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Author Topic: Brawlbox Resources & History  (Read 3861891 times)
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BlackJax96
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    « Reply #14340 on: May 06, 2013, 12:47:09 PM »


    You should make BrawlBox automatically uncompress .pac files when they are saved since some people still don't know they have to have no compression. There's other threads aswell.


    Great idea.
    although i dont think some of these people have the brain capacity to mod videogames anyway

    I open it, and it says "v0.68b." You couldn't have uploaded an older version.


    ... I updated the program after you reported te error. But it didn't update and you dl'd the same thing.

    It's not too hard to figure out how to decompress the .pac files though.  It's most likely an oversight that most people tend to overlook.

    Besides, some .pac files have to be compressed, but that's only really the case for the .pac files inside the info2 and menu2 folders, along with common3.pac.



    He never said to automatically decompress pac.
    Nothing else uses pcs anyway.
    szs is auto compressed too

    It's the same stuff. ;_;

    It might have to do with the rwav converter though, but idk.

    I can send you the wave file I'm trying to replace it with, if you want to test it...

    EDIT: When importing a sound, does the sample format have to be a certain thing? I never thought about changing it to something other than 32-bit float... I'll try that real quick.

    EDIT2: I'm an idiot.... Wav files are already 16-bit PCM. orz


    So does it work now or wat
    If not, send me the goods

    good news, REFF editing works great! no more random things or freeze when you saved too much havent test REFT yet but I can export them which is awesome!

    bad news, REFF is still buggy! it dont want to read the textures!

    any ideas that causing it? cause the name table is still fine with same name


    Oy

    I noticed that only happens to certain textures. I'll just have to compare diffs in hxd like always, but i was pretty sure it rebuilt exactly like the original.
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    nanobuds
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    « Reply #14341 on: May 06, 2013, 12:54:52 PM »


    Messed around with it. Saw something weird:

    It's like the UVs are screwed up there or something, but that's the original model.

    Only at a certain, close distance, did the texture display properly.

    Also at a certain, close distance, the screenshot I tried to take from BrawlBox turned up black. Not sure if that's even related. Didn't test to see what the cause was. But anywho, I need to get to bed.

    Got some bug hunting to do in the morrow that has nothing to do with BrawlBox.

    BJ: I know you said you fixed this, but this was the error I got when I was talking about the PM model being messed up.

    Just lettin ya know :p
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    Jamaldude
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    « Reply #14342 on: May 06, 2013, 01:01:41 PM »


    So does it work now or wat
    If not, send me the goods
    It doesn't, sorry, I was being retarded and thought I knew what I was talking about.

    http://www.mediafire.com/?9upidh1ti9jhnrr

    ANYWAY, the wav file should to into WSD -> REMIX10 in the file tree
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    « Reply #14343 on: May 06, 2013, 01:15:51 PM »


    Oy

    I noticed that only happens to certain textures. I'll just have to compare diffs in hxd like always, but i was pretty sure it rebuilt exactly like the original.
    I would llove you if you did fix that, especially before a thing I will do for my machinima!

    so, keep your head cool "Wherever Vyse goes, cool follows."
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    « Reply #14344 on: May 06, 2013, 01:56:03 PM »


    I realized that there's another issue that I've spotted with BrawlBox v0.68b...

    In BrawlBox v0.67b, you can see the offset placements for all of the model's data, including the vertex data.  However, you can't view the offset placements with BrawlBox v0.68b whatsoever, which can make quickly modifying vertex data with a hex editor more tedious.
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    « Reply #14345 on: May 06, 2013, 01:59:23 PM »


    Thanks for the update, BJ. Works awesome. I'm going to assume that this:

    is because of my computer, which is old.
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    BlackJax96
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    « Reply #14346 on: May 06, 2013, 02:12:04 PM »


    Thanks for the update, BJ. Works awesome. I'm going to assume that this:

    is because of my computer, which is old.


    Do those textures have mipmaps

    I realized that there's another issue that I've spotted with BrawlBox v0.68b...

    In BrawlBox v0.67b, you can see the offset placements for all of the model's data, including the vertex data.  However, you can't view the offset placements with BrawlBox v0.68b whatsoever, which can make quickly modifying vertex data with a hex editor more tedious.



    That's not a bug; welcome to the future. Hexing vertices is completely unnecessary now that we have a perfect MDL0 rebuilder, a model importer, and a built-in vertex editor. I've even been thinking about removing the asset nodes altogether soon, since you can't edit them directly anyway. The only thing I would need to support would be renaming, exporting and replacing them.
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    Shun_One
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    « Reply #14347 on: May 06, 2013, 02:31:01 PM »


    Do those textures have mipmaps
    I don't even know what that is. How would I find this thing? It's an un-edited FitIke00 though.
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    DSX8
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    « Reply #14348 on: May 06, 2013, 03:56:44 PM »


    Thanks for the update, BJ. Works awesome. I'm going to assume that this:

    is because of my computer, which is old.
    I don't even know what that is. How would I find this thing? It's an un-edited FitIke00 though.
    unedited fitike00.pac file? no mipmaps at all, so most likely ur computer.


    edit:
    yo BJ, i just noticed, that whenever i get "These errors will be fixed when you save: -material # has an improper align offset", sohow whenever i get that, and save to fix it, and then re-open the mdl0, the bone tree/list gets deleted from the MDL0
    « Last Edit: May 06, 2013, 04:42:14 PM by DSX8 » Logged

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    BlackJax96
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    « Reply #14349 on: May 06, 2013, 04:53:13 PM »


    unedited fitike00.pac file? no mipmaps at all, so most likely ur computer.


    edit:
    yo BJ, i just noticed, that whenever i get "These errors will be fixed when you save: -material # has an improper align offset", sohow whenever i get that, and save to fix it, and then re-open the mdl0, the bone tree/list gets deleted from the MDL0

    send a model before and after

    I don't even know what that is. How would I find this thing? It's an un-edited FitIke00 though.

    does it work in an older Brawlbox?

    It might be a problem with your computer and OpenTK & OpenGL.
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    DSX8
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    « Reply #14350 on: May 06, 2013, 05:06:40 PM »


    send a model before and after
    waiting for ya on msn mate
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    « Reply #14351 on: May 06, 2013, 05:29:14 PM »


    Oh hey the edge faces issue is fixed. Good job BJ, you da king <3
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    BlackJax96
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    « Reply #14352 on: May 06, 2013, 05:37:34 PM »


    Oh hey the edge faces issue is fixed. Good job BJ, you da king <3

    WOW, seriously?
    That's funny. I recoded the wireframe stuff like you said.
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    « Reply #14353 on: May 06, 2013, 05:39:41 PM »


    does it work in an older Brawlbox?

    It might be a problem with your computer and OpenTK & OpenGL.
    It works fine in older Brawlbox from 67b and down, so I assume it's the OpenTK & OpenGL thing that is causing it.
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    BlackJax96
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    « Reply #14354 on: May 06, 2013, 05:52:55 PM »


    ANYWAY, the wav file should to into WSD -> REMIX10 in the file tree

    wat
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