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Author Topic: Brawlbox Resources & History  (Read 4585015 times)
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Snivy
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    « Reply #10935 on: June 21, 2012, 03:01:30 PM »


    :Areyoukiddingme: Really?
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    « Reply #10936 on: June 21, 2012, 03:03:05 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.
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    namq
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    « Reply #10937 on: June 21, 2012, 03:03:10 PM »


    Merging my last post with this one:

    Code:
    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 :-)
    « Last Edit: June 21, 2012, 03:05:47 PM by namq » Logged


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    « Reply #10938 on: June 21, 2012, 03:06:16 PM »


    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 »


    Nah, it's not bad news.
    I expected it.
    Merging my last post with this one:

    Code:
    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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    namq
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    « Reply #10940 on: June 21, 2012, 03:10:11 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 :-)
    « Last Edit: June 21, 2012, 03:22:23 PM by namq » Logged


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    « Reply #10941 on: June 22, 2012, 05:30:03 PM »


    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.
    Code:
            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:
    Code:
            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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    BlackJax96
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    « Reply #10942 on: June 22, 2012, 05:53:39 PM »


    Alright, I added it in, thanks. Smiley
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    DSX8
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    « Reply #10943 on: June 22, 2012, 06:03:31 PM »


    Alright, I added it in, thanks. Smiley
    thanks for adding that in! Cheesy
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    « Reply #10944 on: June 22, 2012, 06:17:25 PM »


    thanks for adding that in! Cheesy
    ^this^
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    Snivy
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    « Reply #10945 on: June 22, 2012, 06:20:19 PM »


    That's cool, can't wait!
    Edit: That's two pages tht I've started... Why me?
    « Last Edit: June 22, 2012, 06:22:47 PM by Snivy » Logged

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    « Reply #10946 on: June 22, 2012, 07:49:13 PM »


    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 »


    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...
    « Last Edit: June 22, 2012, 08:06:00 PM by mr.mugenwii » Logged


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    « Reply #10948 on: June 22, 2012, 08:16:06 PM »


    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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    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.

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    « Reply #10949 on: June 22, 2012, 08:33:13 PM »


    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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