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Author Topic: Brawlbox Resources & History  (Read 4516287 times)
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Gamma Ridley
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    « Reply #10035 on: May 04, 2012, 10:09:45 AM »


    offtopic

    It's about time someone starts looking into that stuff. I always figured that was possible, glad you got it working somewhat.
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    pikazz
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    « Reply #10036 on: May 04, 2012, 10:53:19 AM »


    It's about time someone starts looking into that stuff. I always figured that was possible, glad you got it working somewhat.

    I am not the first but sadly dant och phantomwings left without so much information about their discovery about modules :/

    I did a thread about Modules and how they work
    http://forums.kc-mm.com/index.php?topic=44101.0
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    « Reply #10037 on: May 04, 2012, 11:07:37 AM »


    I am not the first but sadly dant and phantomwings left without so much information about their discovery about modules :/
    I think PW left some notes on structure somewhere, but I can't find it...
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    Gamma Ridley
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    « Reply #10038 on: May 04, 2012, 11:15:19 AM »


    I think PW left some notes on structure somewhere, but I can't find it...


    This?
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    BlackJax96
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    « Reply #10039 on: May 05, 2012, 10:34:50 AM »


    thanks for the flags, pikazz :3

    Good news. SCN0 is now fully rebuilt, including all color arrays and keyframes this time, and is still being updated thanks to Sky Grounder Cheesy

    I've even been progressing on the physics file.
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    « Reply #10040 on: May 05, 2012, 12:12:05 PM »


    Good news. SCN0 is now fully rebuilt, including all color arrays and keyframes this time, and is still being updated thanks to Sky Grounder Cheesy

    I've even been progressing on the physics file.
    Awesome, progress feels great! Grin
    We've almost figured out SCN0 completely! And I figured out some of the Unknowns in Lights:
    Unknown7 = Brightness
    Unknown8 = Brightness regulator
    Unknown10 = Light wideness (low number = spotlight)

    I didn't find any sign of change in Unknown6 and Unknown9... Undecided
    Not Unknown1/11/12 either...

    4 of the flags in Light isn't figured out yet either (Flags1 is animation flags)
    but at least the rebuilder should work fine for Brawls SCN0s Cheesy
    Nico, I think you can group the values that is related together; to make editing easier Wink


    Now that that format's out of the way, I think I'm going to figure out what some of the Collision object values do.
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    « Reply #10041 on: May 06, 2012, 09:43:58 AM »


    I don't know why, but everytime I save Mario's and Luigi's FitMotionEtc.pac in the latest BBox, it messes up the fireball models, reducing them to nothing more then rotating shells.
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    « Reply #10042 on: May 06, 2012, 10:16:52 AM »


    I don't know why, but everytime I save Mario's and Luigi's FitMotionEtc.pac in the latest BBox, it messes up the fireball models, reducing them to nothing more then rotating shells.
    you can see that on mariodk smbz and southcraft luigi fire balls they are gone :S just some gfx around them
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    Snivy
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    « Reply #10043 on: May 06, 2012, 10:32:18 AM »


    I have a problem. I'm making a motion file for a hack, and in BB .66 (No b on it,) it saves and plays all of the motion files correctly, with no errors. But when I use the newest, .66b, it gives me an error on the Final Smash animations. It says; "Value cannot be null. Parameter name: key."
    Edit: BTW, look! I have 151 posts! Pokédex # of Mew! Cheesy
    « Last Edit: May 06, 2012, 10:35:20 AM by Snivy » Logged

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    « Reply #10044 on: May 06, 2012, 11:25:34 AM »


    I don't know why, but everytime I save Mario's and Luigi's FitMotionEtc.pac in the latest BBox, it messes up the fireball models, reducing them to nothing more then rotating shells.
    I have a problem. I'm making a motion file for a hack, and in BB .66 (No b on it,) it saves and plays all of the motion files correctly, with no errors. But when I use the newest, .66b, it gives me an error on the Final Smash animations. It says; "Value cannot be null. Parameter name: key."
    Edit: BTW, look! I have 151 posts! Pokédex # of Mew! Cheesy

    I couldn't reproduce these errors...
    It's possible that I fixed them already or in Snivy's case, it's your fault XD
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    « Reply #10045 on: May 06, 2012, 11:28:16 AM »


    No, I don't think I did anything wrong... Not to be rude of course, I'm making a Ness hack, his Final Smash animation is Falco's mega mushroom animation, and I fixed the stretching problems. I imported the raw character animation, (not edited,) and it said the same thing...
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    « Reply #10046 on: May 06, 2012, 11:41:09 AM »



    I see no problems, other than it's really creepy Im srs here
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    « Reply #10047 on: May 06, 2012, 01:03:10 PM »


    Well I did save Mario's FitMotionEtc.pac in the previewer (if you didn't try that already).
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    « Reply #10048 on: May 06, 2012, 01:06:35 PM »


    Well I did save Mario's FitMotionEtc.pac in the previewer (if you didn't try that already).

    I did try that. :/
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    Snivy
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    « Reply #10049 on: May 06, 2012, 01:37:44 PM »



    I see no problems, other than it's really creepy Im srs here

    Hmm, I'll start from scratch then.
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