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Author Topic: Brawlbox Resources & History  (Read 4515559 times)
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ForOhFor Error
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    « Reply #8880 on: February 06, 2012, 05:00:53 PM »


    Perhaps I'll look into the move-bone-by-translation thingy. I don't know enough about parsing files let alone tangents to look into how brawlbox works with files. Could someone give me a few pointers?

    srry I had to.
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    BlackJax96
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    « Reply #8881 on: February 06, 2012, 05:02:59 PM »


    srry I had to.


    LOL I thought the same thing
    *pointer
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    Changeling
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    « Reply #8882 on: February 06, 2012, 05:20:57 PM »


    srry I had to.

    Look at 0x20, it has a pointer to 0x18F38, which is another pointer to 0x158B40.

    Oh the humanity.
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    namq
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    « Reply #8883 on: February 06, 2012, 05:30:17 PM »


    no rushing, norushing

    but, any estimated time for release of Hitbox viewer?

    or I have to use bero's mod to view em for the time being?
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    BlackJax96
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    « Reply #8884 on: February 06, 2012, 05:32:58 PM »


    no rushing, norushing

    but, any estimated time for release of Hitbox viewer?

    or I have to use bero's mod to view em for the time being?

    They'll be viewable in v0.66, when the moveset editor/parser/rebuilder is finished.
    Btw it's Toomai's mod that lets you see hitboxes.
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    Xiggah
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    « Reply #8885 on: February 06, 2012, 05:33:30 PM »


    Hehe, good comic... I read about a thousand of those the first time I saw them.

    I don't know exactly about parsing the chr0 files, but I could test changes in Brawl (since brawlbox doesn't read interpolation, apparently) and see where the code reads it wrong. I want mah proper Game&Watch animations
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    namq
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    « Reply #8886 on: February 06, 2012, 05:35:18 PM »


    They'll be viewable in v0.66, when the moveset editor/parser/rebuilder is finished.
    Btw it's Toomai's mod that lets you see hitboxes.

    Was going to edit my post to say that lol, and u were quick to reply ^^

    I really hope to see the hurtbox and hitbox both editable on brawlbox soon Smiley

    Keep up the great work <3!

    EDIT:

    on toonami's hitbox previewer I was unable to view mario's Fair hitboxes, weird :O I saw no spike hitbox around where I can pick the hitboxes... Sad
    « Last Edit: February 06, 2012, 05:56:47 PM by namq » Logged


    Hubert Oswell
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    « Reply #8887 on: February 06, 2012, 07:32:22 PM »


    Will Brawlbox include support for main.dol and sora_melee.rel one day?
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    Eternal Yoshi
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    « Reply #8888 on: February 06, 2012, 08:16:47 PM »


    main.dol isn't supported by FPC soooo.....
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    BlackJax96
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    « Reply #8889 on: February 06, 2012, 08:27:39 PM »


    Will Brawlbox include support for main.dol and sora_melee.rel one day?

    Maybe

    main.dol isn't supported by FPC soooo.....

    Well I replaced it with Riivo like 100 pages back
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    « Reply #8890 on: February 06, 2012, 09:17:23 PM »


    Oh. I can't use Riivo due to my laser and lens being no bueno. The Wii Lens cleaner isn't working.....................

    Anyway, I'd prefer that if you make a hitbox viewer that you should make the program read collisions from.... like I'd be able to enter an offset from PSA and there the hitbox is.

    This would let PSAers easily see their hitboxes instead of being forced to stick with modding VBrawl.pac files and save a lot of time.
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    BlackJax96
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    « Reply #8891 on: February 06, 2012, 09:22:01 PM »


    Oh. I can't use Riivo due to my laser and lens being no bueno. The Wii Lens cleaner isn't working.....................

    Anyway, I'd prefer that if you make a hitbox viewer that you should make the program read collisions from.... like I'd be able to enter an offset from PSA and there the hitbox is.

    This would let PSAers easily see their hitboxes instead of being forced to stick with modding VBrawl.pac files and save a lot of time.

    The hitboxes will have an option to display when they're called or all the time in the current sub/action when the animation plays. The whole moveset file will be rebuilt, so you won't have to worry about the filesize continually increasing. PSA doesn't rebuild the file, it just adds new sub/actions you make to the end of the file if it can't fit it into the space it was in before.
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    Changeling
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    « Reply #8892 on: February 07, 2012, 12:21:06 AM »


    I also see interpolation errors with CHR0s in Mario Kart Wii. If the first and last frames are identical, you get a single frame where the character takes up the whole screen in-game, but BrawlBox doesn't display the error so it's difficult to fix. It also seems to only happen on certain animations.
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    « Reply #8893 on: February 07, 2012, 09:51:54 AM »


    hate being sick in a week,

    what exactly did I missed about 65c? Im srs here
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    « Reply #8894 on: February 07, 2012, 12:27:22 PM »


    hate being sick in a week,

    what exactly did I missed about 65c? Im srs here
       . Made MDL0 nodes modulate their values and each other more closely
       . Finished Wavefront OBJ exporter (Right click an MDL0 object and export it as OBJ)
       . Fixed up the DAE exporter again
       . Undo and Redo buttons have been fixed for the model viewer and added to the collision viewer (All coded by Xiggah)
       . Texture matrices can now be used without any problems in-game (moving textures)
       . Added stage default support for DAE importer

    Handy .txt file, although I don't know why there's a BrawlLib with the exact text except for different version numbers....
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