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Author Topic: Brawlbox Resources & History  (Read 4503654 times)
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BlackJax96
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    « Reply #11700 on: July 11, 2012, 11:05:56 PM »


    Also got a small error on my Link.pac file. Its not a bug, just not sure what i did wrong. I was doing dble moveset and suddenly the Entry file kept giving me this error
    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.IndexOutOfRangeException: Index was outside the bounds of the array.
       at BrawlLib.SSBB.ResourceNodes.VIS0EntryNode.GetEntr y(Int32 index)
       at System.Windows.Forms.ModelEditControl.ReadVIS0()
       at System.Windows.Forms.ModelEditControl.UpdateModel(MDL0Node model)
       at System.Windows.Forms.ModelEditControl.UpdateModel()
       at System.Windows.Forms.ModelEditControl.set_Current Frame(Int32 value)
       at System.Windows.Forms.ModelEditControl.SetFrame(Int32 index)
       at System.Windows.Forms.ModelMovesetPanel.SetFrame(Int32 index)
       at System.Windows.Forms.ModelMovesetPanel.animTimer_ Tick(Object sender, EventArgs e)
       at System.Windows.Forms.Timer.OnTick(EventArgs e)
       at System.Windows.Forms.Timer.TimerNativeWindow.WndP roc(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: 4.0.30319.17020 built by: FXM3REL
        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/KingLee/Desktop/brawlz/BrawlBox%200.67/BrawlBox.exe
    ----------------------------------------
    BrawlLib
        Assembly Version: 0.13.4573.29073
        Win32 Version: 0.13.1.0
        CodeBase: file:///C:/Users/KingLee/Desktop/brawlz/BrawlBox%200.67/BrawlLib.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.17020 built by: FXM3REL
        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: 4.0.30319.17020 built by: FXM3REL
        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: 4.0.30319.17020 built by: FXM3REL
        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: 4.0.30319.17020 built by: FXM3REL
        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: 4.0.30319.17020 built by: FXM3REL
        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: 4.0.30319.17020 built by: FXM3REL
        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: 4.0.30319.17020 built by: FXM3REL
        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: 4.0.30319.17020 built by: FXM3REL
        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.



    this happened before on my wait animation randomly. After about 32 frames this error appears after playing the animation. If i loop it or view it with the moveset editor it will continue to appear and ill have to quit.

    Alright, I can quickly fix that with some error handling, since it's just a little index error. Tongue
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    « Reply #11701 on: July 11, 2012, 11:30:33 PM »


    I appreciate your work, but I do believe that there is more to ask.
    Is the current build able to edit SceneData[0] safely? I remember 0.66b causing the game to freeze when I try to edit the SCN0.
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    « Reply #11702 on: July 11, 2012, 11:40:09 PM »


    I appreciate your work, but I do believe that there is more to ask.
    Is the current build able to edit SceneData[0] safely? I remember 0.66b causing the game to freeze when I try to edit the SCN0.
    i can answer that for ya... it is completely safe. altho if u edit the Unknown9 data in the Lighting, it may freeze. im not sure what that Unknown is
    « Last Edit: July 11, 2012, 11:50:03 PM by DSX8 » Logged

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    BlackJax96
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    « Reply #11703 on: July 11, 2012, 11:47:14 PM »


    I appreciate your work, but I do believe that there is more to ask.
    Is the current build able to edit SceneData[0] safely? I remember 0.66b causing the game to freeze when I try to edit the SCN0.

    Yep, it should be able to.
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    « Reply #11704 on: July 12, 2012, 12:01:08 AM »


    Another bug to report. A vBrawl Falco with any change at all made with no MotionEtc TStances at the victory screen and creates what I can only describe as a black void.

    He doesn't actually enter any of the victory subactions.

    His still works however, having no bugs.
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    « Reply #11705 on: July 12, 2012, 12:13:59 AM »


    Did you check the PSA file afterwards? It could be possible that the victory screen animations had their subaction names tampered with.
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    « Reply #11706 on: July 12, 2012, 12:41:07 AM »


    ummmmm... T_T....

    I was editing a fresh bowser .pac with no problems.  Everything worked fine for like the 3 hours I have spent (or maybe 5...).  But now that I edited the specialhi, specialLW and specialAirLw they just freeze :-/...

    not crash the game or freezes the game, bowser freezes, he stays in a non-T-Stance pose but stays like that.  The SpecialAirLw "freezes" bowser but he can still move in the air.  No idea why but... specials are a messy thing...

    Might aswell start another fresh but this time parse my hours of work I guess heh.

    EDIT:

    all specials (except Neutral B) are having same problem O.o...  I did not touched side B or Neutral B, only did some asynchrounous timer changes in both SpecialHi and SpecialLw (also did in both damage changes)

    I will try to further research how did this happen, I don't want to think that rebuilding did this.
    « Last Edit: July 12, 2012, 12:47:38 AM by namq » Logged


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    « Reply #11707 on: July 12, 2012, 12:48:54 AM »


    I originally thought that and checked.

    The subaction names are consistent with the animation names in the MotionEtc.
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    « Reply #11708 on: July 12, 2012, 03:47:09 AM »


    Well despite the numerous bug reports...

    BJ, I enjoy this Brawl Box immensely. The PSA editor makes things SOOOOO easy. Flags used to be my biggest issue besides GFX but now Flags are uber easy. And whats more, I don't have to open 3 versions of BrawlBox and then Smash Attacks to make a moveset... I can do it all at the same time.

    Dude... I'm lovin this.  Thor was released early because of BrawlBox epicness Happy Face
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    « Reply #11709 on: July 12, 2012, 03:58:15 AM »


    Well despite the numerous bug reports...

    BJ, I enjoy this Brawl Box immensely. The PSA editor makes things SOOOOO easy. Flags used to be my biggest issue besides GFX but now Flags are uber easy. And whats more, I don't have to open 3 versions of BrawlBox and then Smash Attacks to make a moveset... I can do it all at the same time.

    Dude... I'm lovin this.  Thor was released early because of BrawlBox epicness Happy Face
    The Thor moveset looks cool, but I'm not a big Thor fan. Im srs here Anyway, I think it's great too! I haven't really had any problems, and the only ones I have are my fault. So, this is a great addition to my arsenal.
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    « Reply #11710 on: July 12, 2012, 06:07:18 AM »


    Well despite the numerous bug reports...

    BJ, I enjoy this Brawl Box immensely. The PSA editor makes things SOOOOO easy. Flags used to be my biggest issue besides GFX but now Flags are uber easy. And whats more, I don't have to open 3 versions of BrawlBox and then Smash Attacks to make a moveset... I can do it all at the same time.

    Dude... I'm lovin this.  Thor was released early because of BrawlBox epicness Happy Face
    this!
    I also love brawlbox because you can edit articles heavy! Cheesy
    not just their attributes, all the actions too!
    making a special article to yoshi x3
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    « Reply #11711 on: July 12, 2012, 06:16:12 AM »


    I appreciate your work, but I do believe that there is more to ask.
    Is the current build able to edit SceneData[0] safely? I remember 0.66b causing the game to freeze when I try to edit the SCN0.
    I believe it should be working. But BJ hasn't added full (convenient) support for flags and what they modify.
    So I'll just leave some notes on the Lights here.


    Animation flags

    0000 0000 0000 0001 ---
    0000 0000 0000 0010 ---
    0000 0000 0000 0100 ---
    0000 0000 0000 1000 Startpoint 1 fixed

    0000 0000 0001 0000 Startpoint 2 fixed
    0000 0000 0010 0000 StartPoint 3 fixed
    0000 0000 0100 0000 Lighting1 fixed
    0000 0000 1000 0000 Unknown5 fixed (not supported)

    0000 0001 0000 0000 EndPoint 1 fixed
    0000 0010 0000 0000 EndPoint 2 fixed
    0000 0100 0000 0000 EndPoint 3 fixed
    0000 1000 0000 0000 ---

    0001 0000 0000 0000 ---
    0010 0000 0000 0000 ---
    0100 0000 0000 0000 Lighting2 fixed??
    1000 0000 0000 0000 ---


    Other flags

    0000 0000 0000 0001 Brightness/Intensity = deactivated (Turns light into a lamplight)
    0000 0000 0000 0010 Lightsize = activated (Spotlight, more directional)
    0000 0000 0000 0100 Universal? (Used by all LightSets?) ("program" uses this)
    0000 0000 0000 1000 Unknown1/11/12 = activated (Lighting2)
    0000 0000 0001 0000 EnableLight
    0000 0000 0010 0000 Dependent on LightSet?


    Lighting2 I believe is just to further define the lighting on the characters (and stages, sometimes).
    Example: I changed FD's "chr" Lighting2 blue to a lower value. (He got a more blue-ish tone)



    Also, if anyone wanna help figuring out the rest of the SCN0 (Lights) unknowns, that would be great.
    This is what needs to be figured out:

    Unknown1 (has something to do with Lighting2) (values seen: 1-12)

    Unknown2 (not seen)

    Unknown5 (only Halberd uses this feature... The value should be an offset to the frames) (Values seen: 00, FF).

    Unknown6 (flags?) (values seen: 0-3)

    Unknown9 (values seen: 0-6, most common in order: 2, 4.)

    EDIT: The animation flags that haven't been seen would be great too, though it would require looking into other games that uses SCN0.
    « Last Edit: July 12, 2012, 10:20:50 AM by Unknown Grounder » Logged

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    « Reply #11712 on: July 12, 2012, 02:53:46 PM »


    I'm having problems with the .obj importer in brawlbox. Specifically, I'm trying to make Zero look similar to Ratsel Feinschmecker (from SRW) by adding Pikachu's goggles. The model looks fine in BB and I can play all animations without anything weird happening, but when I try it in Brawl the goggles act in random ways, including:
    >Exploding
    >Random positioning
    >Acting as though I have not made any changes to their base size and position
    >Random mixes of the above between the three .objs used.
    This is not a problem with the new Brawlbox specifically, as I have done the same experiment with varied results between versions .65, .65c, and .66b. Is there a bug in BB, am I using the .obj import function wrong, or is Link one of those weird characters whose name shall live in infamy for being difficult to model hack?
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    « Reply #11713 on: July 12, 2012, 03:08:28 PM »


    Deleted previous post but going to spoil it here:
    ----------------------------------------------------------------------------------------------------
    BJ96:  I get an error while modifying a undo bone collisions event either in previewer or main window.  The bug that doesn't let me move the events only happens outside of model previewer but in the main tab, I need to move them with CTRL+up/down (not in the psa events in the main window but in the folders outside it).  They don't cause bugs when moving in them.

    I try to look for other stuff so in the next update all this mini issues stop bugging :-).

    Hopefully you know also how to fix the specials behaving weirdly, I full support you and your effort on such project which is going from a "tool" to "Gold" program :-).


    ----------------------------------------------------------------------------------------------------


    Ok so after saving, Undo Bone Collision event gets a bug and when you re-open the .pac it looks like this -->  "6060000" and for me it won't work as it is.  It is supposed to be writted like this --> "06060100"

    EDIT:

    I see the only special working for bowser is Neutral B and it's the only action "274" that has moveset stuff inside it.  Actions 275, 276 and 277 are Side B, Up B and Down B and none of them have moveset stuff on it.  Maybe rebuilding it was the bug, idk it's my opinion on why it may be bugged once rebuilding it.
    « Last Edit: July 12, 2012, 03:20:36 PM by namq » Logged


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    « Reply #11714 on: July 12, 2012, 03:33:16 PM »


    Deleted previous post but going to spoil it here:
    ----------------------------------------------------------------------------------------------------
    BJ96:  I get an error while modifying a undo bone collisions event either in previewer or main window.  The bug that doesn't let me move the events only happens outside of model previewer but in the main tab, I need to move them with CTRL+up/down (not in the psa events in the main window but in the folders outside it).  They don't cause bugs when moving in them.

    I try to look for other stuff so in the next update all this mini issues stop bugging :-).

    Hopefully you know also how to fix the specials behaving weirdly, I full support you and your effort on such project which is going from a "tool" to "Gold" program :-).


    ----------------------------------------------------------------------------------------------------


    Ok so after saving, Undo Bone Collision event gets a bug and when you re-open the .pac it looks like this -->  "6060000" and for me it won't work as it is.  It is supposed to be writted like this --> "06060100"

    EDIT:

    I see the only special working for bowser is Neutral B and it's the only action "274" that has moveset stuff inside it.  Actions 275, 276 and 277 are Side B, Up B and Down B and none of them have moveset stuff on it.  Maybe rebuilding it was the bug, idk it's my opinion on why it may be bugged once rebuilding it.
    look again, he has his stuff lower down, around 285-287 to 291 if I remember correctly and thats no bug
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