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« Reply #10935 on: June 21, 2012, 03:01:30 PM » |
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:Areyoukiddingme: Really?
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« Reply #10936 on: June 21, 2012, 03:03:05 PM » |
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: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.
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« Reply #10937 on: June 21, 2012, 03:03:10 PM » |
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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 :-)
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« Last Edit: June 21, 2012, 03:05:47 PM by namq »
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« Reply #10938 on: June 21, 2012, 03:06:16 PM » |
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Well, it's good I got to help a little. Keep going! You're close!
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« Reply #10939 on: June 21, 2012, 03:07:16 PM » |
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Nah, it's not bad news. I expected it.
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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« Reply #10940 on: June 21, 2012, 03:10:11 PM » |
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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 :-)
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« Last Edit: June 21, 2012, 03:22:23 PM by namq »
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« Reply #10941 on: June 22, 2012, 05:30:03 PM » |
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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.zipChanges: - 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.
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« Reply #10942 on: June 22, 2012, 05:53:39 PM » |
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Alright, I added it in, thanks. 
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« Reply #10943 on: June 22, 2012, 06:03:31 PM » |
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Alright, I added it in, thanks.  thanks for adding that in! 
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« Reply #10944 on: June 22, 2012, 06:17:25 PM » |
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thanks for adding that in!  ^this^
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« Reply #10945 on: June 22, 2012, 06:20:19 PM » |
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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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« Last Edit: June 22, 2012, 06:22:47 PM by Snivy »
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« Reply #10946 on: June 22, 2012, 07:49:13 PM » |
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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) -.-*
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« Reply #10947 on: June 22, 2012, 08:04:08 PM » |
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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...
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« Last Edit: June 22, 2012, 08:06:00 PM by mr.mugenwii »
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« Reply #10948 on: June 22, 2012, 08:16:06 PM » |
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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.
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« Reply #10949 on: June 22, 2012, 08:33:13 PM » |
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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.
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