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« Reply #9735 on: April 11, 2012, 10:24:04 AM » |
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Well, it wouldn't be a big deal, I'm always using at least 2 or 3 of them. I could make a test stage with all of them.
But, I have a problem with 0.66, now I've tested it. I guess my computer doesn't like the new previewer. It says something about a null pointer
System.ArgumentNullException: El valor no puede ser nulo. Nombre del parámetro: ptr en System.Runtime.InteropServices.Marshal.GetDelegat eForFunctionPointer(IntPtr ptr, Type t) en BrawlLib.OpenGL.wGlContext.glActiveTexture(GLMultiTextureTarget texture) en BrawlLib.SSBB.ResourceNodes.MDL0PolygonNode.Rende r(GLContext ctx) en BrawlLib.SSBB.ResourceNodes.MDL0Node.Render(GLContext ctx) en System.Windows.Forms.ModelPanel.OnRender() en BrawlLib.OpenGL.GLPanel.OnPaint(PaintEventArgs e) en System.Windows.Forms.Control.PaintWithErrorHandli ng(PaintEventArgs e, Int16 layer) en System.Windows.Forms.Control.WmPaint(Message& m) en System.Windows.Forms.Control.WndProc(Message& m) en System.Windows.Forms.ScrollableControl.WndProc(Message& m) en System.Windows.Forms.UserControl.WndProc(Message& m) en System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m) en System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m) en System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Anyway, I'll try to get into that animated stage later, if I get some time to... I have no time lately xD
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« Reply #9736 on: April 11, 2012, 10:25:30 AM » |
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Well, it wouldn't be a big deal, I'm always using at least 2 or 3 of them. I could make a test stage with all of them.
But, I have a problem with 0.66, now I've tested it. I guess my computer doesn't like the new previewer. It says something about a null pointer
System.ArgumentNullException: El valor no puede ser nulo. Nombre del parámetro: ptr en System.Runtime.InteropServices.Marshal.GetDelegat eForFunctionPointer(IntPtr ptr, Type t) en BrawlLib.OpenGL.wGlContext.glActiveTexture(GLMultiTextureTarget texture) en BrawlLib.SSBB.ResourceNodes.MDL0PolygonNode.Rende r(GLContext ctx) en BrawlLib.SSBB.ResourceNodes.MDL0Node.Render(GLContext ctx) en System.Windows.Forms.ModelPanel.OnRender() en BrawlLib.OpenGL.GLPanel.OnPaint(PaintEventArgs e) en System.Windows.Forms.Control.PaintWithErrorHandli ng(PaintEventArgs e, Int16 layer) en System.Windows.Forms.Control.WmPaint(Message& m) en System.Windows.Forms.Control.WndProc(Message& m) en System.Windows.Forms.ScrollableControl.WndProc(Message& m) en System.Windows.Forms.UserControl.WndProc(Message& m) en System.Windows.Forms.Control.ControlNativeWindow. OnMessage(Message& m) en System.Windows.Forms.Control.ControlNativeWindow. WndProc(Message& m) en System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Anyway, I'll try to get into that animated stage later, if I get some time to... I have no time lately xD
Oh yeah that's that OpenGL shader problem. I fixed that in the next update so just wait a little while for me to upload it.
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« Reply #9737 on: April 11, 2012, 11:03:47 AM » |
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I saw some guy's sig on that place and I lol'd:
"There are 10 types of people in this world, those who know binary and those who don't!"
XD
lolbinaryjokes
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« Reply #9738 on: April 11, 2012, 11:32:29 AM » |
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 Brawlbox is so swag <3 but a note, I maded a custom PAT0 to one of my custom character on attack11, all squat and wait. but ingame, all the squat didn't show up ingame O-o but all the PAT0 and SRT0 showed up on the other animations <3
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« Last Edit: April 11, 2012, 11:37:11 AM by pikazz »
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« Reply #9739 on: April 11, 2012, 12:20:25 PM » |
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Hey, a small suggestion/request/fix
I've always noticed, since I started using CHR0 animations, that brawlbox doesn't manage them the perfect way. Let's say I have something animated, that has 600 frames, and rotates 360 degrees. In frame 1, the rotation is 0. In frame 360, the rotation ISN'T 360. It's 'frame 601' the one with the 360º value. So, loops aren't perfect when edited, unless we put that 601 frame, and put that nearly-360 value in the frame 600. That's what I've been always doing. Well, that, and putting the 360 in a '601' frame, and then hexing the animation to be 600 instead of 601. That worked too I guess.
Well, now I was gonna try the SRT0 animator, it looks similar, or the same to the CHR0 one. With this, it has the same flaw. When I edited manually (via hexing) my frames, I made it go from 0 to 10 and then loop. Now I look to it, and the last frame isn't 10, but 9.9983 or something like that, meaning that the '10' is in 'lastframe + 1'.
Any chance you can change this so perfect loops are possible with no tricks?
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« Reply #9740 on: April 11, 2012, 12:29:19 PM » |
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Hey, a small suggestion/request/fix
I've always noticed, since I started using CHR0 animations, that brawlbox doesn't manage them the perfect way. Let's say I have something animated, that has 600 frames, and rotates 360 degrees. In frame 1, the rotation is 0. In frame 360, the rotation ISN'T 360. It's 'frame 601' the one with the 360º value. So, loops aren't perfect when edited, unless we put that 601 frame, and put that nearly-360 value in the frame 600. That's what I've been always doing. Well, that, and putting the 360 in a '601' frame, and then hexing the animation to be 600 instead of 601. That worked too I guess.
Well, now I was gonna try the SRT0 animator, it looks similar, or the same to the CHR0 one. With this, it has the same flaw. When I edited manually (via hexing) my frames, I made it go from 0 to 10 and then loop. Now I look to it, and the last frame isn't 10, but 9.9983 or something like that, meaning that the '10' is in 'lastframe + 1'.
Any chance you can change this so perfect loops are possible with no tricks?
What I always did for perfect loops was add an extra frame, set the value that matches the first frame on that new last frame, go back a frame and copy and paste the interpolated values so it's a keyframe, and then delete the last frame that I added. No hexing involved. I suppose in the future I could add some kind of feature but for now that works fine. I don't want to do too much more extra work with the GUI and editors until all the file formats are parsed and rebuilt.
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« Reply #9741 on: April 11, 2012, 02:16:42 PM » |
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What I always did for perfect loops was add an extra frame, set the value that matches the first frame on that new last frame, go back a frame and copy and paste the interpolated values so it's a keyframe, and then delete the last frame that I added. No hexing involved.
I suppose in the future I could add some kind of feature but for now that works fine. I don't want to do too much more extra work with the GUI and editors until all the file formats are parsed and rebuilt.
Which is SCN0 for the most part I guess? But I'm not sure if I have much time to help on it though  (at least not until the weekend)
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« Reply #9742 on: April 11, 2012, 02:30:34 PM » |
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Which is SCN0 for the most part I guess? But I'm not sure if I have much time to help on it though  (at least not until the weekend) Not for the most part, I was talking about most file formats in general like the moveset and RSAR at least. SCN0 is one of the remaining formats, but it's much easier to parse and rebuild  Anyway I saw this guy who had a 4:3 screen using BB v0.66 and it disturbed me because there wasn't any free space at the bottom of the viewer with the CHR0 editor open.  I'm trying to get horizontal scrollbars to work just in case, but it's fighting me like usual. :/
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« Reply #9743 on: April 11, 2012, 02:59:40 PM » |
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Not for the most part, I was talking about most file formats in general like the moveset and RSAR at least. SCN0 is one of the remaining formats, but it's much easier to parse and rebuild  ...until ALL the file formats are parsed and rebuilt.
You asked for it. MVPM - controls when the names appears in SSE cutscenes COIN - Something related to coinlauncher BLOC - File container for many more SSE formats such as GET1, GDOR, EPSP and more TBLV, TBGM, TBGC, TBGD, TBCL, TBRM, TBST - stage specific formats RFNT/FINF/TGLP - Font files BGMG - controls which SSE stage uses which song (I sent you a txt some days ago) ADSJ - Controls connection between SSE stages SCLA - File in ALL stages which purpose's still unknown More SSE formats (adventure_common_en): ADPC, ADMG, DBCP, VDIF Also there are some files that don't have a certain format (probably controlled by .rel) Any questions?
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« Reply #9744 on: April 11, 2012, 03:17:48 PM » |
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You asked for it.
MVPM - controls when the names appears in SSE cutscenes COIN - Something related to coinlauncher BLOC - File container for many more SSE formats such as GET1, GDOR, EPSP and more TBLV, TBGM, TBGC, TBGD, TBCL, TBRM, TBST - stage specific formats RFNT/FINF/TGLP - Font files BGMG - controls which SSE stage uses which song (I sent you a txt some days ago) ADSJ - Controls connection between SSE stages SCLA - File in ALL stages which purpose's still unknown
More SSE formats (adventure_common_en): ADPC, ADMG, DBCP, VDIF Also there are some files that don't have a certain format (probably controlled by .rel)
Any questions?
All the GOOD file formats. 
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« Reply #9745 on: April 11, 2012, 03:43:30 PM » |
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If you get mad at nico for something in brawlbox, you should be banned from brawl hacking FOREVER  we should be glad he's even letting us use it. he could keep it to himself and not care about you peoplez (including me) nico is beast, people who don't like him have no swag. EDIT: can you fix mario's eyes in the previewer? in an earlier version the eyes were find but textures where sharp and the shading wasn't as good. and I love the new previewer
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« Last Edit: April 11, 2012, 03:46:53 PM by KnightMario »
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« Reply #9746 on: April 11, 2012, 03:51:50 PM » |
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You asked for it. MVPM - controls when the names appears in SSE cutscenes COIN - Something related to coinlauncher BLOC - File container for many more SSE formats such as GET1, GDOR, EPSP and more TBLV, TBGM, TBGC, TBGD, TBCL, TBRM, TBST - stage specific formats RFNT/FINF/TGLP - Font files BGMG - controls which SSE stage uses which song (I sent you a txt some days ago) ADSJ - Controls connection between SSE stages SCLA - File in ALL stages which purpose's still unknown
More SSE formats (adventure_common_en): ADPC, ADMG, DBCP, VDIF Also there are some files that don't have a certain format (probably controlled by .rel) Any questions? I think you're just stringing random letters together. 
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« Reply #9747 on: April 11, 2012, 07:13:46 PM » |
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Hi BJ, this is my FIRST IMPORT :  Is my DAD ! XP, but i did somthingg wrong with the textures :/ i dont know how to fix it, in 3dmax shows normal! (the textures of snake body) what is bad?
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« Reply #9748 on: April 11, 2012, 09:14:49 PM » |
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bug report:
cannot create brstm audio files with .66 O.O
files play well *wav* but when I try to step forward to looping points it crashes O.O
now to download older version for the time being T_T
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« Reply #9749 on: April 11, 2012, 09:44:51 PM » |
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There's a lot of bugs that I need to fix... v0.66b might be a while. ._.
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