I realized that there's another issue that I've spotted with BrawlBox v0.68b...
In BrawlBox v0.67b, you can see the offset placements for all of the model's data, including the vertex data. However, you can't view the offset placements with BrawlBox v0.68b whatsoever, which can make quickly modifying vertex data with a hex editor more tedious.
You should make BrawlBox automatically uncompress .pac files when they are saved since some people still don't know they have to have no compression. There's other threads aswell.
It's not too hard to figure out how to decompress the .pac files though. It's most likely an oversight that most people tend to overlook.
Besides, some .pac files have to be compressed, but that's only really the case for the .pac files inside the info2 and menu2 folders, along with common3.pac.
I did spot something that's off. In BrawlBox v0.67b, whenever you select a bone, a sphere would appear around the selected bone. However, that's not the case with BrawlBox v0.68b, as unless you turn on the bones, you won't have any clue on what bone is being modified.
BrawlBox v0.67b
BrawlBox v0.68b
The YRotN bone is selected for both revisions, but the sphere only appeared for the v0.67b revision. This could be a problem if you want to alter the bone positions, but not want the bones to be visible.
I also played around with the animation editor for v0.68b, and it seems that the glitch that was in v0.68 got fixed up. However, I haven't checked to see if this revision has a negative impact on modifying model vertices.
I never even use the "Replace All" command, since I find that you're less likely to make mistakes when you replace one model or texture (especially the textures with palettes) at a time.
I'm just fortunate that I can modify model vertices without always having to rely on 3ds Max now. However, I'll still keep hold of v0.67b for all the other stuff.
So, you're saying that when you translate something like the TopN, all the other bones move too?
Because that's supposed to happen. When you move a bone, all of the children follow.
That's not the issue though. I'll use an image as a reference...
The first image is a model before I did a translation change to TopN. The second image is what the model looked like after I modified one of the TopN bone's translations. That never happened with BrawlBox v0.67b, so I'm quite thankful that I still have that revision on me if I wanted to alter any animations.
I spotted a problem while trying out the animation edits. For some reason, whenever I alter the translation on a certain bone (Ex.: TopN), it always ends up affecting the other bones as well. Oddly, this seems to happen whenever I type in a value.
Is there any chance that in the future, we'll be able to modify vertex points from more than one polygon? It would also help if we knew which vertex points are selected, along with their coordinates.
So THAT'S how the developers make seamless transitions in soundtracks :O
Yup. Likewise, in New Super Mario Bros. Wii, portions of the multi-channel .brstm files are for the Yoshi drums. When Mario is riding on Yoshi, the drum beat channels will be triggered, but they'll be disabled when Mario jumps off Yoshi. However, the drum beats are only used for the Overworld, Underground, Desert Overworld, Snow Overworld, Beach, and Bonus BGM files.
In a similar manner, during the second phase of the Bowser battle, additional music channels will be triggered halfway through the chase.
The error thats thrown comes directly from the audio library. It doesnt support more than 2 channels. I need to create multiple audio buffers and code in a button to switch between them while theyre all playing.
Don't all of Brawl's .brstm files have only "2" channels? I've only seen .brstm files with over "2" channels from the Mario Kart Wii and New Super Mario Bros. Wii ISOs; their names stat with "STRM".