Brawlbox Resources & History

Started by BlackJax96, December 14, 2010, 03:39:11 AM

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September 20, 2012, 12:03:09 AM #12585 Last Edit: September 20, 2012, 12:05:38 AM by mr.mugenwii
Quote from: pikazz on September 16, 2012, 05:25:10 AM
Gratts pÄ födelsedagen BJ :3

even if I am 4 days too late D:
funny thing, my girlfriend have the same birthday. are you her? :srs:
oh hi pikazz!

Anyways,

*Picking ur brain with a stick*

Question about Brawlbox:
1.  are .mtl (material) files that are sometimes included with models compatible with brawlbox?
    like can u import them?
2.  does brawlbox re-do materials once a model is imported?
3.  what if i want a custom material from 3ds max?



Quote from: mr.mugenwii on September 20, 2012, 12:03:09 AM
*Picking ur brain with a stick*

Question about Brawlbox:
1.  are .mtl (material) files that are sometimes included with models compatible with brawlbox?
    like can u import them?
2.  does brawlbox re-do materials once a model is imported?
3.  what if i want a custom material from 3ds max?




1. .mtl goes with .obj, and .obj isn't even supported because you can just use DAE anyway. So supporting just mtl would be useless
2. It doesn't read any 3ds Max material info if that's what you're asking. It just generates default materials and shaders
3. You can't

September 20, 2012, 12:06:34 AM #12587 Last Edit: September 20, 2012, 12:14:21 AM by mr.mugenwii
Quote from: BlackJax96 on September 20, 2012, 12:05:31 AM
1. .mtl goes with .obj, and .obj isn't even supported because you can just use DAE anyway. So supporting just mtl would be useless
2. It doesn't read any 3ds Max material info if that's what you're asking. It just generates default materials and shaders
3. You can't

Thanks for the quick responce Black Jax.
im ok with the way things are btw
material editing is not too easy because  u have to deal with bump, diffuse ,specular data and all that crap.
for now i guess "borrowing" materials/shaders from other characters works just fine for me... :af2:

BJ96! do you possible know something about these file format:
RFNT
FINF
TGLP

I found those in Common2 in MiscData[9] and MiscData[10].
and more funny thing, MiscData [11 - 17] is modules, 11 is the Sora_Melee module O.o
and [30 - 34] is something about "sndBmgTitleData"
Stupid Tinypic :C

September 20, 2012, 03:39:05 PM #12589 Last Edit: September 20, 2012, 04:00:57 PM by Sky Grounder
Quote from: pikazz on September 20, 2012, 09:18:30 AM
BJ96! do you possible know something about these file format:
RFNT
FINF
TGLP

I found those in Common2 in MiscData[9] and MiscData[10].
and more funny thing, MiscData [11 - 17] is modules, 11 is the Sora_Melee module O.o
and [30 - 34] is something about "sndBmgTitleData"
Font files.

As for sndBgmTitleData, I believe that's what links the song names and the songs files. (For each language; PAL version has 5 files.)

EDIT: I guess it would be interesting to note that snd_bgmSysData ties the song IDs to the stages' playlist. And I think it also contains default appearance value (00-64, the value right after the song ID).

To make viewing more convenient, switch to 12 bytes per row (the lenght of each entry).
Also, is one of the bytes hinting towards which song is and isn't unlocked from the start?
3DS FC: 5370-0958-4818
Wii U NNID: Doraleus

Does Brawlbox write any unedittable/non-obvious brawl-specific data when importing via .dae. When I use Brawlbox to import a custom track into Mario Kart Wii it is invisible in-game even when I change the material and shader settings to that of a .bress made by CTools (which isn't invisible in-game).

My CSS Icons:
[1][2]

September 20, 2012, 10:56:24 PM #12591 Last Edit: September 20, 2012, 10:59:29 PM by BlackJax96
Quote from: pikazz on September 20, 2012, 09:18:30 AM
BJ96! do you possible know something about these file format:
RFNT
FINF
TGLP

I found those in Common2 in MiscData[9] and MiscData[10].
and more funny thing, MiscData [11 - 17] is modules, 11 is the Sora_Melee module O.o
and [30 - 34] is something about "sndBmgTitleData"

I've only really looked into RFNT.
Also, did you know that "home_eng.pac" (pf/system/homebutton/) uses a U8 archive (like MKWii uses) and an RSAR node inside of it? And in the U8 archive, there's TPL, BRLYT, BRLAN, and BRFNT nodes?
Pretty hardcore :srs:

Oh and BWAV too

Quote from: Sky Grounder on September 20, 2012, 03:39:05 PM
Font files.

As for sndBgmTitleData, I believe that's what links the song names and the songs files. (For each language; PAL version has 5 files.)

EDIT: I guess it would be interesting to note that snd_bgmSysData ties the song IDs to the stages' playlist. And I think it also contains default appearance value (00-64, the value right after the song ID).

To make viewing more convenient, switch to 12 bytes per row (the lenght of each entry).
Also, is one of the bytes hinting towards which song is and isn't unlocked from the start?

Song name and song files are specified/linked in the brsar though...

Quote from: slawter on September 20, 2012, 05:01:56 PM
Does Brawlbox write any unedittable/non-obvious brawl-specific data when importing via .dae. When I use Brawlbox to import a custom track into Mario Kart Wii it is invisible in-game even when I change the material and shader settings to that of a .bress made by CTools (which isn't invisible in-game).

Only the primitives and vertex array data is uneditable, and that wouldn't cause any invisible issues unless the culling was in reverse, making the material's cullmode work in reverse too.

Just try setting the materials' cullmode to cull_none.

Quote from: BlackJax96 on September 20, 2012, 10:56:24 PM
I've only really looked into RFNT.
Also, did you know that "home_eng.pac" (pf/system/homebutton/) uses a U8 archive (like MKWii uses) and an RSAR node inside of it? And in the U8 archive, there's TPL, BRLYT, BRLAN, and BRFNT nodes?
Pretty hardcore :srs:

Oh and BWAV too
THAT is hardcore :srs:

I believe it's the same "Home" thing file in all other Wii games, even wii sport :srs: that's what I thinking
Stupid Tinypic :C

All that to set up a home menu...

Then again, the menu does have wiimote customization options  ;D

All games has the home menu, so no suprise the sound effects are seperate from the main game's brsar. Also, isn't TPL an interface file?
3DS FC: 5370-0958-4818
Wii U NNID: Doraleus

tbh i expected the home menu to be fully integrated in the wii itself, having no files at all in the games...

Quote from: jokekid on September 21, 2012, 06:17:18 PM
tbh i expected the home menu to be fully integrated in the wii itself, having no files at all in the games...
Quite the opposite actually. The Wii doesn't handle multiple processes (lack of better word?), which is why it's in all games instead.
3DS FC: 5370-0958-4818
Wii U NNID: Doraleus

funny, so we can get custom home menus for each game?

have came across a annoying bug.
if you export a original brawlmodel, import it to DAE, export and import it to BB and give them the "original" materials, the material with "multilayer" material gets messed up.


more funny thing, if you have the same character (original, not edited) the material will be almost corrected


little annoyed about that since it's always happens on the eyes
Stupid Tinypic :C