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Author Topic: Brawlbox Resources & History  (Read 3861233 times)
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DemonBoy
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    « Reply #12525 on: September 01, 2012, 06:53:12 PM »


    Yeah, the auto metal adder doesn't work for me unless I have the materials folder on the model extended.

    If I don't have it extended it gives me an error and doesn't do anything
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    BlackJax96
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    « Reply #12526 on: September 01, 2012, 06:58:10 PM »


    Yeah, the auto metal adder doesn't work for me unless I have the materials folder on the model extended.

    If I don't have it extended it gives me an error and doesn't do anything

    Oh, well now I know exactly what's wrong lol
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    Exorcist
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    « Reply #12527 on: September 01, 2012, 07:44:40 PM »


    Hey, BJ, I has a question:
    I'm importing a model from 3ds Max that I think I might have exported from BB at some point a long time ago.
    The thing is that it already has _ExtMtl materials in it.

    Should I delete them or what?
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    « Reply #12528 on: September 01, 2012, 07:46:11 PM »


    Hey, BJ, I has a question:
    I'm importing a model from 3ds Max that I think I might have exported from BB at some point a long time ago.
    The thing is that it already has _ExtMtl materials in it.

    Should I delete them or what?

    Well you should always redo the metal material adding thing after importing it, of course.
    Shouldn't matter if you delete them or not.
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    Exorcist
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    « Reply #12529 on: September 01, 2012, 07:47:16 PM »


    Well you should always redo the metal material adding thing after importing it, of course.
    Shouldn't matter if you delete them or not.
    Hmm...
    Alright, thanks BJ.
    EDIT: Wut the visibility bones are already assigned too. Im srs here
    EDIT2: Looks like I had to name the .dae from 3ds Max as something else for it to be normal.
    I dunno if this is a bug or not, but the version of BB I'm using is .67b.
    « Last Edit: September 01, 2012, 08:02:38 PM by ExorcistRain » Logged


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    Kagemaru
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    « Reply #12530 on: September 01, 2012, 08:40:02 PM »


    BrawlBox V0.68 What else? >.>


    Bit rude yo... Its not like I keep up with every post this thread gets. At least had the moveset builder been fixed to work better then the last versions?
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    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

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    « Reply #12531 on: September 02, 2012, 01:54:53 PM »


    @BJ:
    Am I able to animate Pachi yet??
    Even Ziia`s dealing with my problem... :/

    Post Merge: September 02, 2012, 02:19:35 PM
    lol hey BJ, you`d better watch yourself :3
    Kryal`s helpin me understand the brbx src code...
    You know what that means right?? >:3
    « Last Edit: September 02, 2012, 02:19:35 PM by Tcll » Logged


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    « Reply #12532 on: September 02, 2012, 06:49:36 PM »


    Hey just a thought for the next release but the 0E080300 function would be nice in PSA editing. Its a code I found that was used in olimars up-special in brawl minus. It's basically a boost that just launches you in a given direction. There are three parameters, I only know for sure that the second it vertical force. You might have already included this but when I try to put it in I get errors and I can't edit the values.
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    « Reply #12533 on: September 05, 2012, 06:56:49 PM »


    Will sub routines be better editable?
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    « Reply #12534 on: September 05, 2012, 08:58:49 PM »


    Dear BlackJax96 can you please add a button to brawl box to play rotations only like in the
    brres viewer by Kentilan.
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    DoctorFlux(Mariodk)
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    « Reply #12535 on: September 05, 2012, 11:28:26 PM »


    Will sub routines be better editable?
    i hope
    cuz if you copy the subrotation/goto code
    it dont copy where the subrotation/goto code need to go to
    so you have to edit it again
    and its really annoying if you needing to do a GFX mode so you will always have a GFX on you on all subactions

    also i remember i requested something so you just needing to press 1 button so we got 1 subrotation in each subaction(event list: other) with same offset on all subrotations
    at same time it moves all stuff on other to Main and fit with the frames timers too

    so it dont take long time to make modes with a GFX on the char. and stuff like that
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    DSX8
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    « Reply #12536 on: September 09, 2012, 02:04:27 AM »


    Yo BJ... i came across an error when replacing and viewing a MDL0 in the FitCaptain.pac file

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.InvalidOperationException: The Undo operation encountered a context that is different from what was applied in the corresponding Set operation. The possible cause is that a context was Set on the thread and not reverted(undone).
       at System.Threading.SynchronizationContextSwitcher.U ndo()
       at System.Threading.ExecutionContextSwitcher.Undo()
       at System.Threading.ExecutionContext.runFinallyCode(Object userData, Boolean exceptionThrown)
       at System.Runtime.CompilerServices.RuntimeHelpers.Ex ecuteBackoutCodeHelper(Object backoutCode, Object userData, Boolean exceptionThrown)
       at System.Runtime.CompilerServices.RuntimeHelpers.Ex ecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Windows.Forms.Control.InvokeMarshaledCallb ack(ThreadMethodEntry tme)
       at System.Windows.Forms.Control.InvokeMarshaledCallb acks()


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.67.4588.28271
        Win32 Version: 0.67.1.0
        CodeBase: file:///C:/Users/DSX8/Desktop/Brawl%20Hacks/Brawlbox%20v0.67b/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.14.4588.28267
        Win32 Version: 0.14.1.0
        CodeBase: file:///C:/Users/DSX8/Desktop/Brawl%20Hacks/Brawlbox%20v0.67b/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.278 built by: RTMGDR
        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: 4.0.30319.282 built by: RTMGDR
        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: 4.0.30319.269 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Data
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.237 (RTMGDR.030319-2300)
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Design
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.237 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.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.
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    « Reply #12537 on: September 09, 2012, 04:47:11 AM »


    How much of the stuff to convert wavs to rswds is completed? I'm still getting emails about where to find the SDK files, so if it's close I could try to help out and finish it.
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    DarkPikachu
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    « Reply #12538 on: September 09, 2012, 09:29:23 AM »


    when did BJ say he was actually working on rwsd conversion Im srs here

    Granted it would be nice, cause I could then get my hands on pachi`s sfx from pokepark...

    But atm pachi still isn`t releasable as I currently can`t animate him with brbx.

    At least let me know something about being able to move `origin` back to [ 0, 0, 0 ] BJ Oh shi~
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlackJax96
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    « Reply #12539 on: September 09, 2012, 04:19:19 PM »


    I might have Brawlbox ready by Christmas.
    That's all imma say
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