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Author Topic: Brawlbox Resources & History  (Read 4507719 times)
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pikazz
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    « Reply #14430 on: May 13, 2013, 12:00:57 PM »


    but doesnt that mean it's possible to make a rel that only edits the soundbank of a character?
    no, you need to add that stuff, not a simple edit!

    if you want to edit, I suggest you to edit the Sora_Melee. I do my soundbank and IC swaps inthere
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    « Reply #14431 on: May 13, 2013, 01:25:24 PM »


    Whenever I export a DAE, and import it into max, everything spazzes out.
    Even if I import that same DAE into Brawlbox
    What are the errors it throws? Or is it with the model in particular?
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    « Reply #14432 on: May 13, 2013, 11:10:23 PM »


    would it be possible for ikarus to edit the rel file in such a way a character uses someone else's soundbank?
    like a dropdown menu or something that lets you select the soundbank...
    i know it's possible through .rel editting cuz PW did it with his P&P .rels

    Why does everyone keep asking if stuff is possible to do? Im srs here
    I'm one of the few people who makes these things possible (where "possible" just means "easier for an average user to accomplish").

    Whenever I export a DAE, and import it into max, everything spazzes out.
    Even if I import that same DAE into Brawlbox

    What's the language on your computer
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    Don Jon Bravo
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    « Reply #14433 on: May 13, 2013, 11:33:13 PM »


    Bug report:
    whenever i change the sounddatanodes in sounds and save and close, when i open up the remade brsar the names of the nodes of the sounds that i changed to be the same change inside the soundatanodes folder
    does this feature work?
    for instance if want all appeal sounds to only use one of the appeal sounds for a certain character




    « Last Edit: May 14, 2013, 08:20:53 PM by Mr.MW » Logged


    BlueBrain
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    « Reply #14434 on: May 14, 2013, 03:08:03 AM »


    "would it be possible for ikarus to edit the rel file in such a way a character uses someone else's soundbank?"

    i know it's a possible thing to do, i was asking if you could implement it to ikarus...
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    pikazz
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    « Reply #14435 on: May 14, 2013, 04:15:39 AM »


    "would it be possible for ikarus to edit the rel file in such a way a character uses someone else's soundbank?"

    i know it's a possible thing to do, i was asking if you could implement it to ikarus...
    do you mean that ikarus makes it for you? no

    if you mean that ikarus enables module hacking so you can edit the asm by yourself? yes
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    « Reply #14436 on: May 14, 2013, 04:25:37 AM »


    well, as long as the "known" parts are made to be user-friendly, i'm happy
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    « Reply #14437 on: May 14, 2013, 08:20:59 PM »


    Quote
    Bug report:
    whenever i change the sounddatanodes in sounds and save and close, when i open up the remade brsar the names of the nodes of the sounds that i changed to be the same change inside the soundatanodes folder
    does this feature work?
    for instance if want all appeal sounds to only use one of the appeal sounds for a certain character




    Edit:
    did some tests seems like it does work, but it does change the names of the sounds inside the rightside folder though
    also
    it doesnt increase file size btw Awesome Face
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    « Reply #14438 on: May 15, 2013, 05:01:43 AM »


    Request: make a bunch of those grayed out values editable.

    one example would be the looping point in brstms...
    but there's a BUNCH of others I'd like to edit by hand.
    (not through the GUI or a hex editor)
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    « Reply #14439 on: May 15, 2013, 12:40:49 PM »


    Request: make a bunch of those grayed out values editable.

    one example would be the looping point in brstms...

    Why would you wanna edit those? The only thing you'd really be able to do is shift both the start and end backwards by 14336. Not worth it unless the loop points are REALLY late, and you wanna move them back to reduce file size.
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    « Reply #14440 on: May 15, 2013, 03:45:58 PM »


    ^ that >.>
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    BlackJax96
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    « Reply #14441 on: May 15, 2013, 04:59:27 PM »


    Request: make a bunch of those grayed out values editable.

    If something isn't editable, it's for a reason.
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    « Reply #14442 on: May 15, 2013, 06:31:37 PM »


    Hey BJ, just thought to report a small problem with the new BrawlBox.

    When I tried to import a custom model of mine, the Microsoft .NET Framework 4 gives me an error when I try replacing an old model, such as ''The index was outside the limits'' or something like that, so I can't continue importing my model. However BB version v0.67 and v0.66 does it PERFECTLY and the new files are playable in game without any crashes. I wonder why v0.68 does that...
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    « Reply #14443 on: May 15, 2013, 06:37:45 PM »


    Hey BJ, just thought to report a small problem with the new BrawlBox.

    When I tried to import a custom model of mine, the Microsoft .NET Framework 4 gives me an error when I try replacing an old model, such as ''The index was outside the limits'' or something like that, so I can't continue importing my model. However BB version v0.67 and v0.66 does it PERFECTLY and the new files are playable in game without any crashes. I wonder why v0.68 does that...
    Are you using .68 or .68b?
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    « Reply #14444 on: May 15, 2013, 06:57:49 PM »


    Are you using .68 or .68b?
    Both of them do the same import error...
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