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Author Topic: Brawlbox Resources & History  (Read 4097212 times)
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Tock
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« Reply #12345 on: August 20, 2012, 03:02:01 PM »


lol i havent had any material issue's Tongue

The Problem was that i was importing a MDL0 v11 Material to a v9 MDL0 (i forgot  to set it to v11 after i imported it).

@the Culture Invariant Float.Parse stuff: It works for me however when i change it i need to use . but when im done with it it changes to , the problem is that if i want to change the scale again i need to change those , to . again.

1.45,1.45,1.45 gets 1,45,1,45,145 and when i edit it again it changes to 0,0,0 (if i dont change the , back to .)
« Last Edit: August 20, 2012, 03:03:03 PM by Tock » Logged

BlackJax96
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    « Reply #12346 on: August 20, 2012, 03:05:05 PM »


    The Problem was that i was importing a MDL0 v11 Material to a v9 MDL0 (i forgot  to set it to v11 after i imported it).

    @the Culture Invariant Float.Parse stuff: It works for me however when i change it i need to use . but when im done with it it changes to , the problem is that if i want to change the scale again i need to change those , to . again.

    1.45,1.45,1.45 gets 1,45,1,45,145 and when i edit it again it changes to 0,0,0 (if i dont change the , back to .)

    I have an idea, instead of separating the values with a comma, I'll separate them with a semicolon.
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    Sky Grounder
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    « Reply #12347 on: August 20, 2012, 03:10:19 PM »


    I have an idea, instead of separating the values with a comma, I'll separate them with a semicolon.
    If it will work, I approve of this idea! Cheesy
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    SomeKindOfMetroid
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    « Reply #12348 on: August 20, 2012, 03:43:39 PM »


    Does anyone know how the SFX IDs in FitChar.pac files match up with smashbros_sound entries? I can't really find anything in smashbros_sound that reflects those IDs.

    EDIT: Well, I found the PSA text file with a list of those IDs (in hex). Now I can just match the IDs to the names. Out of curiosity, though, what is the significance of those IDs? They must relate to smashbros_sound somehow.
    « Last Edit: August 20, 2012, 03:47:10 PM by SomeKindOfMetroid » Logged

    BlackJax96
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    « Reply #12349 on: August 20, 2012, 03:54:57 PM »


    Does anyone know how the SFX IDs in FitChar.pac files match up with smashbros_sound entries? I can't really find anything in smashbros_sound that reflects those IDs.

    EDIT: Well, I found the PSA text file with a list of those IDs (in hex). Now I can just match the IDs to the names. Out of curiosity, though, what is the significance of those IDs? They must relate to smashbros_sound somehow.


    Doesn't Smashbox v0.57 display the right IDs?

    If so, the correct IDs might be hidden at the moment, since BRSAR stuff is under construction right now. If not, I'll have to research it.
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    SomeKindOfMetroid
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    « Reply #12350 on: August 20, 2012, 04:12:23 PM »


    The IDs are correct in that they match the list included with PSA. Do you mean Smashbox shows the names?

    The IDs are just meaningless numbers to me because I don't use PSA, but I'm sure they must mean something. The only way things could be improved would be if the SFX name was shown instead of/with the ID, but that's not something you should bother with.
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    SharpHackz200
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    « Reply #12351 on: August 20, 2012, 04:19:51 PM »


    Brawlbox really helpful.
    It's easier to type the bone number.
    Right-click on the bone and it will say Bone Index: (Number)
    But hard on doiing GFX.
    Because last time I put the number 81
    and when you click done it's 51 Im srs here
    Still helpful though
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    Carnage
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    « Reply #12352 on: August 20, 2012, 05:58:25 PM »


    BJ a few questions wich might have a easy awnser that i didnt get to yet

    when using change subaction how are we supost to know the number in the previewer? i just add to count until i found the right one since when we see the subactions on top does their number appear anywhere?

    Can we change the subactions names on the model previewer? since its a pain always have to turn back and change stuff

    Wierd glitch? whenever i put the command execute loop it says a error  that the item needs to be positive or something this only happened when putting it on one of those null subactions that i had changed the name.
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    SomeKindOfMetroid
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    « Reply #12353 on: August 21, 2012, 11:46:31 AM »


    How does the Roll A Die requirement work? Is it if 1d6 = value, or a value/6 chance, or what? Seems kind of limited.
    « Last Edit: August 21, 2012, 11:47:51 AM by SomeKindOfMetroid » Logged

    BlackJax96
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    « Reply #12354 on: August 21, 2012, 11:48:12 AM »


    BJ a few questions wich might have a easy awnser that i didnt get to yet

    when using change subaction how are we supost to know the number in the previewer? i just add to count until i found the right one since when we see the subactions on top does their number appear anywhere?

    Can we change the subactions names on the model previewer? since its a pain always have to turn back and change stuff

    Wierd glitch? whenever i put the command execute loop it says a error  that the item needs to be positive or something this only happened when putting it on one of those null subactions that i had changed the name.

    k :O

    How does the Roll A Die requirement work? Is it value/6 chance, or if 1d6 = value, or what?

    I have no idea lol. I've never used it myself.
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    Naruto200Man
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    « Reply #12355 on: August 21, 2012, 12:02:04 PM »


    Roll of Die is a variable that has multiple if statements. Each time the event is called up it rolls a die (the chances can be anything, like one in ten chance, five in twenty chance and so on) if it lands on one thing this happens and if it lands on another thing that happens.

    Also BJ ._. thanks for telling me about the bone index thing >_> I could've really used that before I figured it out by myself. /sarcasm.

    seriously though, thanks for making bone id's simpler, and taking out the need of hex numbers and such. Although I have a question. What does the "Direct" flag do in the flags for a hitbox?

    I'm really curious on what special hitboxes are for too.
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    SomeKindOfMetroid
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    « Reply #12356 on: August 21, 2012, 12:05:08 PM »


    Oh, come to think of it, the only way that really makes sense is for it to be a 1/value chance, so value is #sides.

    While I'm asking you random things you have no good reason to know, what's the difference between "Sound Effect," "Other Sound Effect 2," etc.?

    By the way, "Sounds 05" is just another type of sfx call. Right now v0.67b calls the value Undefined, but it's just an SFX ID like with all the other ones.


    Quote from: Naruto200Man
    Roll of Die is a variable that has multiple if statements. Each time the event is called up it rolls a die (the chances can be anything, like one in ten chance, five in twenty chance and so on) if it lands on one thing this happens and if it lands on another thing that happens.
    I knew that. I wanted to know what set up the sides and chances. Since there is only a single value in that event, I'm pretty sure you can only do a "1 in X" chance.
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    BlackJax96
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    « Reply #12357 on: August 21, 2012, 12:11:44 PM »


    Also BJ ._. thanks for telling me about the bone index thing >_> I could've really used that before I figured it out by myself. /sarcasm.

    seriously though, thanks for making bone id's simpler, and taking out the need of hex numbers and such. Although I have a question. What does the "Direct" flag do in the flags for a hitbox?

    I'm really curious on what special hitboxes are for too.


    No problem
    http://www.smashboards.com/showthread.php?t=286748
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    SharpHackz200
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    « Reply #12358 on: August 21, 2012, 12:34:12 PM »


    How can you look at the sub-routines when opening PSA on the model preview?
    Im srs here
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    BlackJax96
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    « Reply #12359 on: August 21, 2012, 12:38:34 PM »


    How can you look at the sub-routines when opening PSA on the model preview?
    Im srs here

    You don't yet
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