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« Reply #15090 on: August 14, 2013, 11:49:43 AM » |
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Oye
I fixed the U8 (arc and szs files) parser and rebuilder, I know it had some problems before. Now it doesn't.
Did I mention that both Extended LZ77 and RunLength decompression and compression are fully working now too?
Also, I noticed that if you copy a value from one of the 9 boxes when editing CHR0s, and then paste the value in another box, it keyframes the whole frame (remember those shortcuts I added). I removed the shortcuts temporarily because of that. I'll make sure that the panel displaying the model is in focus before applying the shortcuts.
Another thing, I was told CHR0 editing in v0.68d didn't work right in-game? wot. So I fixed that.
Oh and another problem was if you played an animation and then closed the model viewer while it was still playing, the model viewer would break and then you wouldn't be able to close it. Fixed that too.
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« Last Edit: August 14, 2013, 12:08:40 PM by Young Lad »
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« Reply #15091 on: August 14, 2013, 12:28:44 PM » |
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will the replace all ever be fixed for animation chro and pat and so on?
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« Reply #15092 on: August 14, 2013, 12:34:16 PM » |
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BJ96? a great update about fixing small things!
just a quick question from nowhere, did you fix my problem? and whats causing it?
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Stupid Tinypic :C
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« Reply #15093 on: August 14, 2013, 02:06:28 PM » |
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will the replace all ever be fixed for animation chro and pat and so on?
Fixed BJ96? a great update about fixing small things!
just a quick question from nowhere, did you fix my problem? and whats causing it?
Nope, I actually have no idea what's going on with your computer. You absolutely sure you have everything you need? OpenGL, NET 4.0, etc.
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« Reply #15094 on: August 14, 2013, 02:20:23 PM » |
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Fixed
Nope, I actually have no idea what's going on with your computer. You absolutely sure you have everything you need? OpenGL, NET 4.0, etc.
so the replace all fully works without crashing or not replacing anything? thats is some preety good news xD
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« Reply #15095 on: August 14, 2013, 02:50:31 PM » |
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Fixed
Nope, I actually have no idea what's going on with your computer. You absolutely sure you have everything you need? OpenGL, NET 4.0, etc.
if you can write down everything I need to run brawlbox probely (like the OpenGL and NET4.0 ect), I can try to install all over again with the things you said (I know this isn't the help thread but please have mercy!)
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Stupid Tinypic :C
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« Reply #15096 on: August 14, 2013, 02:55:38 PM » |
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if you can write down everything I need to run brawlbox probely (like the OpenGL and NET4.0 ect), I can try to install all over again with the things you said
(I know this isn't the help thread but please have mercy!)
OpenGL and NET 4.0 is all you need, along with the OpenTK and BrawlLib dlls included. so the replace all fully works without crashing or not replacing anything? thats is some preety good news xD
yes
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« Reply #15097 on: August 14, 2013, 05:12:04 PM » |
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there was this one time when editing materials inside 68d will make models freeze, is that fixed or am i the first to report lol
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« Reply #15098 on: August 14, 2013, 05:16:30 PM » |
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So I fixed the display of models like this one (where the texture scale was 2,2 and the UVs were set to mirror): ASF is probably the only one who knows what I'm talking about here there was this one time when editing materials inside 68d will make models freeze, is that fixed or am i the first to report lol
wot.
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« Reply #15099 on: August 14, 2013, 05:20:03 PM » |
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i guess i am the first to report i was getting random freezes when editing materials and saving using brawlbox 68d, i made the same edits in 67b and the models worked fine stuff i would edit would be like nulling normals, or replacing materials and stuff of that sort
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« Last Edit: August 14, 2013, 05:21:17 PM by Mr.MW »
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« Reply #15100 on: August 14, 2013, 05:25:17 PM » |
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Can you send me the same model saved in both versions with one same edit? And make sure that the one saved in v0.68d freezes, and the one saved in v0.67b doesn't.
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« Reply #15101 on: August 14, 2013, 05:29:08 PM » |
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yes i could will take me a while to track them out though because i save so many times
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« Reply #15102 on: August 15, 2013, 02:26:23 PM » |
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Is there a way to add files to a REFT.bres without replacing other graphics? And any idea on how to make graphics link to those REFT textures or call them manually?
(I'm trying to figure out how to summon links leaf graphics. I note that his leaf gfx consist of 5 seperate textures that create the appearance of rotating leaves when substituted for each other.)
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« Reply #15103 on: August 15, 2013, 02:36:45 PM » |
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Is there a way to add files to a REFT.bres without replacing other graphics? And any idea on how to make graphics link to those REFT textures or call them manually?
(I'm trying to figure out how to summon links leaf graphics. I note that his leaf gfx consist of 5 seperate textures that create the appearance of rotating leaves when substituted for each other.)
You have to add a new REFF and EFLS entry, link the new REFF entry to the EFLS entry by name and set the BRRES id if you want to attach a model to the effect, then call the newly added effect in PSA with the External Graphic event using the index of the new EFLS entry. If you want to link textures to the REFF, you can do that with REFT, and if you want to link an effect to a model bone, you can do that with an RE3D entry added to the EFLS entry, which has its BRRES ID linked to a brres with a model. Although you can't add REFF entries it seems, so I'll add a button for that in the next version. Seems like we might have a v0.68e release very soon, just because I want to save v0.69 for one of the three poll options above
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« Reply #15104 on: August 15, 2013, 02:45:38 PM » |
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0.69: The Kinky Edition.
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