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« Reply #10260 on: May 16, 2012, 04:42:14 PM » |
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Imma try and delete a bouch of stuff, but save a back up and see the results
bb doesnt rebuild the pac yet unless you have like a beta of bj wip bb.
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« Reply #10261 on: May 16, 2012, 04:46:48 PM » |
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bb doesnt rebuild the pac yet unless you have like a beta of bj wip bb.
I deleted "TOnnnnnnS" of psa events, but only 1kb was lowered previous file was 238kb, new file is 237kb but it didin't rebuild as, all offstets stayed the same "idk if rebuilding comes with offsets changing" but it actually reduced the filesize with BB.66b if BJ's new BB will actually lower filesiZe beyond this... "CAN"T WAIT" O.O
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« Reply #10262 on: May 16, 2012, 05:05:07 PM » |
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BJ: what if I use BB .66b and open FitMario.pac and delete some events, would it actually delete and lower filesize? *expected answered* ---> NO...Wrong, the answer is yes. I said many times that the answer will always be yes for questions like this Imma try and delete a bouch of stuff, but save a back up and see the results
I deleted "TOnnnnnnS" of psa events, but only 1kb was lowered
previous file was 238kb, new file is 237kb
but it didin't rebuild as, all offstets stayed the same "idk if rebuilding comes with offsets changing"
but it actually reduced the filesize with BB.66b
if BJ's new BB will actually lower filesiZe beyond this... "CAN"T WAIT" O.O
looooooooooooooool Brawlbox v0.66b and lower don't do anything to movesets at all, why would you even try that
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« Reply #10264 on: May 16, 2012, 05:25:37 PM » |
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BJ
It dis actually decrease the file size
I deleted 8 psa events from sub action 48 to sub action 60 (mario's .pac)
238 to 237 was the final result
Edit:
I know bb 66b and lower don't support it, but I just opened rhe .pac, and when to data > sub action main > deleted all the if statements I added deleted over 50+ psa wvents in brawlbox and the dilesize decreased by 1 kb
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« Last Edit: May 16, 2012, 05:27:33 PM by namq »
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« Reply #10265 on: May 16, 2012, 07:04:58 PM » |
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I have a few requests. hopefully these will be as easy or easier then my others. 1. merge influences with import object. I think it would be cool and you could do a lot of things with this. It would check the bones names and if it wasn't in the model you were porting to it would ask to delete influences for that bone or to add those ass extra bones. 2. fix one-slot size modding. if a attack already scales a bone (sonic's punches) it gets noticeably bigger. I would also like import obj as for rigging to one bone and also for vertexing (if you need to vertex) but that may take a while. thanks, you've done a amazing job on brawlbox. can't wait! (unless you do my requests, lol)
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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.
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« Reply #10266 on: May 16, 2012, 09:20:15 PM » |
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Sweet! Maybe with this I can finally reduce the size of Tabuu's pac file.
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« Reply #10267 on: May 17, 2012, 01:09:17 AM » |
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Real time? =o
All of my forever gusta, all of em.
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« Reply #10268 on: May 17, 2012, 02:32:06 PM » |
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I just figured out how articles work. Like, literally how it all works together with the character. With BB v0.67 you'll probably be able to add articles that use custom models and stuff. :O For each ARC Entry Node, there's a property called "FileFlags" that's usually like, 256, 512, etc and stuff. Well if you shift that 8 bits to the left, you get a group index for a group of model/texture/anim brres files, and that's what the articles call!
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« Reply #10269 on: May 17, 2012, 02:36:27 PM » |
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I just figured out how articles work. Like, literally how it all works together with the character. With BB v0.67 you'll probably be able to add articles that use custom models and stuff. :O For each ARC Entry Node, there's a property called "FileFlags" that's usually like, 256, 512, etc and stuff. Well if you shift that 8 bits to the left, you get a group index for a group of model/texture/anim brres files, and that's what the articles call! o.o That means . . . we can make true projectiles on characters like Captain Falcon!?
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« Reply #10270 on: May 17, 2012, 02:39:09 PM » |
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o.o That means . . . we can make true projectiles on characters like Captain Falcon!?
Yeah
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« Reply #10271 on: May 17, 2012, 02:42:44 PM » |
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Yeah o.o Epic. But what about the stuff like the travel distance and stuff is such a projectile was made?
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« Reply #10272 on: May 17, 2012, 02:47:48 PM » |
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o.o Epic.
But what about the stuff like the travel distance and stuff is such a projectile was made?
There must be a way that the articles connect to the extra float/int values but I'm not sure of that yet. Articles have their own animations, subactions + flags and actions + flags anyway so it should be fine.
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« Reply #10273 on: May 17, 2012, 02:48:42 PM » |
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YES!!! and the requests? (hopes for yes, expects no)
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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.
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« Reply #10274 on: May 17, 2012, 02:49:45 PM » |
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There must be a way that the articles connect to the extra float/int values but I'm not sure of that yet. Articles have their own animations, subactions + flags and actions + flags anyway so it should be fine.
So I see. How much file size do you think a complete true basic projectile would add to a character?
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