That was one reason I removed the jpeg format, that and it's lossy. Please be careful when using anything other than png and tiff.OHH! I also save them as JPEG, that could be the problem
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That was one reason I removed the jpeg format, that and it's lossy. Please be careful when using anything other than png and tiff.OHH! I also save them as JPEG, that could be the problem
kid craft, send me a PM with a link to the file so I can look at it. Use MediaFire, it's free.Yeah i'm still getting that problem. I remade the texture and i saved it as PC and a PAC and then i tried to use snakes nades with my texture and it froze.
I replaced one of the CSS named, and replaced the HANDICAP to buffer. It freezes when I try to enter it. Do you want my PAC file?Yes, it can. Your common 5 has to be named 'Common5.pac', omitting the '_en' part. If you are experiencing issues, please note which texture(s) you are replacing. You can also remove/rename the common5 file to make sure that it's the one freezing the game.
I replaced the texture as well and had no problems. I don't understand what I'm doing wrong, or right...I replaced one of the CSS named, and replaced the HANDICAP to buffer. It freezes when I try to enter it. Do you want my PAC file?
Okay, a few things. This file was built with an older version of the program that doesn't support CHR animations. The files were misaligned, causing the string references to get corrupted. Your textures were fine with the exception of one that was the incorrect size, not that it mattered much. Everything AFTER the textures was messed up, which is why using a grenade would freeze the game. I've rebuilt the file with the textures using v0.55 and it works fine.here is the link to the files I have a problem with the snake ones.
Hmm. I see what you mean. The images in the CSP pack have a magenta background instead of being transparent, which is rather peculiar. I wonder if this is the same issue lavamage was having.Right now, i'm dealing with some magenta issues, where the magenta colours show up in the game, instead of the transparent effect... I'm using the CSP pack from the texture sticky thread.
I'm already pulling sound files out of the brsar. Right now I'm working on getting audio playback and better file organization.1. It already can open brsar files, would it be possible to extract/ replace the sound files, so pal users could the PAL voices with the Japanese?
Extract/replace folder might be a good idea. I'll look into it.2. Would it be possible to select more than 1 file and extract/ replace them
3. Would it be possible to extract/ replace folder(?), for example FitDeDeDe00.pac the Texture[NW4R] folder wich contains all the texture stuff
Good luck on this dude, waiting to be able to get's Roy's voice clips/sword swing sfxs and such into B+ :DI'm already pulling sound files out of the brsar. Right now I'm working on getting audio playback and better file organization.
Extract/replace folder might be a good idea. I'll look into it.
It would definitely be possible. Basically, the program would create a temporary file and open the associated program. When the program closes, it would check the file for changes and replace it if there were.Afterward I have an idea, but I'll see you, if you would like to. To be able to have the option of "open with" right on the tex0 file IN smashbox. That means NO exporting or replacing, just edit the tex0 from there. would it be possible?
Is these a specific one that is having problems, or all of them? I've replaced stage icons successfully before, and rebuilding the Type1[80] file creates an exact copy. You can also send me the file if you like.Seems to have problem recompiling common5.pac/sc_selmap_en/Type1[80]/Textures(NW4R). (The stage icons/names). When something inside that part is replaced, it will freeze at the SSS if I use that pac.
Excellent. You sir are win.New version! The main focus here is audio processing. Also, make sure you have the latest version of DirectX 9, because the audio controls use it. Brsar files are still a work in progress though, so please be patient.
From what I know, In this version you CANNOT import audio, only export it, and you cannot import audio as a separate file, you can only replace audio. In theory, if you had the audio clips from melee of Mewtwo or Roy, and in the new version you could replace the sound, you absolutely could. However, I have dabbled in the PSA character editor, and i know there is some problem with sound effects, like they only last the length of the animation of the attack you are doing, so that may be a problem here as well.Would it be possible to import some of the brstm/brsar files from melee into brawl? If this isn't possible now, will it be in the near future?
So for example, could you import Roy's or Mewtwo's voice clips into brawl for Marth or Lucario respectively?
The program will show you what the texture will look like AFTER conversion. When you convert a 32-bit image (RGBA8) down to a 16-bit image (RGB565) you will lose some quality. CMPR is a 16-bit format that generates a small palette for each 4x4 square.Also one problem: why, when you import the png file it looks all choopy for certain TEX0 types (CMPR, RBG565, ect.)
Everything is definitely possible, but kind of up in the air at this moment. We'll see how it turns out when I try rebuilding the brsar.Would it be possible to import some of the brstm/brsar files from melee into brawl? If this isn't possible now, will it be in the near future?
So for example, could you import Roy's or Mewtwo's voice clips into brawl for Marth or Lucario respectively?
Alright, thanks for the help you've given.The program will show you what the texture will look like AFTER conversion. When you convert a 32-bit image (RGBA8) down to a 16-bit image (RGB565) you will lose some quality. CMPR is a 16-bit format that generates a small palette for each 4x4 square.
I would like to be able to change the image formats in the files, because then the user can have a better quality image format if they choose. This would also mean that the file would be larger, and would increase loading times.
When you export use the second file type, 'Truevision TARGA (*.tga)'um... mine won't export or save as a .tga file...
If you've downloaded a texture in pac/pcs format you can open it and export/replace the textures.So you can edit already made textures with this? I tried to edit a strap loader but it doesn't work in my game. I just resized some png files to match those in the strap.
Ahh. I haven't edited the strap loader before. You got it working I hope?The screen that comes up telling you to put the wiimote strap around your wrist.
And I think I may have guessed my problem. After I edited the exported images, I was saving them as png. files and then putting them back in.