Brawlbox Resources & History

Started by BlackJax96, December 14, 2010, 03:39:11 AM

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:Areyoukiddingme: Really?
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Quote from: BlackJax96 on May 17, 2012, 11:05:22 PM
I live life on the EDDDGGGGEEEEE

Quote from: Snivy on June 21, 2012, 09:01:30 PM
:Areyoukiddingme: Really?

The file has to be dead perfect.
That's how it was with MDL0, so I expected the same with this format.

Now I just have to go back and find the very minor differences between the original file and an unchanged but fully rebuild new file.

Merging my last post with this one:


Let me point 3 things:

- The file opened in PSA1.3mod (dantarions version)
- The file cannot be opened on PSA 0.2.1b (error crash)
- It crashed the game while loading C. Falcon.


EDIT:
we have been part time testers for the moveset rebuilder, I feel overjoyed haha <3

But yeah once it gets working, it will save many lives :-)

Well, it's good I got to help a little. Keep going! You're close!
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PM me your FC as well, K?
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Quote from: BlackJax96 on May 17, 2012, 11:05:22 PM
I live life on the EDDDGGGGEEEEE

Quote from: BlackJax96 on June 21, 2012, 09:00:41 PM
Nah, it's not bad news.
I expected it.
Quote from: namq on June 21, 2012, 09:03:10 PM
Merging my last post with this one:


Let me point 3 things:

- The file opened in PSA1.3mod (dantarions version)
- The file cannot be opened on PSA 0.2.1b (error crash)
- It crashed the game while loading C. Falcon.


EDIT:
we have been part time testers for the moveset rebuilder, I feel overjoyed haha <3

But yeah once it gets working, it will save many lives :-)

yup psa 2.7 also faills to open the file
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Quote from: Carnage on June 21, 2012, 09:07:16 PM
yup psa 2.7 also faills to open the file

PSA 2.7 isn't "PSA 2.7" *sigh* >.>...

it is "2.7" not because the program was "re-programmed" and updated

it is 2.7 cause the .txt files are different

CLick on "help" and check the version.

PSA 0.2.1b, PSA 1.3 and PSA 1.3mod are 3 different programs buddy.  The brawlvault versions are just .txt files added.

EDIT:

PSA 0.2.1b = 2.7
PSA 1.3 = 1.9
PSA1.3mod = PSA1.3mod :-)

I added a dialog to BrawlBox to ask what file format to use for textures when running "Export All" on a BRES. I zipped up the files and uploaded them here:
http://www.lakora.us/brawl/Export%20All%20dialog.zip

Changes:

  • The ExportToFolder function in BRESNode now can take a second argument - the extension to use for textures.
        public void ExportToFolder(string outFolder) {
                ExportToFolder(outFolder, ".tex0");
        }
        public void ExportToFolder(string outFolder, string defaultImageExtension)
        {
            if (!Directory.Exists(outFolder))
                Directory.CreateDirectory(outFolder);

            string ext = "*";
            foreach (BRESGroupNode group in Children)
            {
                if (group._type == BRESGroupNode.BRESGroupType.Textures)
ext = defaultImageExtension;
                else if (group._type == BRESGroupNode.BRESGroupType.Models)
                    ext = ".mdl0";
                else if (group._type == BRESGroupNode.BRESGroupType.CHR0)
                    ext = ".chr0";
                else if (group._type == BRESGroupNode.BRESGroupType.CLR0)
                    ext = ".clr0";
                else if (group._type == BRESGroupNode.BRESGroupType.SRT0)
                    ext = ".srt0";
                else if (group._type == BRESGroupNode.BRESGroupType.SHP0)
                    ext = ".shp0";
                else if (group._type == BRESGroupNode.BRESGroupType.PAT0)
                    ext = ".pat0";
                else if (group._type == BRESGroupNode.BRESGroupType.VIS0)
                    ext = ".vis0";
                foreach (BRESEntryNode entry in group.Children)
                    entry.Export(Path.Combine(outFolder, entry.Name + ext));
            }
        }

  • ExportAll in BRESWrapper calls the new ExportAllAskFormat dialog and gives the result to BRESNode:
        public void ExportAll()
        {
            string path = Program.ChooseFolder();
            if (path == null)
                return;

            ExportAllAskFormat dialog = new ExportAllAskFormat();
            if (dialog.ShowDialog() == DialogResult.OK) {
                ((BRESNode)_resource).ExportToFolder(path, dialog.SelectedExtension);
            }
        }

  • I added ExportAllAskFormat, which is in the .zip file. It is populated from ExportFilters.TEX0 and looks like this:

It would be great if this made it into BrawlBox proper, because I feel like both .tex0 and .png batch exports can be useful. Right now .tex0 is the default for Export All, but it used to be .png in old versions.


Quote from: BlackJax96 on June 22, 2012, 11:53:39 PM
Alright, I added it in, thanks. :)
thanks for adding that in! :D
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That's cool, can't wait!
Edit: That's two pages tht I've started... Why me?
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Quote from: BlackJax96 on May 17, 2012, 11:05:22 PM
I live life on the EDDDGGGGEEEEE

065c:
still can't transform DPv5 animations like needed =3=

and my scythe port either lags or freezes
(trying to change an XLU material to a default (no texture) material)
^ I just want the model to show up perfectly for now

anyone have a port I could use to make work easier?? :/
(I'm getting extremely tired of constantly trying and failing) -.-*

[spoiler]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.

June 23, 2012, 02:04:08 AM #10947 Last Edit: June 23, 2012, 02:06:00 AM by mr.mugenwii
hey wuz up Tcll havent seen u in a while

btw:  Give Up already!



nah just playin but i dont know what ur trying to do u got me confused...

Quote from: mr.mugenwii on June 23, 2012, 02:04:08 AM
hey wuz up tcll havent seen u in a while

btw:  Give Up



nah just playin but i dont know what ur trying to do u got me confused...
lol
I will never give up >:3

anyways...
I'm trying to re-animate DPv5 (with scythe) with Pikachu's original bones
(Pikachu and DP will have seperate animations even though they're on the same char)

I've got the main bones:
TopN
TransN
EyeYellowM
XRotN
YRotN
HipN
HaveN
ThrowN

but I've renamed every other bone.
HipN00 is the first bone of DP's rig,
but it's transformed by the bones before it <_<

so I need to un-transform the bone before I can animate it
unfortunatly Brbx can't do that yet... -.-*


the other thing was the material for my scythe...
my scythe has only verts and normals (no UV's or colors)
the material I have (XLU material) causes ALOT of lag in game
but I've tried switching to a texture material (removing the textures),
and that freezes my wii just after the stage selection.

[spoiler]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.

You mean yo want to make the hipN not follow the other bones? why would you do that? just animate them as they are.
Why not using a texture material?

I'm sorry If what I say doesn't make any sense. I don't really understand what you want to do, but it sounds as if you are making stuff more complex than it should be.