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A quick question...
I edited some of kirby's, Toon links and wolfs texture but none of them show up.
Am I doing something wrong?
I love you, man.You tried to do something and nothing happened.
Yes. You are doing SOMETHING wrong.
There actually is (or something like it), they just try to hide it from us. Its mainly used when the adbots make threads.This site really needs a "Delete multiple posts" button for the newbs who don't read the forum rules.
That picture made my day.I saw Jigglypuff is Brawlbox and I had to.
I'm sorry, no offense Kryal.
*awesome picture*
I just noticed that this kind of 'freezing' on saving any animation change is also occuring for me. So, just a confirmation.Has anyone figured out how to save animations in the new version? No matter what I do to a model, if I change just a single frame of an animation it freezes on me when I save... (exporting an animation, or saving the entire movement file)
Oh and Kryal, if it helps, BrawlBox was using about 50 CPU while it was frozen. If I waited a while, would it eventually un-freeze?
EDIT: I answered my own question. If I wait about 5 or more minutes, it will finally un-freeze and save the file.
It didn't work like that for me, unless it would have taken longer than 30 minutes to unfreeze.EDIT: I answered my own question. If I wait about 5 or more minutes, it will finally un-freeze and save the file.
Well, I just don't get it. I'm not encountering any freezing problems, and performance monitoring doesn't show anything out of the ordinary. There are a few other machines I can test with, but I'll do that tomorrow. Thank you for you patience everyone!
As mii as well, this occurs the same. Though not just with Animations, but Saving in general. Maybe you would like to moderate the saving process or maybe you could see a comparison between BrawlBox v0.63b and v0.63C? V0.63b has NO saving errors whatsoever.I just noticed that this kind of 'freezing' on saving any animation change is also occuring for me. So, just a confirmation.
Which texture issue? And yes, file please.There actually is (or something like it), they just try to hide it from us. Its mainly used when the adbots make threads.
Hey Kryal, I don't know if anyone has told you this, but the texture problem is still going on, even after you said you fixed it. If you want, I can send you a file or two.
Please elaborate so it can be fixed.I did encounter something that people should be advised about.
If you want to edit the CLR0 files, you need to use a hex editor, since trying to modify CLR0 data with BrawlBox apparently leads to crashes, which I've found out today.
This texture issue. I'll send you a PM with the files.Which texture issue? And yes, file please.
Already planned for the model rebuilder, but less complicated. The vertex editing will be built-in so you won't HAVE to export.Alright, I have an idea, and I'm not quite sure if it would work. It's a semi-model importation thing. Hear me out. If it could never work, tell me. If it MIGHT work, Kryal should implement it.
Alright, so, you know how if you load a model into BrawlBox, you can look in the folder "Vertices?" If you go in there, you can look at the vertices of any given Polygon. If you click one of the things in the Vertices folder, you will see that it corresponds to a given polygon. Click on one, and you'll see three sub catagores of Data to the right: "Misc," "Vertices," and "Vertex Data." If you click "Vertices" there, you will see a [...] button. Click it, and you will see a list of all the vertices in the object. While there, it seems you are able to "Add" or "Remove". What if you could export that list? Or, more importantly, import a different list?
If we could do this, then we could, potentially make an object already in Brawl take the shape of a 3D object NOT in Brawl. This would not really be importing a model, but reshaping an old one. We could have a .bat file someone could make that would export a list like this from, say, a .obj formatted model. The next worry would be textures, though, so I'm not sure how that would turn out.
Please, someone tell me if this is possible or not. This could do for us until actual importing of .DAE's comes to fruition.
EDIT: Another note: This would let us keep the bones of the old character, allowing for animations previously existing to be used.
will the model rebuilder have an "add-bone-to-the-model" thingy? xDAlready planned for the model rebuilder, but less complicated. The vertex editing will be built-in so you won't HAVE to export.
But that's for reshaping a model by hand. I was talking about making the model automatically reshape to the shape of a different model that was already made (Like, say, a Melee model). Would it be able to do that?Already planned for the model rebuilder, but less complicated. The vertex editing will be built-in so you won't HAVE to export.
Yes, all you would have to do is export/import the polygon. That or import a new model.But that's for reshaping a model by hand. I was talking about making the model automatically reshape to the shape of a different model that was already made (Like, say, a Melee model). Would it be able to do that?
I am drowning in a sea of "Kryal is awesome!" This is incredible, dude! Maybe we'll see model importing sooner than one would think.Yes, all you would have to do is export/import the polygon. That or import a new model.
Make a change to the file first.---------------------------
---------------------------
The process cannot access the file '<filename>' because it is being used by another process.
---------------------------
OK
---------------------------
Now happens whenever I try to save something
Why is that?
Even though nothing else is running the pac...
I did, I made several. It's still not saving... "Saving as" a new filename just makes a copy of the original file, without saving any changes. I restarted several times too!Make a change to the file first.
Yes, I know the thread, but I thought that you had to-wait, never mind, I thought you meant something else, in a different area of the vertices.But I did it before when I was vertice editing. o.o
http://www.smashboards.com/showthread.php?t=259597
This actually sounds like a really good idea. I know Kryal is planning to make the editor much easier to use in the future, but still even when that happens, you could import animations from other games.hey kryal, would you be able to add a feature to export animations to a simple format to edit in text editors, then make it possible to put them back in?
maybe something like this
(example)
... and so on.
first line after the bone would be the X Y Z of translation.
next line is X Y Z of rotation
Last line is X Y Z of scaling.
Note that only bones with atleast 1 keyframe are refered. but even if there is only 1 keyframe in that frame, it still has all the translations, rotations, and scale
also, it may be crazy, but possibly making a way to do this not only with single animations, but with full movesets. because i want to try and make a program to batch edit these to allow characters from other games to use movesets in brawl, and rotation seems to be a big issue.
also, with this as an easier format, someone might be able to convert other animations from 3D editors to this.
If you are able to do this, it would help immensly. thank you