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Author Topic: Brawlbox Resources & History  (Read 3860956 times)
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pikazz
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    « Reply #9960 on: April 29, 2012, 10:40:30 PM »




    Starting to look familiar? Smiley

    me gusta!
    just a question, will we be able to edit the actions and actions 2 like we can edit subactions?

    I have one small request related to moveset editing in BBox.
    Editing the param files of items and bosses (or at least item).
    Would be nice if we could edit that without the need of a hex editor.

    this would be awesome :]
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    « Reply #9961 on: April 30, 2012, 02:56:55 AM »


    i also got afew request for PSA in brawlbox
    -port a attack; get a attack with all actions/subactions(main/GFX/SFX,others)/subrotations from a Fit(char).pac to a other with like one press on a button (if you wanted like snake´s F-Air in PSA to over Ike or a "B" attack)
    -a button to add a subrotation on all subactions(event list: others) and move all the things in event list: other to Event list: main
    like if there is a model changer in event list: other after 5 frames it will be moved to Main and do so it will be used after 5 frames
    -then you edit a offset of a subrotation/subaction the other Goto/subrotation codes will edit to the new offset
    that was my request until now
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    « Reply #9962 on: April 30, 2012, 06:55:09 PM »


    Any idea why the model is textureless?

    Since brawl box always deleted part of the model when I import it I used szs explorer.

    For some reason, models imported from SZS Explorer than opened in BrawlBox have the UV Map Scale (in the materials) changed to [0,0]. change this to [1,-1] to resolve the 'flipped textures' issue if you haven't already flipped them, else, set it to [1,1].
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    DSX8
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    « Reply #9963 on: April 30, 2012, 07:37:25 PM »


    For some reason, models imported from SZS Explorer than opened in BrawlBox have the UV Map Scale (in the materials) changed to [0,0]. change this to [1,-1] to resolve the 'flipped textures' issue if you haven't already flipped them, else, set it to [1,1].
    as far as i kno, he's not fully done with that xD
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    BlackJax96
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    « Reply #9964 on: April 30, 2012, 07:38:43 PM »


    9 more main data sections in the moveset file left to parse.
    Out of 28. Im srs here

    Then I need to finish up parsing the section offsets in the misc section, parse some Section types that aren't supported, and then I can start figuring out how to rebuild this file. Im srs here

    Progress is moving smoothly. I haven't had any problems.
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    Naruto200Man
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    « Reply #9965 on: April 30, 2012, 07:41:08 PM »


    9 more main data sections in the moveset file left to parse.
    Out of 28. Im srs here

    Then I need to finish up parsing the section offsets in the misc section, parse some Section types that aren't supported, and then I can start figuring out how to rebuild this file. Im srs here

    Progress is moving smoothly. I haven't had any problems.


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    I think I'll take my leave now =3
    *continues to wait patiently*
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    Segtendo
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    « Reply #9966 on: April 30, 2012, 07:44:09 PM »


    Progress is moving smoothly. I haven't had any problems.
    Cool beans dude.
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    BlackJax96
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    « Reply #9967 on: April 30, 2012, 07:54:15 PM »


    just a question, will we be able to edit the actions and actions 2 like we can edit subactions?

    That picture is in Actions 1 Tongue

    You can edit everything Im srs here
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    Naruto200Man
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    « Reply #9968 on: April 30, 2012, 09:02:43 PM »


    I know you can't make BB read the graphics from brawl in the model previewer.
    But maybe make a visual dictionary in the help file of all the standard graphics (Non character/assist trophy etc graphics. Just graphics that everyone uses like dash smoke etc) or something.

    All the help button does now is say compiled by phantom wings...kinda useless XD
    And yes, I know about the youtube video about the graphics. Just a picture dictionary would be more useful Smiley
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    BlackJax96
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    « Reply #9969 on: April 30, 2012, 09:04:36 PM »


    I know you can't make BB read the graphics from brawl in the model previewer.
    But maybe make a visual dictionary in the help file of all the standard graphics (Non character/assist trophy etc graphics. Just graphics that everyone uses like dash smoke etc) or something.

    All the help button does now is say compiled by phantom wings...kinda useless XD
    And yes, I know about the youtube video about the graphics. Just a picture dictionary would be more useful Smiley

    Actually once REFF is figured out, I probably could render graphics.
    But for now you can just use the video.
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    namq
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    « Reply #9970 on: April 30, 2012, 09:43:06 PM »


    Superb progress I see.  Model previewer + moveset editting in the same program will be an intense psa editing :-)

    Edit:

    I creates a post and it got sent to page "666" why me >,>...
    « Last Edit: April 30, 2012, 09:44:28 PM by namq » Logged


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    « Reply #9971 on: April 30, 2012, 09:51:00 PM »


    am i able to add a model to a character psa im working on with brawl box (the current one or future one)
    i hope thats not a dumb question i just never did that before.
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    DSX8
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    « Reply #9972 on: April 30, 2012, 09:53:46 PM »


    happy 666 pages....

    y now... >_<
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    BlackJax96
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    « Reply #9973 on: April 30, 2012, 09:58:31 PM »


    Well we could post a lot and then it'd go away.

    Anyway I found the location of these in each moveset file. The problem is, they need to be treated just like attributes because some values are int and others are float and they obviously aren't named in the file. I need to make a big txt file for all the value groups >.> I can get the txt file set up using code but I'll need to input the value names manually from that link.

    am i able to add a model to a character psa im working on with brawl box (the current one or future one)
    i hope thats not a dumb question i just never did that before.


    yes?
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    AnImAiNe
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    « Reply #9974 on: April 30, 2012, 10:04:03 PM »


    lol how would i go about doing that if you dont mind me asking  AWESOME 2.0!
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