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Author Topic: Brawlbox Resources & History  (Read 4647108 times)
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Snivy
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    « Reply #14445 on: May 15, 2013, 06:59:27 PM »


    Both of them do the same import error...
    Oh... >_>
    Did you try turning it off and on again?
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    « Reply #14446 on: May 15, 2013, 07:45:35 PM »


    Oh... >_>
    Did you try turning it off and on again?

    Off and On? What's that? If you talk about closing it then re-open it, yes, it does the same error and crashes...
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    « Reply #14447 on: May 15, 2013, 09:40:08 PM »


    Off and On? What's that? If you talk about closing it then re-open it, yes, it does the same error and crashes...
    r u sure u have the proper microsoft .net 4.0 installed? go grab the one thats in the OP
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    « Reply #14448 on: May 16, 2013, 06:03:35 AM »


    I don't know if this is already mentioned, but some model imports look messed up in v0.68b, even though they work properly with v0.67b.
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    « Reply #14449 on: May 16, 2013, 05:16:51 PM »


    Hey BJ
    thanks for the export all textures feature in brawlbox 68
    bet some folks dont even know about it
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    BlackJax96
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    « Reply #14450 on: May 16, 2013, 05:24:27 PM »


    Hey BJ
    thanks for the export all textures feature in brawlbox 68
    bet some folks dont even know about it

    No problem but thank libertyernie too, I just added in what he coded
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    « Reply #14451 on: May 16, 2013, 05:51:16 PM »


    in dat case respect to libertyernie too
    XD
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    BlackJax96
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    « Reply #14452 on: May 16, 2013, 07:46:47 PM »


    So I've got the GIF encoder working as best as possible.

    (I made two other gifs as tests and they were fine but they were too large to upload so yeah)

    Here's the deal. The following things can greatly increase the wait time to encode the gif:
    - More frames
    - Bigger image dimensions
    - Higher render quality

    So you gotta balance out those things and your patience to get the right results.
    I also added a progress window for the encoder.

    Btw, all moveset stuff has been removed from BB now and has been moved to Ikarus.
    Ikarus is coming along well. Maybe I'll have a preview soon.

    I think I might release a BB v0.68c update soon too.
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    Snivy
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    « Reply #14453 on: May 16, 2013, 07:48:18 PM »


    Well, that looks AWESOME! Very good job, my friend.
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    « Reply #14454 on: May 16, 2013, 07:50:48 PM »


    Very nice! Putting GIFs together by myself was annoying, hehe. How was Didney Worl?
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    Snivy
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    « Reply #14455 on: May 16, 2013, 07:54:56 PM »


    Very nice! Putting GIFs together by myself was annoying, hehe. How was Didney Worl?
    Didney Lan... Silly.
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    « Reply #14456 on: May 16, 2013, 07:56:29 PM »


    So I've got the GIF encoder working as best as possible.

    (I made two other gifs as tests and they were fine but they were too large to upload so yeah)

    Here's the deal. The following things can greatly increase the wait time to encode the gif:
    - More frames
    - Bigger image dimensions
    - Higher render quality
    I have a lot of patience. Expect super-complex GIFs!

    ...If I ever get around to fiddling with it after release.
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    « Reply #14457 on: May 16, 2013, 08:42:46 PM »


    I have a lot of patience. Expect super-complex GIFs!

    ...If I ever get around to fiddling with it after release.

    Just know that I tried rendering a GIF of a ~200 frame animation at full screen in HQ and it took maybe around 25 to 30 minutes. Tongue

    Very nice! Putting GIFs together by myself was annoying, hehe. How was Didney Worl?

    goooood *generic response to how-was questions*
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    « Reply #14458 on: May 16, 2013, 09:15:34 PM »


    BJ. I've been wondering. Is it possible to export BRSTM's from multi-channel BRSTM's?
    Say I have a 4-channel BRSTM, and I wanna export Stream 2. Would that be possible?
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    « Reply #14459 on: May 16, 2013, 09:17:28 PM »


    BJ. I've been wondering. Is it possible to export BRSTM's from multi-channel BRSTM's?
    Say I have a 4-channel BRSTM, and I wanna export Stream 2. Would that be possible?
    just export the channels as a .wav file.. import the wave file and copy the loop start point.  thats what i do.

    altho, speaking about brstm's... y do brstm's with more channels have some kind of static sound to it?
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