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« Reply #11595 on: July 10, 2012, 01:39:43 PM » |
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BJ quick question
Can I use this bb to rip audio from brres from other games?
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I'd rather be hated for what I am, than loved for who I am not. 
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« Reply #11596 on: July 10, 2012, 01:55:31 PM » |
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Quick question: For hitboxes is the size of the circle the size of the hitbox r is it the arrow/star that is the hitbox?
Thanks.
the circle BJ quick question
Can I use this bb to rip audio from brres from other games?
you mean the brsar? maybe, as long as the brsar is the right version.
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« Reply #11597 on: July 10, 2012, 04:33:53 PM » |
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Quick question: For hitboxes is the size of the circle the size of the hitbox r is it the arrow/star that is the hitbox?
Thanks.
The Arrow and Star are things that indicate the type of Flags used in the Hit. Chec Flags in offensive Collision
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« Reply #11598 on: July 10, 2012, 04:43:42 PM » |
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Prolly already reported, (I've been reading everything so far since release on 7/7). But want to post it either way. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at System.Windows.Forms.TreeNode.get_PrevNode() at BrawlBox.GenericWrapper.MoveUp(Boolean select) at BrawlBox.BaseWrapper.OnMovedUp(ResourceNode node, Boolean select)[quote author=Leeon09 link=topic=17547.msg969222#msg969222 date=1341959633] The Arrow and Star are things that indicate the type of Flags used in the Hit. Chec Flags in offensive Collision [/quote] at BrawlLib.SSBB.ResourceNodes.MoveEventHandler.Invoke(ResourceNode node, Boolean select) at BrawlLib.SSBB.ResourceNodes.ResourceNode.doMoveUp(Boolean select) at System.Windows.Forms.ScriptEditor.btnUp_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- BrawlBox Assembly Version: 0.67.4573.29083 Win32 Version: 0.67.0.0 CodeBase: file:///C:/Users/Chico/Downloads/brawlbox/Brawlbox%20v0.67/BrawlBox.exe ---------------------------------------- BrawlLib Assembly Version: 0.13.4573.29073 Win32 Version: 0.13.1.0 CodeBase: file:///C:/Users/Chico/Downloads/brawlbox/Brawlbox%20v0.67/BrawlLib.DLL ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Design Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Design/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Design.dll ---------------------------------------- System.Numerics Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
I get this error when ever I try to move PSA stuff (tried this outside of previewer). Always getting when moving bottom stuff upwards. The Arrow and Star are things that indicate the type of Flags used in the Hit. Chec Flags in offensive Collision
The arrow and star indicates the Trajectory of the hit when opponent is suffering from knockback. The outer line of the circle and the inner color is the stuff in the flag.
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« Reply #11599 on: July 10, 2012, 04:56:27 PM » |
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i tryed it again and i found a way around that altough i must save with another name lol dont know why bb 67 update 1 doesnt let me save directly and says that unable to write acess lol
I also get the unable to open write acces. How do you save under another name?
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« Reply #11600 on: July 10, 2012, 05:17:57 PM » |
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I also get the unable to open write acces. How do you save under another name?
to save under another name... File > Save As that easy lol
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« Reply #11601 on: July 10, 2012, 05:36:42 PM » |
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For the person who was asking about this several pages back, I'm not sure if this helps, but the name of the perfect shield SFX is "JustShield."
The naming in smashbros_sound is so half-assed.
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« Reply #11602 on: July 10, 2012, 05:42:46 PM » |
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Hey BJ not a big deal really, but i crash alot when viewing Spiderman 1.5 moveset Only the specials. This is only while viewing with the model and motion files. Not urgent just something to look into after your break is over. Post Merge: July 10, 2012, 05:43:14 PM
For the person who was asking about this several pages back, I'm not sure if this helps, but the name of the perfect shield SFX is "JustShield."
The naming in smashbros_sound is so half-assed.
O.o i know right lol Thanks Im not seeing it in the flags(offensive Collision) i may be over looking it lol
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« Last Edit: July 10, 2012, 05:51:01 PM by Leeon09 »
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« Reply #11603 on: July 10, 2012, 07:05:59 PM » |
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Im not seeing it in the flags(offensive Collision) i may be over looking it lol Well, I don't know anything about that, but are there any SFX IDs or something you can look for in the flags? Or is it just the names? If there's extra information like IDs, look that up for JustShield in smashbros_sound and maybe it'll show up in the flags.
Again, never done what you're talking about, so these are just generalized suggestions.
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« Reply #11604 on: July 10, 2012, 07:25:06 PM » |
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Well, I don't know anything about that, but are there any SFX IDs or something you can look for in the flags? Or is it just the names? If there's extra information like IDs, look that up for JustShield in smashbros_sound and maybe it'll show up in the flags.
Again, never done what you're talking about, so these are just generalized suggestions.
lol i think its Just Impact though lol i see guess ill figure that out. somehow thanks alot.
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« Last Edit: July 10, 2012, 07:46:02 PM by Leeon09 »
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« Reply #11605 on: July 10, 2012, 08:40:30 PM » |
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bj after you open a fitxx.pac file directly lets say to replace an ext gfx and we try to save it says unable to open file for write acess well now sanji gets saved when editing the moveset but i cant replace gfx or actions hardcoding since i cant save if i open a moveset file directly this happens before and after you save it on the model previewer
Found out something if you use a random psa on the vault you open with lets say 65 and save its all good then you open the moveset on 67 and if you try to save it says unable to open file for write acess and if you try using the 65 again it will say the same thing if you try to save so bb 67 corrups something and doesnt let psa get saved if opened directly?
Save it twice, that happens alot to me, but it doesn't happened a second time after I click save again.
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« Reply #11606 on: July 10, 2012, 09:32:15 PM » |
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Okay, so you can add subroutines through the right click menu.
But you can't SAVE them.
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« Reply #11607 on: July 10, 2012, 09:34:56 PM » |
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Okay, so you can add subroutines through the right click menu.
But you can't SAVE them.
You have to use an offset or subroutine event to link to it... *technical stuff ahead* Technically, they are written, but as long as there's no offset to them, Brawlbox can't get to them. It loads all the subroutines by looking through every single action in the moveset and remapping the offseted actions to one list called the subroutines. That way you don't need to input an offset to actually go them anymore.
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« Reply #11608 on: July 10, 2012, 11:15:10 PM » |
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Someone might wanna make a tutorial video of this.
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The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/ If only hacking Brawl paid bills.
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« Reply #11609 on: July 10, 2012, 11:20:12 PM » |
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Someone might wanna make a tutorial video of this.
Yes, this would be helpful for a PSA tutorial in BrawlBox video.
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