Brawlbox Resources & History

Started by BlackJax96, December 14, 2010, 03:39:11 AM

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Quote from: mr.mugenwii on November 16, 2011, 12:51:53 AM
So when is the next update coming again?
Edit: The one with the metal textures fix?

When I finish everything included. :srs:

Quote from: mr.mugenwii on November 16, 2011, 12:51:53 AM
So when is the next update coming again?
Edit: The one with the metal textures fix?
dont double post... :srs:
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Wait what model formats are supported besides mdl0 when importing models? I haven't downloaded yet. but i just wanna know.
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Quote from: DSX8 on November 16, 2011, 12:56:50 AM
dont double post... :srs:


Oh yea.  Anyways lets get down to business.  I remember someone saying that when you save your PAC files you need to manually edit the save function and change it from LZ77 to "None" Compression.  Is that still a problem and if yes could you relase a fix for this on your next brawlbox?

Quote from: Redpwnage795 on November 16, 2011, 01:06:32 AM
Wait what model formats are supported besides mdl0 when importing models? I haven't downloaded yet. but i just wanna know.
MDL0 and .DAE's only.


Quote from: mr.mugenwii on November 16, 2011, 01:09:48 AM

Oh yea.  Anyways lets get down to business.  I remember someone saying that when you save your PAC files you need to manually edit the save function and change it from LZ77 to "None" Compression.  Is that still a problem and if yes could you relase a fix for this on your next brawlbox?
Quote from: mr.mugenwii on November 16, 2011, 01:09:48 AM

Oh yea.  Anyways lets get down to business.  I remember someone saying that when you save your PAC files you need to manually edit the save function and change it from LZ77 to "None" Compression.  Is that still a problem and if yes could you relase a fix for this on your next brawlbox?
i have no problems with the .pac to .pcs at all
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Quote from: DSX8 on November 16, 2011, 01:13:21 AM
i have no problems with the .pac to .pcs at all

He means saving the other way around and yes I'll fix it

I just save it as a .pair :\
Works every time.
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Quote from: BlackJax96 on November 16, 2011, 01:14:17 AM
He means saving the other way around and yes I'll fix it
oooh ok... then ya i had issue's with that also xD
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Another thing that would raise productivity would be an option that imports all textures from a folder as the CMPR format.

You see, some games(especially in the PS2 era) have a lot of little textures.

Quote from: Eternal Yoshi on November 16, 2011, 01:42:15 AM
Another thing that would raise productivity would be an option that imports all textures from a folder as the CMPR format.

You see, some games(especially in the PS2 era) have a lot of little textures.

You mean like, skip the texture conversion windows completely?

Quote from: Eternal Yoshi on November 16, 2011, 01:42:15 AM
Another thing that would raise productivity would be an option that imports all textures from a folder as the CMPR format.

You see, some games(especially in the PS2 era) have a lot of little textures.
Yea but arent some suppose to be RGB bla bla bla

Quote from: BlackJax96 on November 16, 2011, 01:43:36 AM
You mean like, skip the texture conversion windows completely?

Yes, but have the option to choose which format to make them all. With the method of fixing lighting M22K has, he has it working with ALL the textures as CMPR.

In BB whenever i import a model, it only uses one texture though out the whole model, no matter what i just did, due to some kind of pallette error(too many textures to list all) and i was wondering, wtf lol
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Talking about options related to textures, I thought about one the other day. Still, don't know if it would be of a real use, but I'm leaving it here:

- In a texturedata, a right-click option to 'clean' textures. This means, a quick check for the rest of the package to see which textures are used by all the models, and automatically deleting the unused textures.

- As a complementary option, a texture filler. This one would check the file for all the referenced textures that are not in the file, and would create them in a separate texturedata as 1x1 px black CMPR textures. This way you know if you lack some texture you're supposed to be using.

And another option would be a special 'export all' that would export the textures as tex0 files, and not png files, so they're untouched.

Oh, and the ability to move up/down the folders (textures(NW4R), anmchr(NW4R), etc) would be cool too. And even renaming them could be useful.
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