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Author Topic: Brawlbox Resources & History  (Read 3830732 times)
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Zarathustra
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    « Reply #14730 on: June 13, 2013, 01:32:14 PM »


    I have Windows 8 too and I've never had any problems with any version of Brawlbox. You can try running it in compatibility mode, but no guarantees It's gonna do anything.
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    Kabutomaru
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    « Reply #14731 on: June 14, 2013, 03:52:09 AM »


    MDL0's from Mario Kart Wii causes Brawlbox to crash when previewed.  Oh shi~
    « Last Edit: June 14, 2013, 03:57:13 AM by BrawlNoob » Logged



    DJ Lowgey
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    « Reply #14732 on: June 14, 2013, 06:18:19 AM »


    MDL0's from Mario Kart Wii causes Brawlbox to crash when previewed.  Oh shi~

    it works fine for me O_o
    the only problem i have is the game freezes when i add some bones
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    Anonymous
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    l...

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    « Reply #14733 on: June 14, 2013, 11:59:11 AM »


    Sorry if this was mentioned and I missed it, but in the Edit All window, it appears you can only type in the scale section for CHR0s
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    namq
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    « Reply #14734 on: June 14, 2013, 12:40:47 PM »


    I wonder...  if the new smash bros fro wii U uses Brawl as it's base...  Will hacking the game become easy and possible?

    **on topic**

    Any new BJ on Ikaros/Ikarus moveset editor?
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    frostymm
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    « Reply #14735 on: June 14, 2013, 08:56:43 PM »


    I wonder...  if the new smash bros fro wii U uses Brawl as it's base...  Will hacking the game become easy and possible?

    **on topic**

    Any new BJ on Ikaros/Ikarus moveset editor?


    He actually made a new thread for that:
    http://forums.kc-mm.com/index.php?topic=59868.30
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    Derpcraft
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    « Reply #14736 on: June 14, 2013, 11:38:56 PM »


    dude.. i have windows 8 and it works perfectly fine for me. so idk what ur issue is at all O.o
    Well, when ever I run it, it wont even load.
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    Friedslick6
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    « Reply #14737 on: June 15, 2013, 09:40:14 PM »


    Well, when ever I run it, it wont even load.
    Does anything happen upon running the executable?
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    « Reply #14738 on: June 17, 2013, 12:45:19 PM »


    When I duplicate an object, it uses the same texture as the original, despite changing the material of the duplicated object.

    However, if I hid the original object in the viewer, it uses the proper material.

    I'm using this for Final Smash eyes. Is there any way to fix this?
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    Manki
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    « Reply #14739 on: June 17, 2013, 01:52:45 PM »


    It feels like years since I have been back on this thread. The progress that has been pumping out is enormous. I might be able to try a few new things with the latest build...
    « Last Edit: June 17, 2013, 01:58:34 PM by Manki » Logged


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    « Reply #14740 on: June 17, 2013, 10:50:48 PM »


    When I duplicate an object, it uses the same texture as the original, despite changing the material of the duplicated object.

    However, if I hid the original object in the viewer, it uses the proper material.

    I'm using this for Final Smash eyes. Is there any way to fix this?
    Save, and reopen. Then the objects will be independent of one another.
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    nanobuds
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    « Reply #14741 on: June 18, 2013, 07:43:29 AM »


    Ahh. Thanks!!
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    jimbo1qaz
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    « Reply #14742 on: June 18, 2013, 10:09:18 PM »


    yaaaaawnn...
    CTools brres'es still don't work.
    New link: http://bayfiles.net/file/Rr75/pAZivJ/course_model.brres
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    BlackJax96
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    « Reply #14743 on: June 18, 2013, 10:56:55 PM »


    Will any program devs be disturbed if I move the model viewer and collision editor out of Brawllib and into Brawlbox? They don't really belong in the dll.

    I'm vertexing a model and sometimes it rotates a bone when I have bones off, is this a known problem?


    It is now.

    I have a doubt that I hope BJ or someone can answer. When Importing models into brawlbox, there is one parameter or something that I am not sure how it is defined. It is the one that makes stuff change color on certain moments. C. Falcon's falcon punch for example, turns some stuff redish-orangeish. When I import models, that seems to be set randomly. Sometimes the whole model, sometimes just bits, others none. Is there a way to manually change this after importing?


    wat

    This may have been said, but after using the collision editor the model previewer won't display the first time you open it. You have to close it and reopen it. Sorry if you already know this.


    Fixed

    does that mean DAEs will work for everyone?


    Hopefully, yeah. I thought they already did.

    Sorry if this was mentioned and I missed it, but in the Edit All window, it appears you can only type in the scale section for CHR0s


    I can fix it!

    When I duplicate an object, it uses the same texture as the original, despite changing the material of the duplicated object.

    However, if I hid the original object in the viewer, it uses the proper material.

    I'm using this for Final Smash eyes. Is there any way to fix this?


    I thought I fixed that in v0.68c. I'll look at it again.

    yaaaaawnn...
    CTools brres'es still don't work.
    New link: http://bayfiles.net/file/Rr75/pAZivJ/course_model.brres


    They sure don't!
    It's got a UV set with a divisor of 249. The highest allowed divisor is 64.
    I'll just add a divisor clamp...
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    DimitriPilot3
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    « Reply #14744 on: June 19, 2013, 12:11:21 PM »


    Okay, there is a serious issue in Brawl Box 0.68 when it comes to BRSTM creation and when you upload them to brawlcustommusic.com. The files uploaded to that site have static in the right audio channel, but when played back on Brawl Box 0.67 and 0.68, they sound perfectly normal. I know 0.68 is responsible because I tested a BRSTM I made from 0.67 and it had no such issues. I don't know what is causing this, but it's rather baffling.

    I found this issue a long while back; about time I share my findings.

    The RSTM stereo header generated by BrawlBox in versions 0.68 (and above) has a misaligned pointer somewhere in the channel codec info (at [B0..B7], the pointer reads 000000AA instead of 000000A8), with channel #2 data being shifted accordingly (to the right by 2 bytes), which causes vgmstream (plugin for Winamp and XMPlay) and similar software to fail at reading the DSP coefs for channel #2 properly, resulting in static-ish audio.
    Whereas a Wii game might handle this misalignment without glitching out, with vgmstream it's another story.

    Compare the two files below with a hex editor to see what I mean:
    - From BrawlBox v0.67b: http://www.mediafire.com/?bxcmv22n81popi9
    - From BrawlBox v0.68 and higher: http://www.mediafire.com/?pv7rw6u3beu6cwd

    As generated by v0.68 and higher, channel #1 codec info appears to have an extra 2 bytes of "unused" data (00 00) at the end.  Channel #2 codec info begins right after these 2 bytes, and thus is no longer aligned by 4 bytes (as before in v0.67b).  Wii might handle this fine - and so does my BRSTM template for HexEdit (based on vgmstream and BrawlBox IIRC) which deals with all the pointer stuff - but, in any case, vgmstream doesn't.  The "fix" would be to make sure that this size computation error doesn't happen in BrawlBox any more.

    Hopefully that's enough information.
    « Last Edit: June 19, 2013, 12:14:59 PM by DimitriPilot3 » Logged

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