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Author Topic: Brawlbox Resources & History  (Read 4507959 times)
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BlackJax96
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    « Reply #7635 on: December 25, 2011, 10:48:23 PM »


    With the newly released BrawlBox beta, could a beginner like me fix the bones related to Wolf's grab animation?  It looks too bizarre as it is.

    Probably. Depends on what you need to do exactly.
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    « Reply #7636 on: December 25, 2011, 11:42:46 PM »


    heh well im glad that the SRT0 files r slowly being made properly... even tho i tried to test a modified SRT0 (exports fine but crashes upon replacing)

    either ways... keep up the good work!!  (i want the SRT0's to be finished so i can upgrade my TvC stages and use their original SRT0's)

    edit: Yo BJ! I just figured out that Unknown3 for SRT0's is for enabling loop. I checked alot of SRT0 files in brawl's stages and their all pretty much 1, but found some that were also at 0, so im probably correct that its Loop.

    as for any other data on them, Im at a complete even tho it should save just fine once done. (even tho i kno that the rebuilding code for them isnt done yet)

    edit2: Imported SRT0's has their framecount Data in Unknown1 it seems like.
    « Last Edit: December 26, 2011, 01:33:06 AM by DSX8 Fi » Logged

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    « Reply #7637 on: December 26, 2011, 04:22:39 AM »


    hey BJ...
    I just need a bit of advice :/

    in order to handle any missed errors, I've thought about putting in an 'unhandled excepton' error...

    the advice I need is weather I should put the error upon execution of the initiator function
    (the function that calls the user modules (such as COMMON.py)),
    or on the execution of the user functions
    (what's inside COMMON.py)
    what do you think would be better??
    « Last Edit: December 26, 2011, 04:24:04 AM by Tcll » Logged


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    « Reply #7638 on: December 26, 2011, 04:22:57 AM »


    BJ, I don't know if you remember, but I posted something about collision files some hundred pages back (page 167)
    Quote
    Oh, and I found out some information about collision files:

    The 'Unknown 2' checkbox seems to only be used by the homerun contest barrier collision
    (the one that blocks the sandbag and homerun bat, but not the players).
    'Unknown 2' makes collision that works only for items.

    'Unknown 1' makes it so that characters actually can interfere with the collision (as well as other things)
    So if you uncheck 'Unknown 1', the collision won't work for characters.

    Awesome Part:
    If you uncheck 'Unknown 1', but check 'Unknown 2', the collision will work with only items  

    To sum it up:
    Unknown 1 = Collision for characters and everything else
    Unknown 2 = Collision only for items

    Unchecking them both makes a collision that only works for PKMN trainer.
    Hope this may be useful
    Are you still gonna add a drop-down box (or something similar) for it?
    « Last Edit: December 26, 2011, 04:25:06 AM by Sky Grounder » Logged

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    « Reply #7639 on: December 26, 2011, 04:55:22 AM »


    Don't know if this was already mentioned, but I can't seem to get the checker floor to appear.
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    « Reply #7640 on: December 26, 2011, 04:59:14 AM »


    i applyed the auto metal texture to one of my imports and the polygons exploded in game
    but in brawlbox it looks normal
    i didnt made a backup of my model and i cant find the max file to export it again
    so is it possible to make it work in game again without rig the whole model again?
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    « Reply #7641 on: December 26, 2011, 07:04:58 AM »


    Right click an animation and click the button that says "Merge Animation" or something.

    I cannot seem to be able to do this "Merge animation" thing.
    I right click on the animations and it says:
    - Replace
    - Export
    - Port animation (mdl0 file)

    How is this done exactly?

    Thx in advance
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    « Reply #7642 on: December 26, 2011, 07:32:27 AM »


    - Replace
    - Export
    - Port animation (mdl0 file)

    only those 3 options Im srs here

    I thought you said you added what I asked for BJ <_<
    (CHR0a + CHR0b = CHR0c)

    EDIT:
    and if I may make another request...

    parent_keyframe * -1 (working perfectly)
    (for DPv4.5's single-slot animations)


    HipN should move freely while HipN00 remains in it's place.
    « Last Edit: December 26, 2011, 07:43:36 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #7643 on: December 26, 2011, 07:56:11 AM »


    hey BJ...
    can you correct this in brbx for me:
    http://lh5.ggpht.com/-hS22E84fFos/Tti1ItsqqII/AAAAAAAADo8/wG9R_3BrJp4/DPv4.5%2Bproblem.PNG

    (so I don't have to do any math to get the inverse transformations >_>

    basically, I'm bringing this up again

    it's needed because I'm still unable to get the model in it's original position >_>

    EDIT: Im srs here
    they've removed the no-sig option.
    « Last Edit: December 26, 2011, 07:58:06 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #7644 on: December 26, 2011, 08:26:17 AM »


    if you change something in brawlbox with jigglypuff like changing Material and shadnings, save and reopen, BB crashes D:

    and BB can't open Toonlinks FitToonLinkMotion in it's MotionEct, it saying it's PAT0s is wierd D:
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    « Reply #7645 on: December 26, 2011, 09:28:49 AM »


    Here comes BlackJax to save the day!
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    « Reply #7646 on: December 26, 2011, 11:12:22 AM »


    That's a really good update, I, personally, like the fact, that I can finally edit the "color" files, it won't save after changing the values though Sad
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    BlackJax96
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    « Reply #7647 on: December 26, 2011, 12:30:47 PM »


    heh well im glad that the SRT0 files r slowly being made properly... even tho i tried to test a modified SRT0 (exports fine but crashes upon replacing)

    either ways... keep up the good work!!  (i want the SRT0's to be finished so i can upgrade my TvC stages and use their original SRT0's)

    edit: Yo BJ! I just figured out that Unknown3 for SRT0's is for enabling loop. I checked alot of SRT0 files in brawl's stages and their all pretty much 1, but found some that were also at 0, so im probably correct that its Loop.

    as for any other data on them, Im at a complete even tho it should save just fine once done. (even tho i kno that the rebuilding code for them isnt done yet)

    edit2: Imported SRT0's has their framecount Data in Unknown1 it seems like.


    Already knew about that. Was focusing on reading the data first so I didn't change it yet. Also, that SRT0 is probably a different version or I changed it accidentally to unk1.

    hey BJ...
    I just need a bit of advice :/

    in order to handle any missed errors, I've thought about putting in an 'unhandled excepton' error...

    the advice I need is weather I should put the error upon execution of the initiator function
    (the function that calls the user modules (such as COMMON.py)),
    or on the execution of the user functions
    (what's inside COMMON.py)
    what do you think would be better??


    idk man sorry

    BJ, I don't know if you remember, but I posted something about collision files some hundred pages back (page 167)Are you still gonna add a drop-down box (or something similar) for it?


    Yeah, I completely forgot. Thanks for reminding me, I will.

    i applyed the auto metal texture to one of my imports and the polygons exploded in game
    but in brawlbox it looks normal
    i didnt made a backup of my model and i cant find the max file to export it again
    so is it possible to make it work in game again without rig the whole model again?


    Just turn HasTextureMatrix to False in each material reference. It's at the very top.

    I cannot seem to be able to do this "Merge animation" thing.
    I right click on the animations and it says:
    - Replace
    - Export
    - Port animation (mdl0 file)

    How is this done exactly?

    Thx in advance


    only those 3 options Im srs here

    I thought you said you added what I asked for BJ <_<
    (CHR0a + CHR0b = CHR0c)


    Look around in obvious locations...

    Don't know if this was already mentioned, but I can't seem to get the checker floor to appear.


    Im srs here?


    That's a really good update, I, personally, like the fact, that I can finally edit the "color" files, it won't save after changing the values though Sad


    Works perfectly for me.
    Before:
    After:

    Don't know what to tell you about that one.

    if you change something in brawlbox with jigglypuff like changing Material and shadnings, save and reopen, BB crashes D:

    and BB can't open Toonlinks FitToonLinkMotion in it's MotionEct, it saying it's PAT0s is wierd D:


    Im srs here

    and if I may make another request...

    parent_keyframe * -1 (working perfectly)
    (for DPv4.5's single-slot animations)


    HipN should move freely while HipN00 remains in it's place.


    basically, I'm bringing this up again

    it's needed because I'm still unable to get the model in it's original position >_>

    EDIT: Im srs here
    they've removed the no-sig option.


    Just do the math. Im srs here
    « Last Edit: December 26, 2011, 12:32:23 PM by BlackJax96 » Logged

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    « Reply #7648 on: December 26, 2011, 12:31:36 PM »


    Ah yes i can't see the floor to...
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    « Reply #7649 on: December 26, 2011, 12:49:15 PM »


    Ah yes i can't see the floor to...
    It doesn't work when trying to activate it from the 'view' tab. Im srs here
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