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1  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: The answer is no! on: March 19, 2013, 10:14:33 AM
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?
2  Help & Tutorials / Help / Mediafire Account was closed, lost all uploaded files on: February 05, 2013, 08:37:34 PM
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.
3  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox Development on: September 22, 2012, 08:06:31 PM
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.
4  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox Development on: September 10, 2012, 09:53:50 PM
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.
5  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 16, 2012, 06:30:08 PM
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.
6  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: April 30, 2012, 06:55:09 PM
Any idea why the model is textureless?

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].
7  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: April 19, 2012, 06:34:19 PM
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"
8  Super Smash Bros. Brawl Hacking / Programming / Re: v0.66b Model Viewer preview in the thread... you can't miss it on: April 13, 2012, 04:41:09 PM
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.
9  Super Smash Bros. Brawl Hacking / Programming / Re: v0.66b Model Viewer preview in the thread... you can't miss it on: April 13, 2012, 11:19:29 AM
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.
10  Super Smash Bros. Brawl Hacking / Programming / Re: v0.66b Model Viewer preview in the thread... you can't miss it on: April 12, 2012, 09:24:35 PM
lol and wat game is that for Derpy Hooves?

Brawl.

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.
11  Super Smash Bros. Brawl Hacking / Programming / Re: v0.66b Model Viewer preview in the thread... you can't miss it on: April 12, 2012, 05:29:35 PM
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    
12  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66 coming soon. All animation formats & versions viewable & editable on: April 08, 2012, 08:23:45 PM
OMG WTF!!11!!1

v5 SRT0 frame count starts from 0, v4 starts from 1
I'm assuming the same for CHR0...


And what about all the other animation types+versions?


This would also explain the odd animation glitches when editing Mario Kart's CHR0's. Frame 1 must've been replaced with Frame 0.
13  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65c Released. New model previewer layout plan, see post #8960 on: March 18, 2012, 01:07:35 PM
Have you had any more progress fixing up V11 MDL0's?
14  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65c Released. New model previewer layout plan, see post #8960 on: February 22, 2012, 03:48:17 PM
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.
15  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65c Released. New model previewer layout plan, see post #8960 on: February 21, 2012, 09:43:33 PM
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).
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