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Author Topic: Brawlbox Resources & History  (Read 4502889 times)
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spongeman131
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    « Reply #15255 on: September 27, 2013, 09:02:12 PM »


    Turns out all I had to do was add one line of code and now it works great, so it'll be working in v0.69.

    ALL THIS TIME I HAD NO IDEA WHAT WAS WRONG

    I'll never edit the object importer's code ever again.

    *throws mouse and keyboard out window*

    *rips off pants and shirt*

    *puts on party hat and party horn*

    OH YEAH PARTY TIME!

    Who da man? BJ da man!
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    Sirkura
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    « Reply #15256 on: September 27, 2013, 10:25:04 PM »


    So, a crop function.
    I'll think about it

    hueh hueh hueh

    you're welcome

    I dunno, I just create a new bitmap with the new dimensions and draw the texture to it with the highest quality and interpolation settings, then replace the source with the new bitmap.

    Took like 3 seconds to code and it works great.

    Turns out all I had to do was add one line of code and now it works great, so it'll be working in v0.69.

    ALL THIS TIME I HAD NO IDEA WHAT WAS WRONG

    I'll never edit the object importer's code ever again.

    LOL glad you fixed it <3 and glad to see the suggestion i made was taken into account :3 it will be really useful for texturers and CSS/SSS edits. ty <3*huggles*
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    ABloodyCanadian
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    Background processes...

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    « Reply #15257 on: September 30, 2013, 01:13:52 PM »


    I'm just wondering if there's anything wrong with BrawlBox's scn0 Editor. Cause I'm trying to make a Camera Animation for Gunslinger Samus' Win2 Animation, but my result ends up with stretched polygons on the screen.

    v0.68d
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    BlackJax96
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    « Reply #15258 on: October 01, 2013, 06:07:16 PM »


    I just need to support viewing keyframes and editing interpolation for SCN0 entries and then BB v0.69 should be ready to go.

    Here's the change log from the OP:

    - v0.69- (TBA)
       . Added Maya .anim animation importing and exporting
       . Added interpolation editor located under Tools in the model viewer
       . Added DOL & REL section editor
       . Finished DOL & REL rebuilders
       . Added option to sync first and last keyframes (useful for looping animations)
       . Added option to generate animation tangents automatically or not
       . Added "Recent Files" under File in the main menu strip
       . Added full support for RunLength and Extended LZ77 compression
       . Added a code manager for GCT files. Can read/write to TXT, save GCT with text info, and open GCTs using a database of saved codes if it contains no text info.
       . Added support for adding REFF entries
       . Added a PMD model importer, just for fun
       . Added option to move the model viewer panel into a new window and back - useful for dual monitors
       . Added option to create a link directly on a plane in the collision editor
       . Added a help window to the collision editor
       . Added a texture resize function to the Texture Converter dialog
       . Added a Re-Encode option to the right click menus of TEX0, REFT, and TPL textures
       . Fixed saving RSAR files (RWSD, RBNK, RSEQ) when they are outside of the RSAR
       . Fixed U8 parser/rebuilder
       . Fixed bug where the model previewer would lock itself if you closed it while playing an animation
       . Fixed "Replace All" button on ARC right click menu
       . Fixed MDL0 object importer
       . Updated the keyframe panel in the model viewer
       . Made animation frames able to be copied and pasted in different instances of Brawlbox
       . Updated model viewer to internally retain all changes to settings; no more external settings file.
       . Model viewer settings can be exported, imported, and reset to default.



    I'm just wondering if there's anything wrong with BrawlBox's scn0 Editor. Cause I'm trying to make a Camera Animation for Gunslinger Samus' Win2 Animation, but my result ends up with stretched polygons on the screen.

    v0.68d

    It shouldn't cause anything like that. I finished the rebuilder completely in v0.68 - it rebuilds exactly as the original file if you save with no changes.

    It sounds sort of like the same problem as SHP0s. We can't make custom SHP0s because [censored] explodes
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    Tabuu Forte Akugun
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    « Reply #15259 on: October 01, 2013, 06:12:00 PM »


    Noice. Can't wait. Grin That interpolation editor should come in handy.
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    Iwvi
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    « Reply #15260 on: October 01, 2013, 06:54:08 PM »


    It sounds sort of like the same problem as SHP0s. We can't make custom SHP0s because [censored] explodes

    Sad

    Black Shadow remains unreleased because [censored] (his face) explodes. I still wonder how some people managed to get SHP0s not to explode. So there is still no light on why [censored] explodes, is there?

    Anyway, there seem to be a lot of cool features added for the next release. One that I didn't know about and that will really come in handy is the copy and paste animation frames between instances thingy. Awesome work there.
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    Spex130
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    So very Spexcellent.

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    « Reply #15261 on: October 01, 2013, 07:19:45 PM »


    Oh, very nice!

    Can't wait, now!
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    Segtendo
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    « Reply #15262 on: October 01, 2013, 10:26:16 PM »


    A code manager? Shocked
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    pikazz
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    « Reply #15263 on: October 02, 2013, 04:19:18 AM »


    wierd, the SHP0 editor works fine for me? o-o
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    « Reply #15264 on: October 02, 2013, 01:21:25 PM »


    when I try to edit DP's material to disable culling and depth testing,
    my JIT comes up (brbx crashes)

    unfortunatly all I'm able to do for info is select VS2010 which displays
    somewhat useless ASM from the crash at the dot-net framework level.
    otherwize I'd post the error code ;_;


    as for DP...
    you know how his tail is supposed to be transparent, but displays as black right??
    I think that black is from the clear-color which is a result of depth testing/culling to get the display.
    (I did the same thing with UMC's GUI (the failed dev5 build before the restructure),
    so that's how I'm able to assume the polygons behind Pika are completely culled out)
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    « Reply #15265 on: October 02, 2013, 01:56:41 PM »


    How does one use the SHP0 editor?
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    Malfioz
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    « Reply #15266 on: October 02, 2013, 02:37:47 PM »


    I don't get the vertices explosion when using shp0. When importing a character, try to use force float vertices, and it should probably fix it. When using multiple vertex animations (e.g. blink + smile) in the same frame, they can often make it explode, or maybe reset the animation in Brawl.
    Example:
    I'm using blink, smile, open mouth facial vertices in this animation.
    « Last Edit: October 02, 2013, 02:43:55 PM by Malfioz » Logged

    BlackJax96
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    « Reply #15267 on: October 02, 2013, 05:07:47 PM »


    A code manager? Shocked



    wierd, the SHP0 editor works fine for me? o-o

    the editor works fine, it's in-game when the animation doesn't work

    How does one use the SHP0 editor?

    It's pretty simple, just open a character that uses it, like Link or Ganondorf, switch the edit mode to SHP0, select one, then go to the editor on the bottom, select a vertex set on the left list, then select a destination on the right list, and then you can morph it with the slider.

    I don't get the vertices explosion when using shp0. When importing a character, try to use force float vertices, and it should probably fix it. When using multiple vertex animations (e.g. blink + smile) in the same frame, they can often make it explode, or maybe reset the animation in Brawl.
    Example:
    I'm using blink, smile, open mouth facial vertices in this animation.

    Oh, nice!

    I knew that the vertices had to be float, so when animations still exploded during tests I was pretty much stumped as to what was causing it. What I didn't know though was that applying multiple morphs at once could cause that. Shocked

    Does it only happen when the sum of the morph values is greater than 1 or less than 0 (on any frame, keyframed or interpolated), or only when there's a keyframe for two different morph destinations at once?
    Or both?
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    Segtendo
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    « Reply #15268 on: October 02, 2013, 06:27:43 PM »


    [censored]. It opens GCT's too. Instant advantage over Code Manager.
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    « Reply #15269 on: October 02, 2013, 06:51:25 PM »


    so
    no sawnd export function?
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