BrawlBox v0.78

Started by libertyernie, May 03, 2014, 08:29:50 PM

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I am really happy this happened, kudos on your great job.

Quote from: Brandondorf9999 on August 14, 2014, 06:43:10 AM
I wonder when the dds should be supported for Brawlbox? I need to be able to import and export mipmap textures.

You could try converting the .dds to .png by DDS Converter 2, or ImageConverter Plus(Free Version)

One more question, how to  change the stage boundaries
Super Smash Sisters Facebook page: https://www.facebook.com/SmashSistersFinalConflict/?fref=nf

Smash Sisters Discord: https://discord.gg/QMwMgvg

The stage boundaries are controlled by bones in the stagepos 3d model. in this version, i added the option to visualize the stage boundaries while using the advanced model previewer. To edit the boundaries, you'll want first enable them (overlays->boundaries) then find the bones that control them and move them around. Red line is the death limit, blue line is the magnifying glass boundary and the blue region in between is the area where you are inside the damaging magnifier

Quote from: windhunter7 on August 14, 2014, 03:47:42 PM
You could try converting the .dds to .png by DDS Converter 2, or ImageConverter Plus(Free Version)

But what I want to do is import dds into brawlbox as no other format supports mipmaps.

It won't let me click on the bones
Super Smash Sisters Facebook page: https://www.facebook.com/SmashSistersFinalConflict/?fref=nf

Smash Sisters Discord: https://discord.gg/QMwMgvg

You have have the dropdown menu that selects the model set to the stagepos model, then in the bones panel on the right you can select them


I have a question about Brawl Stages. How do we edit position models of the stages?


August 21, 2014, 07:36:53 PM #280 Last Edit: August 21, 2014, 07:38:13 PM by Brandondorf9999
Quote from: E-scope12 on August 15, 2014, 11:04:34 PM
I have a question about Brawl Stages. How do we edit position models of the stages?

You edit the bone position as used in the model and place it to whatever you want, but if it's a platform then you will also have to move the collision as well within the object you've placed (e.g. Boss Battles Rest Area).

Quote from: sluigi123 on August 21, 2014, 11:59:24 AM
What do you mean?
like the bone position like Delfino Plaza for example.

The old shader problem with TextureRef0 is still in the new BrawlBox.


September 04, 2014, 01:50:36 AM #284 Last Edit: September 04, 2014, 01:53:02 AM by Sammi Husky
Quote from: Don Jon BravoEX on September 03, 2014, 11:47:57 PM
shouldnt it be an easy fix?

Unfortunately from what I've gathered, this issue traces back pretty far. It seems to have originated when BBox transitioned to its newer collada importer. It's likely that something along the way got missed, which is why it's not setting it. In theory i could band-aid it incredibly easily yes, however that's almost never a good idea. I'd much rather find the root of the problem and work from there. Unfortunately, so much code changed in so little time when the new importer was created that it's a fair amount of code diffs to search through. That, and i have to become acquainted with the format before i look into why it's not working correctly.

that all being said, it would be nice if i could get it fixed by next version. :)