Brawlbox Resources & History

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

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Quote from: jokekid on September 22, 2012, 05:51:14 PM
quick question,
why wont 3ds max and brawlbox show the same amount of vertices?
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Judge it by faces
If ya hit 7 in max the left top corner should give a few numbers and letters, and it'll have a poly count. Its the same as your number of faces in brawlbox
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Quote from: jokekid on September 22, 2012, 05:51:14 PM
quick question,
why wont 3ds max and brawlbox show the same amount of vertices?
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The "NumVertices" count in Brawlbox is really the facepoint count for all objects.

It's called "NumVertices" though because they're the actual vertices that are sent to the Wii to read; there are just duplicates because the primitive type used in each object. The MDL0 doesn't store the count of unique vertices anywhere.

I already renamed it to "FacepointCount" and added "VertexCount" (a unique count calculated by BB) for the next BB so nobody asks again.

May I make a suggestion that really isn't important but would be super useful for making CSPs?

Could you make it so that in the model viewer, you can load a different model/texture without having to start all over? Just have it replace the current model, with everything else remaining the same? For example, I want to put Diddy Kong into a specific pose, then I want to put Dixie Kong into that same pose, but for me it's quite difficult to get it just right.


Quote from: Riddler on September 22, 2012, 06:39:32 PM
May I make a suggestion that really isn't important but would be super useful for making CSPs?

Could you make it so that in the model viewer, you can load a different model/texture without having to start all over? Just have it replace the current model, with everything else remaining the same? For example, I want to put Diddy Kong into a specific pose, then I want to put Dixie Kong into that same pose, but for me it's quite difficult to get it just right.

I added a save camera feature, and you can use a CHR0 to save the pose.
Randomly swapping out models like that would be so random and would have no other use.

Is the save camera feature in an upcoming brawlbox, or is it in the current? I can't find it if it's in the current.




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 data. However, these should be all in a single file. TGLP, CWDH and CMAP are all inside the RFNT files. TGLP is read similarly to a tex0 or a TPL file.

BJ: Can you look into .SAT filetype?
It's a file type that's after every file in Okami's archive

Character Number.dat
Character Number.SAT

I think it may be animation files, because literally everything that moves in that game has that kind of file after it's .dat file.

Quote from: Naruto200Man on September 23, 2012, 03:48:11 AM
BJ: Can you look into .SAT filetype?
It's a file type that's after every file in Okami's archive

Character Number.dat
Character Number.SAT

I think it may be animation files, because literally everything that moves in that game has that kind of file after it's .dat file.

no

just one question, is it normal that adding a texture matrix breaks the model? (it freezes, and even if I go back and set it to false again it still does) If the object is really big, does that matter?

Quote from: Iwvi on September 23, 2012, 06:07:23 AM
just one question, is it normal that adding a texture matrix breaks the model? (it freezes, and even if I go back and set it to false again it still does) If the object is really big, does that matter?

It converts the vertex/normal/uv array values to float if they aren't already so you could try importing with them forced in the first place so there's no possibility of corruption.

I don't know why it would corrupt the arrays though.

How does it look in BB?

It looks exactly the same as it should look. I fixed it now.
the different process was:
1st time:
BB v. 67b
Main Texture size: 1024x1024
name of one texture was cap (not important but i did change  it)

This time:
BBv67
Main Texture size: 512x512
now it was named Spe

Everything else followed the same proces. Used default options for import as well.

I also don't see how this happened, but it seems to work now. Maybe the texture was too big for the game to use with a texture matrix? but it should have worked when they were turned back. They did work the first time without the matrices, so I have no idea what caused it. Thanks for your time, and by the way, thanks for all your work in brawlbox,  and Happy (really late) Birthday!

Quote from: Naruto200Man on September 23, 2012, 03:48:11 AM
BJ: Can you look into .SAT filetype?
It's a file type that's after every file in Okami's archive

Character Number.dat
Character Number.SAT

I think it may be animation files, because literally everything that moves in that game has that kind of file after it's .dat file.
u should even kno that Okami doesnt use CHR0 or SRT0 data either... whats in those files arnt animations at all.
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bj will the ntsc to pal sound converter be on the next bb? it would be sweet to hear chars again :P
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