But back on-topic, here's a quick question (or 2): 1. Is the change log supposed to be in order? 2. Will I be able to insert any WAV's in to the BSRAR of MKW with the RSAR Editor? (I'm wondering if the wav's has to have the same sample rate as the in-game sounds).
EDIT: Off-topic but are the stars able to be changed to 5's? Or at least removed?
Sadly, Mario Kart Wii uses a different BRSAR version than Brawl. BB can export the files but can't do anything to them right now (can't even play them!).
Will MKW's BRSAR version be supported at all in the next BB update?
Every single thing I've ever uploaded here was lost today due to my MediaFire account being suspended. I don't have most of the files anymore, so I'm working on deleting the individual submissions since none of them work.
This is just a notification for those wondering why anything uploaded by me doesn't work at the moment.
This also hit my Mario Kart side of development, which is quite sad. I lost every BRSTM, model and texture I've ever made.
Please tell me I'm not the only one that this is happening to.
BJ96! do you possible know something about these file format: RFNT FINF TGLP
I found those in Common2 in MiscData[9] and MiscData[10]. and more funny thing, MiscData [11 - 17] is modules, 11 is the Sora_Melee module O.o and [30 - 34] is something about "sndBmgTitleData"
Font data. However, these should be all in a single file. TGLP, CWDH and CMAP are all inside the RFNT files. TGLP is read similarly to a tex0 or a TPL file.
Another error I'm finding on MKWii's end of the deal is that sometimes, materials and/or shaders will get corrupted or even go missing for no reason. The grass on my track is shifting around for no reason, and it wasn't going it before.
In Bones, "Pad1" isn't padding, it's a setting which determines how a bone reacts to the camera/related objects. In Mario Kart Wii, Pad1 set to 3 makes the bone point away from the camera (used for the sun and the question mark in itemboxes). The values may be different for Brawl.
Since brawl box always deleted part of the model when I import it I used szs explorer.
For some reason, models imported from SZS Explorer than opened in BrawlBox have the UV Map Scale (in the materials) changed to [0,0]. change this to [1,-1] to resolve the 'flipped textures' issue if you haven't already flipped them, else, set it to [1,1].
The "Add New Object" option gives me an error. Does the object I'm importing need to have a bone from the original model in it? (or the entire bone structure?)
With the entire bone structure in the dae, I get
"Object reference not set to an instance of an object"
What's strange with the SRT0s is that they work properly before saving, then don't work after saving. Before saving, they show the proper decimal values between keyframes. After saving, the values become scientific notation between keyframes. I have a strange feeling that this is tied together.
The strangest thing is that it only does this to the TranslationY value. ScaleX and ScaleY seem to work properly.
On my model, it game would fade in like normal, run slowly, then crash on the frame before the HUD would appear (Mario Kart Wii).
I fixed it by removing a layer from the animated material that probably wasn't needed. It was a 512x512 transparent texture. Afterward, the game ran fine.
I'm also having trouble with other texture animations now. It works fine in BrawlBox, but when I save and reload, the animation no longer works (texture changes to a solid color). It does this in-game too.
Left side is frame 1, right side is frame 2. There are 200 frames, and 198 of them are the same as frame 2. Only frame 1 and frame 200 are correct. It seems that when the animation is interpolated, it overflows somewhere and glitches up. It looks the same in-game too.
SRT0 info: Version: 5 Looped: True Frames: 200 Material Animated: polygon0_m Number of textures: 1
Frame 1: Scale X = 1, Scale Y = 1.25, Translation Y = 0 Frame 200: Translation Y = 9.9833
Am I missing anything? Leaving out the scale values on frame 1 doesn't change anything.
Also, a note that SRT0 animations work for Mario Kart Wii with minimal problems, aside from a random crash I'm getting that happens when I try animating a texture that has "Geometry" as its texture map settings. The game runs at about 5 frames per second, then crashes after a few seconds.
Any info about font_latin1.arc and font_latin10.arc? They contain .brfnt files but they're compressed. BrawlBox, SZS Explorer and SZS Modifier won't open them. The start of font_latin1.arc is:
10 D8 16 0C 00 52 46 4E 54 FE FF 01 04 00 00 0C Ø R F N T þ ÿ
Oh. It might just be a problem I haven't come across with v11 models or that offset/part2 bug I mentioned that's causing that... Double check all the settings in the materials against an official model just to make sure.
The model of the bike I used was an unmodified, official model. I just used Brawlbox to replace a texture (I didn't even open the mdl0) and it still did it afterward.
Does the texture have a palette? Is it linked in the MDL0? What other things did you change?
Brawlbox really doesn't 'recalculate' anything if you don't move/add/remove any nodes.
I did remove a node; I removed a material that would just be a duplicate anyway. The texture has no palette, and the texture reference was automatically added (so it was linked in the mdl0).
All I changed were this: Removed "tx_yoshi_eye" material Set Texture reference on other material (changed from "tx_yoshi_all" to "metal00") Changed some texture settings (set them to match a Metal material, to have refracting textures) Set both Objects to use "tx_yoshi_all" material
However, it does this on my kart model too, and I didn't modify the model itself: I just used BrawlBox to replace a texture (because it make nice, high-quality texture imports).