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Author Topic: Brawlbox Resources & History  (Read 4500911 times)
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BlackJax96
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    « Reply #9210 on: March 20, 2012, 06:30:27 PM »


    Yes!
    but you said you wouldn't do it...

    The vertex set importer is for SHP0. It won't even be linked to an object in the MDL0.
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    « Reply #9211 on: March 20, 2012, 06:33:18 PM »


    Yes!
    but you said you wouldn't do it...
    lol fail.... if ur thinking bout doing vertexing in BB, ur wrong, he's not doing that.. he's only doing it for SHP0 only
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    « Reply #9212 on: March 20, 2012, 06:34:08 PM »


    but... but...
    phooey!
    but why won't you do it? it won't be useless or anywhere near it!
    and happy 2200 post.
    ant to the ninja, I don't want to vertex in brawlbox, just to import for duplicated objects and stuff...
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    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #9213 on: March 20, 2012, 07:24:28 PM »


    The best work done in brawl box in a while. With this I will finally be able to edit models withought tedious  re-importing a model a smaller size through szs modifier. By the way, their is a certain folder called external, the files within it are blank, what exactly type of files are they?
    « Last Edit: March 20, 2012, 07:31:59 PM by Manki » Logged


    BlackJax96
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    « Reply #9214 on: March 20, 2012, 08:16:23 PM »


    The best work done in brawl box in a while. With this I will finally be able to edit models withought tedious  re-importing a model a smaller size through szs modifier. By the way, their is a certain folder called external, the files within it are blank, what exactly type of files are they?

    I've seen it myself, but I have no idea. From what I know, the "external" folder isn't even programmed into Brawlbox...

    Actually, could you supply me with a file that has an external folder in it?

    and happy 2200 post.

    Thank you! Awesome Face
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    « Reply #9215 on: March 20, 2012, 08:30:07 PM »


    Sure thing!


    http://www.cantilux.net/files6/2122125470.zip

     Smiley
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    « Reply #9216 on: March 20, 2012, 08:33:26 PM »




    thanks! Cheesy
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    BigOto2
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    « Reply #9217 on: March 20, 2012, 08:43:56 PM »


    Hey guys, this is BigOto2 from the Mario Kart Wii hacking community. I see you are very close to the next release, which by my understanding can edit MKWii's version of SRT0 and PAT0 files! This is a major step in the right direction for us as only a few have managed custom SRT0 animation before who are not saying how they did it. Animated boost pads, arrow signs, traffic signals, and quite a few other visual elements like these would now be possible. I'm just checking in to confirm this understanding and thank you all for being the gods of Nintendo's model files!
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    « Reply #9218 on: March 20, 2012, 10:47:44 PM »


    Hey guys, this is BigOto2 from the Mario Kart Wii hacking community. I see you are very close to the next release, which by my understanding can edit MKWii's version of SRT0 and PAT0 files! This is a major step in the right direction for us as only a few have managed custom SRT0 animation before who are not saying how they did it. Animated boost pads, arrow signs, traffic signals, and quite a few other visual elements like these would now be possible. I'm just checking in to confirm this understanding and thank you all for being the gods of Nintendo's model files!
    yes all of it has been confirmed by the god himself known as blackjax Grin
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    « Reply #9219 on: March 20, 2012, 11:42:09 PM »


    What is hilarious is that WHILE I was typing up that post, he signed up for the MKW forum and confirmed it on there. I'm really excited to get all sorts of animated stuff in my custom tracks! The one I'm working on now is set on the Moon...
    « Last Edit: March 20, 2012, 11:43:36 PM by BigOto2 » Logged

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    « Reply #9220 on: March 21, 2012, 01:12:44 AM »


    i'm getting this error when importing a .dae....


    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.NullReferenceException: Object reference not set to an instance of an object.
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.ApplyCHR(CHR0Node node, Int32 index)
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.Attach(GLContext context)
       at System.Windows.Forms.ModelPanel.AddTarget(IRenderedObject target)
       at System.Windows.Forms.ModelEditControl.AppendTarge t(MDL0Node model)
       at BrawlBox.ModelForm.OnShown(EventArgs e)
       at System.Windows.Forms.Form.CallShownEvent()
       at System.Windows.Forms.Control.InvokeMarshaledCallb ackDo(ThreadMethodEntry tme)
       at System.Windows.Forms.Control.InvokeMarshaledCallb ackHelper(Object obj)
       at System.Threading.ExecutionContext.runTryCode(Object userData)
       at System.Runtime.CompilerServices.RuntimeHelpers.Ex ecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Windows.Forms.Control.InvokeMarshaledCallb ack(ThreadMethodEntry tme)
       at System.Windows.Forms.Control.InvokeMarshaledCallb acks()


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.65.4417.39959
        Win32 Version: 0.65.2.0
        CodeBase: file:///C:/Program%20Files/BrawlBox/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.12.4417.39952
        Win32 Version: 0.12.2.0
        CodeBase: file:///C:/Program%20Files/BrawlBox/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.235 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.258 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

    all the verts are skinned and everything... what could be causing this?
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    « Reply #9221 on: March 21, 2012, 02:00:43 AM »


    i'm getting this error when importing a .dae....


    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.NullReferenceException: Object reference not set to an instance of an object.
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.ApplyCHR(CHR0Node node, Int32 index)
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.Attach(GLContext context)
       at System.Windows.Forms.ModelPanel.AddTarget(IRenderedObject target)
       at System.Windows.Forms.ModelEditControl.AppendTarge t(MDL0Node model)
       at BrawlBox.ModelForm.OnShown(EventArgs e)
       at System.Windows.Forms.Form.CallShownEvent()
       at System.Windows.Forms.Control.InvokeMarshaledCallb ackDo(ThreadMethodEntry tme)
       at System.Windows.Forms.Control.InvokeMarshaledCallb ackHelper(Object obj)
       at System.Threading.ExecutionContext.runTryCode(Object userData)
       at System.Runtime.CompilerServices.RuntimeHelpers.Ex ecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Windows.Forms.Control.InvokeMarshaledCallb ack(ThreadMethodEntry tme)
       at System.Windows.Forms.Control.InvokeMarshaledCallb acks()


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.65.4417.39959
        Win32 Version: 0.65.2.0
        CodeBase: file:///C:/Program%20Files/BrawlBox/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.12.4417.39952
        Win32 Version: 0.12.2.0
        CodeBase: file:///C:/Program%20Files/BrawlBox/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.235 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.258 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

    all the verts are skinned and everything... what could be causing this?
    u might have an object in ur skin.. lol
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    « Reply #9222 on: March 21, 2012, 04:22:22 PM »


    u might have an object in ur skin.. lol
    nope, i dont
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    BlackJax96
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    « Reply #9223 on: March 21, 2012, 05:07:04 PM »


    i'm getting this error when importing a .dae....


    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.NullReferenceException: Object reference not set to an instance of an object.
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.ApplyCHR(CHR0Node node, Int32 index)
       at BrawlLib.SSBB.ResourceNodes.MDL0Node.Attach(GLContext context)
       at System.Windows.Forms.ModelPanel.AddTarget(IRenderedObject target)
       at System.Windows.Forms.ModelEditControl.AppendTarge t(MDL0Node model)
       at BrawlBox.ModelForm.OnShown(EventArgs e)
       at System.Windows.Forms.Form.CallShownEvent()
       at System.Windows.Forms.Control.InvokeMarshaledCallb ackDo(ThreadMethodEntry tme)
       at System.Windows.Forms.Control.InvokeMarshaledCallb ackHelper(Object obj)
       at System.Threading.ExecutionContext.runTryCode(Object userData)
       at System.Runtime.CompilerServices.RuntimeHelpers.Ex ecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Windows.Forms.Control.InvokeMarshaledCallb ack(ThreadMethodEntry tme)
       at System.Windows.Forms.Control.InvokeMarshaledCallb acks()


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    BrawlBox
        Assembly Version: 0.65.4417.39959
        Win32 Version: 0.65.2.0
        CodeBase: file:///C:/Program%20Files/BrawlBox/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.12.4417.39952
        Win32 Version: 0.12.2.0
        CodeBase: file:///C:/Program%20Files/BrawlBox/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.235 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.1 built by: RTMRel
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.258 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

    all the verts are skinned and everything... what could be causing this?

    A vertex has to have some kind of problem with its influence (its weight(s)) if you get an error like that.



    Hey... can somebody send or tell me the name of a file that contains an SCN0 that has a fog entry with an Unknown value that's not 0xE0000000? I think they're keyframe usage flags...

    SCN0 uses keyframes for something and also uses some sort of array of RGBA colors linked to lights with Unknown11 as the offset.

    Also, SCN0 includes null entries that weren't parsed, but now they are. In order to finish the rebuilder completely though, I need to figure out what uses keyframes and a color array and how, meaning I need a wide variety of SCN0s. :O

    Another thing, in "External" BRES group nodes, there's some kind of file type called RASD. The node is recognized and shows but that's about it so far.
    « Last Edit: March 21, 2012, 10:40:18 PM by BlackJax96 » Logged

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    « Reply #9224 on: March 21, 2012, 11:14:09 PM »


    A vertex has to have some kind of problem with its influence (its weight(s)) if you get an error like that.



    Hey... can somebody send or tell me the name of a file that contains an SCN0 that has a fog entry with an Unknown value that's not 0xE0000000? I think they're keyframe usage flags...

    SCN0 uses keyframes for something and also uses some sort of array of RGBA colors linked to lights with Unknown11 as the offset.

    Also, SCN0 includes null entries that weren't parsed, but now they are. In order to finish the rebuilder completely though, I need to figure out what uses keyframes and a color array and how, meaning I need a wide variety of SCN0s. :O

    Another thing, in "External" BRES group nodes, there's some kind of file type called RASD. The node is recognized and shows but that's about it so far.
    i have a couple of V5 SCN0's that i can give ya... even i myself am trying to get those working in brawl, but meh no luck so far from hexing lolz.. only thing i can find is the Version number, frames, and loop point.. well also the lightset, ambient, fog, and camera.. but thats only in the header >_>
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