curiosity? ;D
I'm using Blender. What program do I use to convert the .dae model to .fbx?
Use Autodesk's FBX Converter 2013.3; here's a link to it: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 (http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909)
But, yeah, in BrawlBox .71, export as .dae, in the FBX Converter, convert the .dae to .fbx, and then import the .fbx into the newest version of Blender. You could also directly import the .dae into the newest version of Blender, instead, and the bones won't be weird-looking like importing the .fbx, but importing the .dae would mean that you can't export the model back into BrawlBox with the rigging intact if you edit it. The .dae though does contain bones that work; it's just that the Brawl animations will mess it up, because they don't have heads and tails like octahedronal bones do.
Quote from: windhunter7 on February 24, 2017, 05:34:13 PM
Use Autodesk's FBX Converter 2013.3; here's a link to it: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 (http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909)
But, yeah, in BrawlBox .71, export as .dae, in the FBX Converter, convert the .dae to .fbx, and then import the .fbx into the newest version of Blender. You could also directly import the .dae into the newest version of Blender, instead, and the bones won't be weird-looking like importing the .fbx, but importing the .dae would mean that you can't export the model back into BrawlBox with the rigging intact if you edit it. The .dae though does contain bones that work; it's just that the Brawl animations will mess it up, because they don't have heads and tails like octahedronal bones do.
I downloaded the latest version of Blender, Brawlbox .71, the FBX Converter and exported the model as a .dae, and the textures as .PNG, and then converted the DAE file to FBX, and this is what I got: (http://i.imgur.com/SkEU5CM.png)
Where are the .png files located?
Quote from: windhunter7 on February 24, 2017, 06:43:52 PM
Where are the .png files located?
They're in the same folder as the .FBX model
Ok, so I just spent like an hour and a half Googling stuff, and found out how to fix it(I honestly never knew this before, myself):
1) You will have to do this for every single polygon; annoying, yes, but you have to do it for each one; a shortcut to select each would be to use the upper-right-hand display that has the orange triangles, expand the bones, and then select each of the orange triangles.
2) Go from Object Mode into Edit Mode, and select all the vertices
3) The bottom icon that's a clock, select that dropdown and change it to UV/Image Editor
4) Go Image->Open Image and select the image that would be associated with that particular polygon
5) Go back to Object Mode
6) Repeat on each polygon
Quote from: windhunter7 on February 24, 2017, 03:49:17 PMAwesome, thanks! Ok, quick question then: You said "Fixed weight editor bugs"; which bugs specifically, out of curiosity? ;D
This stuff (I don't really know what it means): https://github.com/libertyernie/brawltools/commit/6a3691c41cd205ce38058f17d3995745f96e9db1 (https://github.com/libertyernie/brawltools/commit/6a3691c41cd205ce38058f17d3995745f96e9db1)
Quote from: windhunter7 on February 24, 2017, 08:19:26 PM
Ok, so I just spent like an hour and a half Googling stuff, and found out how to fix it(I honestly never knew this before, myself):
1) You will have to do this for every single polygon; annoying, yes, but you have to do it for each one; a shortcut to select each would be to use the upper-right-hand display that has the orange triangles, expand the bones, and then select each of the orange triangles.
2) Go from Object Mode into Edit Mode, and select all the vertices
3) The bottom icon that's a clock, select that dropdown and change it to UV/Image Editor
4) Go Image->Open Image and select the image that would be associated with that particular polygon
5) Go back to Object Mode
6) Repeat on each polygon
Tried what you suggested, didn't work :(
Am I missing something?
https://gfycat.com/EnormousVapidAiredaleterrier
Quote from: libertyernie on February 24, 2017, 08:32:01 PM
This stuff (I don't really know what it means): https://github.com/libertyernie/brawltools/commit/6a3691c41cd205ce38058f17d3995745f96e9db1 (https://github.com/libertyernie/brawltools/commit/6a3691c41cd205ce38058f17d3995745f96e9db1)
Me neither. Out of curiosity, is that Java? It looks like Java. :)
Quote from: PlayingGames97 on February 24, 2017, 09:56:51 PM
Tried what you suggested, didn't work :(
Am I missing something?
https://gfycat.com/EnormousVapidAiredaleterrier
It should theoretically work. Come to think of it, though, when I did it, my original model looked white/gray instead of black, whereas when I was experimenting with buttons, and selected GLSL, the model turned black. So try this, then retry what I was saying, and see if it then works, cause it worked for me:
Press the N key to open up Properties, and then scroll down to Shading, and there should be a dropdown; what does the dropdown say? If the dropdown says GLSL like my hunch is, change it to Multitextured and it should work.
This is not necessarily a problem with the new release (had it since 0.77) but it still persists in 0.78.
On some models the graphical overlay for the bone rotations gets very small but it only affects the overlay since in order to actually rotate the bone I have to hover the mouse over where the X/Y/Z lines would be if the overlay was normal size.
Example images:
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Neither replacing Brawlbox nor replacing the models helped.
Quote from: windhunter7 on February 25, 2017, 03:49:46 AM
Me neither. Out of curiosity, is that Java? It looks like Java. :)
It should theoretically work. Come to think of it, though, when I did it, my original model looked white/gray instead of black, whereas when I was experimenting with buttons, and selected GLSL, the model turned black. So try this, then retry what I was saying, and see if it then works, cause it worked for me:
Press the N key to open up Properties, and then scroll down to Shading, and there should be a dropdown; what does the dropdown say? If the dropdown says GLSL like my hunch is, change it to Multitextured and it should work.
I set it to Mutitextured and redid the step, but it still didn't work. I tried redoing the entire exporting, using 0.71 and then 0.77 (0.78 wouldn't download)
Ok, I dunno. I guess, test to see if you can do it with Link's tunic polygon? Because that's what I tested, was doing it with that, and it worked. So test it with Link's 2 main polygons(The one that his boots are part of, and the one that his tunic is part of), and see if you can get it to work with that. Then tell me what happened, so we can narrow down what the issue may be.
Quote from: windhunter7 on February 25, 2017, 11:54:44 PM
Ok, I dunno. I guess, test to see if you can do it with Link's tunic polygon? Because that's what I tested, was doing it with that, and it worked. So test it with Link's 2 main polygons(The one that his boots are part of, and the one that his tunic is part of), and see if you can get it to work with that. Then tell me what happened, so we can narrow down what the issue may be.
No idea what the problem is as well, if it has something to do with my PC. Alo, what should I do with Link? I assume you're talking to someone else?
No, I meant see if you can do what you were attempting to do with Fox, but with Link's model(Specifically, the two polygons that I mentioned), and see if it's a Fox thing, or if it's your Blender settings
Quote from: windhunter7 on February 26, 2017, 05:31:42 PM
No, I meant see if you can do what you were attempting to do with Fox, but with Link's model(Specifically, the two polygons that I mentioned), and see if it's a Fox thing, or if it's your Blender settings
Ok, gotcha. It's not just a Wolf thing, didn't work for Link either.
Also, just to clarify: Like with Wolf, the UVs are there and mapped, but the textures just aren't visible in Blender, so I have no idea if it'll display in SFM eventually
(http://i.imgur.com/PfyrIw6.png)
I'm not sure, but I think it's a Blender thing that the textures won't appear; I really dunno, though. Have you tested to see if they will display properly in SFM?
Quote from: windhunter7 on February 26, 2017, 07:04:00 PM
I'm not sure, but I think it's a Blender thing that the textures won't appear; I really dunno, though. Have you tested to see if they will display properly in SFM?
Not yet, I've been a bit busy with IRL stuff and I've yet to create the VMT and VTF files for it, but I'll get back to you when I've made them and checked out if they'll have worked or not.
I know I'm late, but holy [censored]. BrawlBox is still alive and kicking.
And now I fade into obscurity.
This happens when I import some of the Pokémon XY Models into Brawlbox. Is there a way to fix this?
Sorry but you are not allowed to view spoiler contents.
I have bug to report on BrawlBox. It has not been fixed in 0.78 RC1 either.
The BFSTM framework for BrawlBox is not developed properly. Whenever you play a BFSTM in BrawlBox, there is always a clicking noise in the stream. Do you want to know what causes it? It's because it's using an incorrect hex value to indicate on moving to the next sample. So what happens is the next sample that is played is using an extra byte in playing back, but at the same time, missing the end of the sample that is supposed to be played as a sound sample.
It may sound like there's a clicking noise every 0.5 seconds, but that's because it plays too quickly for it to be heard until 0.5 seconds later. But what really is happening, is it's playing a clicking noise on every single sample in the stream.
Next up, multiple streams in BCSTM are not supported in BrawlBox yet, therefore bringing up an error saying that multi-stream files are not supported. But in reality, it's actually because BrawlBox got it's header values in the wrong position when reading the file format.
BCSTMs and BFSTMs are completely different format, you can't just expect them to be identical to BRSTMs. Their coding may be similar in that it's made using NintendoWare, but there are huge differences in their header positions in NW4C and NW4F formats.
Please fix them. Otherwise I may have to do some trial and error in trying to fix those bugs myself. ^^'
Quote from: Platinum Lucario on March 06, 2017, 01:22:22 PM
I have bug to report on BrawlBox. It has not been fixed in 0.78 RC1 either.
The BFSTM framework for BrawlBox is not developed properly. Whenever you play a BFSTM in BrawlBox, there is always a clicking noise in the stream. Do you want to know what causes it? It's because it's using an incorrect hex value to indicate on moving to the next sample. So what happens is the next sample that is played is using an extra byte in playing back, but at the same time, missing the end of the sample that is supposed to be played as a sound sample.
It may sound like there's a clicking noise every 0.5 seconds, but that's because it plays too quickly for it to be heard until 0.5 seconds later. But what really is happening, is it's playing a clicking noise on every single sample in the stream.
Next up, multiple streams in BCSTM are not supported in BrawlBox yet, therefore bringing up an error saying that multi-stream files are not supported. But in reality, it's actually because BrawlBox got it's header values in the wrong position when reading the file format.
BCSTMs and BFSTMs are completely different format, you can't just expect them to be identical to BRSTMs. Their coding may be similar in that it's made using NintendoWare, but there are huge differences in their header positions in NW4C and NW4F formats.
Please fix them. Otherwise I may have to do some trial and error in trying to fix those bugs myself. ^^'
Do you have a link to some sort of specification for the header formats?
I assume vgmstream doesn't have this problem, right?
Quote from: E-scope12 on March 01, 2017, 09:23:12 PM
This happens when I import some of the Pokémon XY Models into Brawlbox. Is there a way to fix this?
Sorry but you are not allowed to view spoiler contents.
Expand the MDL0, and expand the Materials folder; see if you can expand each material. If not, that means that there are no textures attached to the materials, and this is super easy to fix.(This is something that happens with Blender importing, too) Go to a Brawl fighter, expand the MDL0, expand the Materials folder, and export a material. Make sure that either it's a material with only one texture being referenced, or, if you want to actually use a reflective material, use one from your choice of what kind of reflection you want(For example, Samus' reflection looks entirely different from Sonic's reflection on his fur) Now go back to the Pokemon model, and back to the Materials folder, and right-click->Replace all of the materials with the one that you exported. (This sentence is optional)Expand these materials, and, for each material, rename what texture is assigned to the material to whatever you want to name it to. Now go into the Textures part(Where the actual textures are located, in the other BRRES), delete any existing textures and/or palettes, and right-click the BRRES and click Import->Texture, select the textures of the Pokemon model that you want to import, and rename them to the corresponding materials. Now the model should have the textures attached to it.
Quote from: windhunter7 on March 06, 2017, 03:24:48 PM
Expand the MDL0, and expand the Materials folder; see if you can expand each material. If not, that means that there are no textures attached to the materials, and this is super easy to fix.(This is something that happens with Blender importing, too) Go to a Brawl fighter, expand the MDL0, expand the Materials folder, and export a material. Make sure that either it's a material with only one texture being referenced, or, if you want to actually use a reflective material, use one from your choice of what kind of reflection you want(For example, Samus' reflection looks entirely different from Sonic's reflection on his fur) Now go back to the Pokemon model, and back to the Materials folder, and right-click->Replace all of the materials with the one that you exported. (This sentence is optional)Expand these materials, and, for each material, rename what texture is assigned to the material to whatever you want to name it to. Now go into the Textures part(Where the actual textures are located, in the other BRRES), delete any existing textures and/or palettes, and right-click the BRRES and click Import->Texture, select the textures of the Pokemon model that you want to import, and rename them to the corresponding materials. Now the model should have the textures attached to it.
I meant the bones. How do you fix that?
Oh, sorry. What kind of file did you import it as, what program did you export the model from, and what version of BrawlBox did you use?
Unfortunately, I only know Blender importing, so if you used another program, I dunno why. I do know, though, that this was a problem with Blender importing, where it did that same thing, way back when I was first testing importing rigged models, and although I can't directly remember why it did that, I think it had something to do with either the rotation of the model and bones as a whole, or with the rotation/translation of the individual bones themselves.
Quote from: windhunter7 on March 06, 2017, 06:23:04 PM
Oh, sorry. What kind of file did you import it as, what program did you export the model from, and what version of BrawlBox did you use?
Unfortunately, I only know Blender importing, so if you used another program, I dunno why. I do know, though, that this was a problem with Blender importing, where it did that same thing, way back when I was first testing importing rigged models, and although I can't directly remember why it did that, I think it had something to do with either the rotation of the model and bones as a whole, or with the rotation/translation of the individual bones themselves.
I imported it as a dae from Autodesk 3DS Max 2011.
Yeah, then, in that case, what I said above is the only thing I can say to help. I unfortunately don't know Max. :(
While not a bug, it's a regression that's been in Brawlbox since I think v0.68b, but back in v0.67, you could edit certain Bone Flags, alongside other bone-related things.
Example Image (v0.67):
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These features are no longer present in BrawlBox versions past v0.67.
Example Image (v0.68b):
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On an unrelated note, when could we expect a hotfix update to v0.78? It would also be nice to see the moveset editor from v0.68b make a comeback in a separate branch version with added features.
Quote from: KingJigglypuff on March 07, 2017, 12:12:57 AMOn an unrelated note, when could we expect a hotfix update to v0.78? It would also be nice to see the moveset editor from v0.68b make a comeback in a separate branch version with added features.
I'll probably make a "final" version of 0.78 later this week, with just one change (an Edit All dialog fix.)
I wasn't working on BrawlBox until v0.72 so I'd have to go back and try to figure out where the bone flags went (unless BJ96 is around and knows.)
I'd like to fix the CSTM and FSTM stuff since I was the one who added that, but that will probably have to wait for later.
Post Merge: March 07, 2017, 02:17:11 PM
For each of the bone flags, there is another way to toggle it:
- NoTransform: I think it turns this one on if you set scale to (1,1,1) and translation and rotation to (0,0,0)
- FixedTranslation: Set translation to (0,0,0)
- FixedRotation: Set rotation to (0,0,0)
- FixedScale: Set scale to (1,1,1)
- ScaleEqual: Set scale to the same number in all 3 directions
- SegScaleCompApply: has its own toggle setting
- SegScaleCompParent: has its own toggle setting
- ClassicScaleOff: has its own toggle setting
- Visible: has its own toggle setting
- HasGeometry: there is at least one node user (Users.Count > 0) or at least one object rigged only to this bone (SingleBindObjects.Length > 0). Not quite sure what this means exactly.
- HasBillboardParent: set BillboardRefBone to something that is not null
Yeah, the flags don't need to be visible. They're all calculated automatically.
Quote from: libertyernie on March 07, 2017, 02:21:24 AM
- HasGeometry: there is at least one node user (Users.Count > 0) or at least one object rigged only to this bone (SingleBindObjects.Length > 0). Not quite sure what this means exactly.
This means the bone influences at least one vertex (Users) or a whole object (SingleBindObjects). If HasGeometry isn't set it means that the bone is only influencing child bones and has no direct effect on any vertices.
Bone Flags can be used to make added bones stationary without the need to add a keyframe to it. This helps out most with costumes with added bones, like with the Kart R.O.B. alt in Project M. Even some vBrawl bones have different Bone Flags.
Examples:
Sorry but you are not allowed to view spoiler contents.
Both these bones do not have geometry and are used for Stage Position parameters.
Edit: Here's an in-game example to further show what I mean.
Sorry but you are not allowed to view spoiler contents.
This screencap shows the Lucario Final Smash placement bone on a Boss Battle stage. Without editing the Bone Flags to "FixedRotation, FixedScale, Common5, Visible", then Lucario wouldn't have went to that point, but rather, the game would act like the bone was at 0, 0, 0, rather than 0, 100, 0.
Which flag? Stationary in what manner?
Sorry. I didn't specify clearly. I updated my post with example images. I'm going to take an in-game screencap to show what I mean.
I still don't get it, the flags on those bones are set as they should be. What do you change them to to achieve whatever you're talking about?
To further specify, the bottom image in the first spoiler wasn't originally set to "FixedRotation, FixedScale, Common5, Visible". I had to manually set them to what I wanted. The only way to do this is to use v0.67.
The Bone Flags of a newly added bone are the following: "NoTransform, FixedTranslation, FixedRotation, FixedScale, Common5, Visible"
If this was going to be a new bone for something like an effect or if something were rigged to it, unless you made an animation (i.e. Keyframe), the game would treat the bone placements as 0, 0, 0 for Translation and Rotation, and 1, 1, 1 for Scale.
I'm not sure how else I can elaborate on this.
Quote from: libertyernie on March 06, 2017, 02:01:04 PM
Do you have a link to some sort of specification for the header formats?
I assume vgmstream doesn't have this problem, right?
I'm pretty sure vgmstream doesn't have this issue. And neither does Uwizard.
As for specifications, I can't actually find any, but the closest I can get to, in regards to this format is here: https://gitlab.kode54.net/kode54/vgmstream/blob/master/src/meta/bcstm.c and here: https://gitlab.kode54.net/kode54/vgmstream/blob/master/src/meta/bfstm.c
I would assume there might be some documentation in the NW4C and NW4F official SoundMaker documents. I'll check them out and post it here when I've found it.
Edit: Found it!
Cafe DSP-ADPCM Stream (FSTM):
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CTR DSP-ADPCM Stream (CSTM):
[spoiler]
QuoteOverview
WaveCodecCtr.dll is a Win32 run-time dynamic link library (DLL). This library provides an API for encoding and decoding between 16-bit signed (little-endian) sampling data and the DSP ADPCM compressed format.
The DSP ADPCM format is a compressed format that can be played by a CTR system's DSP. It can result in data sizes that are 1/3.5 of 16-bit PCM. This format can be used through the nn::snd::Voice class and the nn::snd::WaveBuffer structure.
This DLL is for developers who want to develop their own tools for creating and previewing DSP ADPCM sampling data. Note that this DLL is single-threaded.
ctr_WaveConverter uses the features of this DLL to create BCWAV files in ADPCM format.
Exported Functions
getBytesForAdpcmBuffer
getBytesForAdpcmSamples
getBytesForPcmBuffer
getBytesForPcmSamples
getSampleForAdpcmNibble
getNibbleAddress
getLoopContext
encode
decode
getBytesForAdpcmBuffer
Syntax
u32 getBytesForAdpcmBuffer(u32 samples);
Arguments
| Name | Description |
| in | samples | Number of (16-bit PCM) samples to encode. |
Return Values
The number of bytes required to store the DSP ADPCM-encoded samples.
Description
getBytesForAdpcmBuffer calculates and returns the number of bytes required to store the sampling data that are being DSP ADPCM-encoded.
Note that the number of bytes will be a multiple of the 8-byte length of DSP ADPCM frames.
The actual length (in bytes) of the sampling data being encoded will probably be smaller than the value returned by this function. (For more information, see the section getBytesForAdpcmSamples.)
Use this function before encoding to allocate storage for the result.
getBytesForAdpcmSamples
Syntax
u32 getBytesForAdpcmSamples(u32 samples);
Arguments
| Name | Description |
| in | samples | Number of (16-bit PCM) samples to encode. |
Return Values
The actual length (in bytes) of the encoded sampling data.
Description
getBytesForAdpcmSamples returns the actual number of bytes occupied by the sampling data that are being DSP ADPCM-encoded.
getBytesForPcmBuffer
Syntax
u32 getBytesForPcmBuffer(u32 samples);
Arguments
| Name | Description |
| in | samples | The number of samples being decoded. |
Return Values
The predicted length (in bytes) of the DSP ADPCM sampling data being decoded.
Description
getBytesForPcmBuffer calculates and returns the number of bytes of data that must be stored after the number of samples passed in the argument have been decoded from the DSP ADPCM format.
getBytesForPcmSamples
Syntax
u32 getBytesForPcmSamples(u32 samples);
Arguments
| Name | Description |
| in | samples | Number of samples. |
Return Values
The length (in bytes) of the value specified in the sampling data.
Description
getBytesForPcmSamples returns the number of bytes for copying the specified user application value in the sampling data.
getSampleForAdpcmNibble
Syntax
u32 getSampleForAdpcmNibble(u32 nibble);
Arguments
| Name | Description |
| in | nibble | ADPCM nibble offset, including frame headers. |
Return Values
The zero-based sample index for the corresponding ADPCM sampling data.
Description
getSampleForAdpcmNibble returns the number of zero-based samples for the corresponding ADPCM nibble.
getNibbleAddress
Syntax
u32 getNibbleAddress(u32 samples);
Arguments
| Name | Description |
| in | samples | 16-bit PCM address offset. 0 is the first sample. 100 is the 101st sample. |
Return Values
Corresponding nibble address.
Description
getNibbleAddress calculates and returns the nibble corresponding to the sampling data, as based on the offset passed to the argument.
For example, the 100th sample (where the count starts at 0) corresponds to the 116th nibble (where the count also starts at 0). Note that the calculated nibble address incorporates the 2-nibble frame header that is already in DSP ADPCM compressed format.
One more example: The 0th sample corresponds to a nibble offset of 2, which is the 3rd nibble (counting from 0).
getLoopContext
Syntax
typedef struct
{
// start context
s16 coef[16];
u16 gain;
u16 pred_scale;
s16 yn1;
s16 yn2;
// loop context
u16 loop_pred_scale;
s16 loop_yn1;
s16 loop_yn2;
} ADPCMINFO;
void getLoopContext(
u8 *src, // location of ADPCM buffer in RAM
ADPCMINFO *cxt, // location of adpcminfo
u32 samples // samples to desired context
);
Arguments
| Name | Description |
| in | src | Pointer to the buffer containing the DSP ADPCM encoded sample. |
| out | cxt | The pointer to the ADPCMINFO structure. The getLoopContext function places the loop context information inside this structure. |
| in | samples | The offset from the starting position of the loop in the sampling data. This loop starting position is not a nibble address, but rather the raw sample number where the loop starts (in other words, the first sample played in the loop). If the loop begins at the very first sample, the offset is zero. If the loop begins at the 101st sample, the offset is 100. |
Return Values
None.
Description
getLoopContext returns the DSP ADPCM loop context, based on the offset in the sample data given to the argument.
encode
Syntax
typedef struct
{
// start context
s16 coef[16];
u16 gain;
u16 pred_scale;
s16 yn1;
s16 yn2;
// loop context
u16 loop_pred_scale;
s16 loop_yn1;
s16 loop_yn2;
} ADPCMINFO;
void encode(
s16 *src, // location of source samples (16bit PCM signed little endian)
u8 *dst, // location of destination buffer
ADPCMINFO *cxt, // location of adpcm info
u32 samples // number of samples to encode
);
Arguments
| Name | Description |
| in | src | Pointer to the buffer for signed little-endian 16-bit PCM sampling data. |
| out | dst | The pointer to the buffer where the DSP ADPCM encoded data are output. The application must allocate memory for this buffer. You must calculate the buffer size using getBytesForAdpcmBuffer. |
| in | cxt | Pointer to the ADPCMINFO structure. The encode function stores sampling data coefficients and context information in this structure. Note that a number of parameters (gain, yn1, and yn2) are always 0. Before decoding commences, the corresponding registers in the DSP decoder hardware must be cleared. These parameters are included in the structure to force this to happen. After encode has been called, the loop context parameters always become 0. To set these values, you must call getLoopContext after the sampling data have been looped. |
| in | samples | Number of samples to encode. |
Return Values
None.
Description
encode compresses 16-bit PCM data into DSP ADPCM format.
decode
Syntax
typedef struct
{
// start context
s16 coef[16];
u16 gain;
u16 pred_scale;
s16 yn1;
s16 yn2;
// loop context
u16 loop_pred_scale;
s16 loop_yn1;
s16 loop_yn2;
} ADPCMINFO;
void decode(
u8 *src, // location of encoded source samples
s16 *dst, // location of destination buffer (16 bits / sample)
ADPCMINFO *cxt, // location of adpcm info
u32 samples // number of samples to decode
);
Arguments
| Name | Description |
| in | src | Pointer to the buffer containing the DSP ADPCM data. |
| out | dst | Pointer to a buffer that has been allocated for storing the uncompressed PCM data. The size of this buffer is calculated by calling getBytesForPcmBuffer. |
| in | cxt | Pointer to the ADPCMINFO structure. This structure must contain the coefficient and initial state data that corresponds to the sample being decoded. |
| in | samples | Number of samples to decode. |
Return Values
None.
Description
decode is used for decoding DSP ADPCM sample data into signed, little-endian, 16-bit PCM data.
Sample Code
WaveCodecCtr.dll has been created for use with Win32 applications. This section provides some samples.
Initialization
Encoding
Decoding
Initialization
Applications that call DLLs must comply with Win32 rules when calling WaveCodecCtr.dll.
typedef signed short s16;
typedef unsigned char u8;
typedef unsigned short u16;
typedef unsigned long u32;
/* ---------------------------------------------------------------
Import the WaveCodecCtr.dll API.
---------------------------------------------------------------- */
typedef struct
{
// start context
s16 coef[16];
u16 gain;
u16 pred_scale;
s16 yn1;
s16 yn2;
// loop context
u16 loop_pred_scale;
s16 loop_yn1;
s16 loop_yn2;
} ADPCMINFO;
static HINSTANCE hDll;
typedef u32 (*lpFunc1)(u32);
typedef u32 (*lpFunc2)(void);
typedef void (*lpFunc3)(s16*, u8*, ADPCMINFO*, u32);
typedef void (*lpFunc4)(u8*, s16*, ADPCMINFO*, u32);
typedef void (*lpFunc5)(u8*, ADPCMINFO*, u32);
lpFunc1 getBytesForAdpcmBuffer;
lpFunc1 getBytesForAdpcmSamples;
lpFunc1 getBytesForPcmBuffer;
lpFunc1 getBytesForPcmSamples;
lpFunc1 getSampleForAdpcmNibble;
lpFunc1 getNibbleAddress;
lpFunc2 getBytesForAdpcmInfo;
lpFunc3 encode;
lpFunc4 decode;
lpFunc5 getLoopContext;
/*--------------------------------------------------------------------------*/
void clean_up(void)
{
if (hDll)
FreeLibrary(hDll);
}
/*--------------------------------------------------------------------------*/
int getDll(void)
{
hDll = LoadLibrary("WaveCodecCtr.dll");
if (hDll)
{
if (!(getBytesForAdpcmBuffer =
(lpFunc1)GetProcAddress(
hDll,
"getBytesForAdpcmBuffer"
))) return 1;
if (!(getBytesForAdpcmSamples =
(lpFunc1)GetProcAddress(
hDll,
"getBytesForAdpcmSamples"
))) return 1;
if (!(getBytesForPcmBuffer =
(lpFunc1)GetProcAddress(
hDll,
"getBytesForPcmBuffer"
))) return 1;
if (!(getBytesForPcmSamples =
(lpFunc1)GetProcAddress(
hDll,
"getBytesForPcmSamples"
))) return 1;
if (!(getNibbleAddress =
(lpFunc1)GetProcAddress(
hDll,
"getNibbleAddress"
))) return 1;
if (!(getSampleForAdpcmNibble =
(lpFunc1)GetProcAddress(
hDll,
"getSampleForAdpcmNibble"
))) return 1;
if (!(getBytesForAdpcmInfo =
(lpFunc2)GetProcAddress(
hDll,
"getBytesForAdpcmInfo"
))) return 1;
if (!(encode =
(lpFunc3)GetProcAddress(
hDll,
"encode"
))) return 1;
if (!(decode =
(lpFunc4)GetProcAddress(
hDll,
"decode"
))) return 1;
if (!(getLoopContext =
(lpFunc5)GetProcAddress(
hDll,
"getLoopContext"
))) return 1;
return(0);
}
return(1);
}
/*--------------------------------------------------------------------------*/
int _tmain(int argc, _TCHAR* argv[])
{
if (getDll())
{
clean_up();
exit(1);
}
// do stuff here
clean_up();
}
Encoding
The encoding function assumes that the data are 16-bit, little endian, PCM data (as used for Windows .wav files). If you want the application to encode big-endian data, you must flip the endian before encoding.
//... loaded WaveCodecCtr.dll
//... put some PCM buffer in memory, reverse the endian if you have to
u8 *adpcm = (u8*)malloc(getBytesForAdpcmBuffer(samplesToEncode));
if (adpcm)
{
ADPCMINFO adpcminfo;
// ok.. lets encode it!
encode(source, adpcm, &adpcminfo, samplesToEncode);
// get ADPCM loop context if sample is looped
if (samplesToLoopStart)
getLoopContext(adpcm, &adpcminfo, samplesToLoopStart);
// see how many bytes to store the encoded data stream
u32 nBytesToStore = getBytesForAdpcmSamples(samplesToEncode);
... store encoded ADPCM data stream to file
... store ADPCM context to file
u32 nibbleStartOffset = getNibbleAddress(0);
u32 nibbleLoopStartOffset = getNibbleAddress(samplesToLoopStart);
u32 nibbleEndAddress = getNibbleAddress(samplesToEncode);
... store nibble addressing to file
// don't need the ADPCM buffer anymore
free(adpcm);
}
... continue
Decoding
The decoding result is output as 16-bit, little-endian, PCM data.
... loaded WaveCodecCtr.dll
... put some ADPCM buffer and corresponding ADPCMINFO in memory,
... ADPCM is byte ordered.. not endian sensitive.
s16 *pcm = (u8*)malloc(getBytesForPcmBuffer(samplesToDecode));
if (pcm)
{
// Decode
decode(source, pcm, adpcminfo, samplesToDecode);
... store decoded PCM buffer to file
// Free the PCM buffer
free(pcm);
}
... continue
Cautions for Encoding and Playing Looped Wave Files
Note the following cautions when encoding looped waveforms and when playing them on the actual hardware.
The information relating to encoding also pertains to the use of the nn::snd::EncodeAdpcmData function for encoding data into DSP ADPCM on the actual hardware.
How to Play Regular Looped Waveforms
Align the Loop Start Position to an 8-byte Boundary
Noise When the Loop Start Equals the Start of the Waveform
Noise When the Loop End Equals the End of the Waveform
How to Play Regular Looped Waveforms
When looping a waveform like the following on the actual hardware:
WS LS LE
|-------|<-------------------->|
WS: Start of waveform
LS: Loop start position
LE: Loop end position[list=1]
- WaveBuffer for playing WS to LE
- WaveBuffer for playing LS to LE
Prepare two WaveBuffer instances (as shown) and set the order as 1. → 2. in nn::snd::Voice.
[/list] WS LE
1. |------------------------------| (When the loopFlag of WaveBuffer is false.)
LS LE
2. |<-------------------->| (When the loopFlag of WaveBuffer is true.)
Align the Loop Start Position to an 8-byte Boundary
In the DSP ADPCM format, 8 bytes (corresponding to 14 samples) are handled as one set of information. For this reason, the bufferAddress argument of the nn::snd::WaveBuffer function must specify an address with an 8-byte boundary.
On the other hand, when creating WaveBuffer as described in 2, LS is not necessarily at an 8-byte (14-sample) boundary.
If the boundary is not 8 bytes (14 samples), you must displace the LS position to an 8-byte boundary so this restriction is satisfied.
For example, if LS is at the 16th sample, you could slide it to the next 14-sample boundary (28 samples) and top off the waveforms after LE with the moved part before encoding.
LS LE
|<----------------->|
^^^^
↓
LS' LE'
----|<------------------->|
^^^^
Noise When the Loop Start Equals the Start of the Waveform
Because of encoder limitations, when the loop start position equals the start of a waveform, you cannot play a clean loop without noise.
If the loop start position equals the start of the waveform, use the technique described in Align the loop start position to an 8-byte boundary to slide LS' to 14, so you can play the loop cleanly without noise.
Noise When the Loop End Equals the End of the Waveform
Because of encoder limitations, when the loop start position equals the end of a waveform, encoding is not stable and noise occurs.
When waveforms continue beyond LE, for the samples argument of the encode function, pass WS to end of waveform rather than WS to LE.
WS LS LE WE
|-------|<-------------------->|----|
WS: Start of waveform
WE : End of waveform
LS: Loop start position
LE: Loop end position
encode( WS address, dst, cxt, WE-WS );
When waveforms do not continue beyond LE, apply the technique introduced in Align the loop start position to an 8-byte boundary to use copied waveforms for about 100 samples from LS, and position them after LE.
WS LS LE=WE
|-------|<-------------------->|
^^^^^
↓
WS LS LE WE'
|-------|<-------------------->|----|
^^^^^
encode( WS address, dst, cxt, WE'-WS );
I hope some of this info from the official SDK docs and from vgmstream's code will help in how the header and the coding of the DSP-ADPCM binaries are encoded. ^^
Thanks! I'll update the ADPCM structures to add the gain field at the beginning and see how it goes.
EDIT: OK, try the final version of 0.78 I just posted. (Don't be surprised if there's a hotfix later on.)
Note: you can't update from 0.78rc1 automatically because the updater unzips it to the Lib folder instead of the main folder. Just download it manually and unzip it yourself, and then you should be OK. Updating from 0.77 works except that you have to delete a few files yourself.
Hi, I just tried version 0.78 and I had a few issues. First, the audio playback seems to have gone worse, or something, because I keep hearing clicks and artifacts. I have only played BRSTM files, although it also happens in the BRSTM loop editor after importing a WAV file. I did try the same file on vgmstream and it plays fine.
The other issue is that I keep getting the same crash error when playing audio in the background. Apparently I can't seem to be able to send the crash report to Github, so I will post it here.
Sorry but you are not allowed to view spoiler contents.
Again, I have only played BRSTM files. The music keeps playing until I forcefully close the program, though.
While saving after using Edit All was fixed, you still need to make a modification to an animation if you want to save after cleaning it.
So I downloaded Brawlbox v0.78 and tried to import Giratina's Origin Forme from XY into Brawlbox but the bones are still imported like this.
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um, so i played a BRSTM in the new version for a minute and...
(http://i.imgur.com/StiGNdo.png)
it started clicking and stuttering a lot, the file is 18mb
it actually reached over 700mb when i got done selecting the part of the screen i'm showing
Quote from: E-scope12 on March 12, 2017, 12:44:19 AM
So I downloaded Brawlbox v0.78 and tried to import Giratina's Origin Forme from XY into Brawlbox but the bones are still imported like this.
Sorry but you are not allowed to view spoiler contents.
You said in an earlier post that you exported it from 3DS Max; would you mind uploading just a screenshot of it in Max?
He asked me about that issue earlier, and he was able to solve it by exporting the DAE from BrawlBox, and re-importing that same DAE.
Oh, sorry, didn't know it was solved. :-\
Okay, testing RSTM files... They seem to be out of position in their music offsets, causing the clicking noise.
Testing CSTMs and FSTMs... It seems there's been no changes between 0.77 and 0.78 in regards to FSTM and CSTM playback. CSTMs with more than one track data are still not supported yet (single track data CSTMs however work without any problems so far), FSTMs still have the clicking noise (since their offsets are still in the same position as in 0.77, no changes have been made).
Comparing the difference in the changes between 0.77 and 0.78 in regards to RSTM playback, it seems some code has been altered in that area that determines where the waveform offset starts at. I'm glad the bug has been successfully replicated, so now it will be easier to fix the issue with the FSTMs and revert the changes with the RSTMs.
Also, just to note. The code for FSTMs and CSTMs still has "NW4R Node" in the info, instead of it saying "NW4C Node" or "NW4F Node".
I think this commit is to blame for the clicking sounds in RSTM playback. It was intended to fix something with the encoding, but I think the decoding needs to be updated now. I don't know why the memory usage would be so high, though.
https://github.com/libertyernie/brawltools/commit/9eee52703df7d9967f2bc5a369c3536c0e602993 (https://github.com/libertyernie/brawltools/commit/9eee52703df7d9967f2bc5a369c3536c0e602993)
Also, I'm surprised that CSTM and FSTM would be the same, since I added a field at the beginning of a struct that wasn't there before. Someone might need to take a look at the code and see if they can get it working.
ficion: Are you on Windows?
Quote from: libertyernie on March 13, 2017, 02:09:27 AM
ficion: Are you on Windows?
Yes, Windows 10 to be precise.
I found the issue - should be fixed in the next release. It only kicks in when your sound card is using OpenAL (this would include anyone running it on Unix with Mono, I think.) I've got a workaround that is a little confusing to me but it seems to work OK.
The RSTM artifacts issue will be fixed too. Not sure about CSTM/FSTM.
Quote from: libertyernie on March 13, 2017, 02:09:27 AM
Also, I'm surprised that CSTM and FSTM would be the same, since I added a field at the beginning of a struct that wasn't there before. Someone might need to take a look at the code and see if they can get it working.
I'm pretty sure the same thing that you did to RSTM is identical to the problem that FSTM has. But as for CSTM, it doesn't have any clicking noise, so it doesn't seem to have any issue in it's encoding.
I just need to find where the code is for encoding CSTMs and FSTMs, then I'll experiment around with them and see if I can fix the issue.
Quote from: Platinum Lucario on March 14, 2017, 02:35:15 PM
I'm pretty sure the same thing that you did to RSTM is identical to the problem that FSTM has. But as for CSTM, it doesn't have any clicking noise, so it doesn't seem to have any issue in it's encoding.
I just need to find where the code is for encoding CSTMs and FSTMs, then I'll experiment around with them and see if I can fix the issue.
BrawlLib actually just encodes RSTMs. For CSTM and FSTM, it converts to RSTM when it loads it, and converts from RSTM when it saves. Hopefully the fix will fix FSTMs too (and not break CSTMs.)
It's great to see that brawlbox is still improving!
Ah, if only Brawlbox had Smash Wii U support.
Quote from: Goombaswag on March 20, 2017, 06:33:40 PM
Ah, if only Brawlbox had Smash Wii U support.
There's already a dedicated program that supports Sm4sh Wii U files.
https://github.com/jam1garner/Smash-Forge/releases
Quote from: KingJigglypuff on March 20, 2017, 07:12:26 PM
There's already a dedicated program that supports Sm4sh Wii U files.
https://github.com/jam1garner/Smash-Forge/releases
You don't need a dump to use Brawlbox. That was what I was getting at.
I've just noticed something quite interesting about CSTMs. I've found that Pokémon Mystery Dungeon: Gates to Infinity's CSTMs use a different encoding than Pokémon Super Mystery Dungeon's CSTMs.
Pokémon Super Mystery Dungeon's CSTMs use ADPCM, where as Gates to Infinity's CSTMs use an original NW4C encoding. Probably because the developers of that said game were using a much earlier version of NW4C Soundmaker at the time of developing Gates to Infinity.
Here's two CSTMs of Ragged Mountain in which I can show you the difference and compare them with the Super Mystery Dungeon's version.
BGM_DUN_01 (Original NW4C/Gates to Infinity version):
43 53 54 4D FF FE 40 00 00 00 01 02 40 B2 1D 00
03 00 00 00 00 40 00 00 40 00 00 00 20 01 00 00
01 40 00 00 60 01 00 00 C0 03 00 00 02 40 00 00
20 05 00 00 20 AD 1D 00 00 00 00 00 00 00 00 00
49 4E 46 4F 20 01 00 00 00 41 00 00 18 00 00 00
01 01 00 00 5C 00 00 00 01 01 00 00 68 00 00 00
02 01 02 00 C0 5D 00 00 00 48 03 00 B4 F6 19 00
77 00 00 00 00 20 00 00 00 38 00 00 67 16 00 00
B4 26 00 00 80 16 00 00 04 00 00 00 00 38 00 00
00 1F 00 00 18 00 00 00 00 01 00 00 00 00 00 00
FF FF FF FF 01 00 00 00 01 41 00 00 20 00 00 00
02 00 00 00 02 41 00 00 28 00 00 00 02 41 00 00
30 00 00 00 7F 40 00 00 00 01 00 00 0C 00 00 00
02 00 00 00 00 01 00 00 00 03 00 00 10 00 00 00
00 03 00 00 36 00 00 00 E3 01 EB 00 2C 0A EC FA
00 07 CA FE F0 0C 31 FA F5 03 48 02 AE 0B C3 FA
2D 08 2B FF 33 0D 77 FA 00 00 00 00 00 00 28 00
19 EA 38 E9 00 00 0E 02 B1 00 FD 09 F4 FA 47 07
7F FE FE 0C 20 FA 47 04 AF 01 94 0B D6 FA 4D 08
02 FF 4C 0D 5D FA 00 00 00 00 00 00 78 00 8A D3
19 D0 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
53 45 45 4B
BGM_DUN_01_OLD (ADPCM/Super Mystery Dungeon version):
43 53 54 4D FF FE 40 00 00 00 03 02 20 B2 1D 00
03 00 00 00 00 40 00 00 40 00 00 00 00 01 00 00
01 40 00 00 40 01 00 00 C0 03 00 00 02 40 00 00
00 05 00 00 20 AD 1D 00 00 00 00 00 00 00 00 00
49 4E 46 4F 00 01 00 00 00 41 00 00 18 00 00 00
00 00 00 00 FF FF FF FF 01 01 00 00 64 00 00 00
02 01 02 00 C0 5D 00 00 00 48 03 00 B4 F6 19 00
77 00 00 00 00 20 00 00 00 38 00 00 67 16 00 00
B4 26 00 00 80 16 00 00 04 00 00 00 00 38 00 00
00 1F 00 00 18 00 00 00 00 01 00 00 00 00 00 00
FF FF FF FF 3D 31 03 00 F1 DF 19 00 02 00 00 00
02 41 00 00 14 00 00 00 02 41 00 00 1C 00 00 00
00 03 00 00 10 00 00 00 00 03 00 00 36 00 00 00
E3 01 EB 00 2C 0A EC FA 00 07 CA FE F0 0C 31 FA
F5 03 48 02 AE 0B C3 FA 2D 08 2B FF 33 0D 77 FA
00 00 00 00 00 00 28 00 19 EA 38 E9 00 00 0E 02
B1 00 FD 09 F4 FA 47 07 7F FE FE 0C 20 FA 47 04
AF 01 94 0B D6 FA 4D 08 02 FF 4C 0D 5D FA 00 00
00 00 00 00 78 00 8A D3 19 D0 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
53 45 45 4B
The differences between the two are at 0x0A, 0x0C, 0x1C, 0x24, 0x30, 0x50-51, 0x54-57, 0x5C, 0xA4-A6, 0xA8-AA, 0xAC, 0xB1, 0xB4-B5, 0xB8-B9, 0xBC-BD, 0xC0-C1, 0xC4-C5, 0xC9, 0xCC, 0xD0-D2, 0xD4-D7, 0xD9-E0, 0xE2-EE, 0xF1-11C, 0x11E-135, 0x13C, 0x13E-145, 0x150, 0x152, 0x154, 0x156, 0x158-15C and 0x15E-163.
SEEK begins at 0x160 on the non-ADPCM one (Gates to Infinity), while SEEK begins at 0x140 in ADPCM encoded CSTMs (Super Mystery Dungeon. INFO is located at 0x40 in both versions. It seems the INFO section in the non-ADPCM ones are literally 30 bytes larger than ADPCM ones. And somehow, the program mistakes the non-ADPCM file for having more than one stream, which it clearly doesn't, therefore showing this text:
System.Exception: BCSTM files with more than one track data section are not supported.
at BrawlLib.SSBBTypes.CSTMINFOHeader.get_ChannelInfoRefTable()
at BrawlLib.SSBBTypes.CSTMINFOHeader.get_ChannelInfoRefTableEnd()
at BrawlLib.SSBBTypes.CSTMINFOHeader.get_ChannelInfoEntries()
at BrawlLib.SSBBTypes.CSTMINFOHeader.Get_ChannelInfo(Int32 index)
at BrawlLib.Wii.Audio.CSTMConverter.ToRSTM(CSTMHeader* cstm)
at BrawlLib.SSBB.ResourceNodes.RSTMNode.OnInitialize()
at BrawlLib.SSBB.ResourceNodes.ResourceNode.Initialize(ResourceNode parent, DataSource origSource, DataSource uncompSource)
at BrawlLib.SSBB.ResourceNodes.NodeFactory.FromSource(ResourceNode parent, DataSource source)
at BrawlLib.SSBB.ResourceNodes.NodeFactory.FromFile(ResourceNode parent, String path, FileOptions options)
at BrawlBox.Program.Open(String path)
It's probably bringing up this error, because multistream is supported, but it just can't find the extra stream that it the program thinks that it has to initialise and convert to RSTM.
Perhaps one day in the future, the file responsible for encoding for RSTM can also have CSTM and FSTM variants.
Quote from: Goombaswag on March 23, 2017, 12:38:03 AM
You don't need a dump to use Brawlbox. That was what I was getting at.
You don't need a dump to use Smash Forge either. Me, Jam, and Ploaj designed it to function similarly to BBox in that it's a multi file editor. You must be thinking of Sm4shExplorer
just wanted to praise the python support :)
that caught me off guard. ;D
glad to see some extendability brought to brawlbox.
I hope it's not ironpython though or you'll really be lacking in n areas of support. >.>
I really, really, really want BrawlBox to have the ability to export BRSTMs as OGG files with loop points and vice versa.
It seems there is an issue with the model merger when you try to actually merge both models. I can't seem to make it work with v0.78.
On a side note, I think there was one Brawlbox version before that could export all the Modeldata as a .DAE. Am I remembering it wrong?
It's been glitchy since at least .76 or earlier, and I think I even remember mentioning it; try using .71 and importing each polygon individually; it works sooooo much better, lol
Doing it one polygon at a time works.
It's just not a good option when you're merging 300 models...
Yeah, I know what you mean, lol :P
Btw, out of curiosity, any of you guys ever had random vertices poking out of the hip area in game on any model imports before? Cause two of the guys I'm helping encountered this, and dunno if it has anything to do with Brawlbox, or if it's the rigging or bone data
(Sorry for the Necro, but hopefully this should warrant a bump.)
There's a bit of an issue regarding exporting and replacing Material Entries in an SRT0 animation. Said issue is that the Keyframes from the Texture Entries don't import. There's a workaround, but it's very time consuming. This has been an issue ever since BrawlBox supported the SRT0 format.
This is my current method at the time.
Quote1.) Open FitFighterMotionEtc.pac, and go to their Texture Animations (SRT0).
2.) Open up the SRT0 of your choice, and add a new Material Entry. Rename it to the material you want.
3.) Export the Material Entry of the original material, and replace the new Material Entry you just made. Here, you'll see the Texture Entries of the Material ported over, but not the Keyframes themselves.
4.) Export the Texture Entries from the original Material, and replace the respective Texture Entries in the new Material Entry.
5.) Rinse and repeat and save when you're done.
It's a very time consuming process, due to there being at least 100 or so SRT0 animations.
If the keyframes actually ported over, then step 4 wouldn't be needed, which would save a lot of time.
It would make things a lot easier if a way could be found to make the Texture Entry keyframes import without this workaround.
Is it possible to include the functionality that Ikuras was gonna have? The idea is still good.
I've recently started getting back into MKWii modding, and when I import a model from 3ds Max using Brawlbox v0.78 it adds a null bone that needs deleting, is there a way to prevent this?
Also is there a way to set default material and shader settings when importing a model? I always have to add lm_0 and lm_1 to the material list and change the shader to 3 stages to match the MKWii models and this becomes particularly time-consuming when importing a lot of models.
Is there any way to import bones from other models? the Object from an already existing object requires a non-existing bone on my model.
You can take model A, delete everything in the Objects folder, export that as an mdl0, then in Brawlbox .71, open model B, right- click the MDL0, " Import New Object" or whatever it's called, use default settings, and click OK; it should basically merge the bones, so that, as long as the base hierarchy is the same, the additional bones should be added correctly
Is there an option to delete multiple keyframes at once on a a single bone when animating in the model previewer?
While Brawlbox v0.78 can save animation edits made with the Edit All function, the version does not seem to recognize the last frame for some chr animation files. I am trying to re transition the driver for a Mario Kart Wii mod, and v0.78 does not show the last frame, even though it can show the last frame for other characters. Is there a way to get it to load the last frame?