There's a file for the screen shakes, couldn't you put another file in with the same name?Err, explain, please.
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There's a file for the screen shakes, couldn't you put another file in with the same name?Err, explain, please.
You fixed the spawn points for smash skiff so the pokemon don't T-pose anymore? Download link please? I mostly want to compare what you did to the original to see how it works a bit.So. I was looking for stage spawn points and found them at in ModelData[100] > StagePosition > Bones > Rebirth*#/Player*#.
Then I thought the X,Y,Z coordinates were in the translation tab.
I modified it and then tested it on a SSE stage( the third stage AA did)and I successfully fixed the spawn points.
This means you can easily mod blast zones, entry points, revival platform points, and camera limits.
Thanks Brawlbox.
Spread the word!
First of all, what did you do, step by step.Ugh... Switching animations just caused a lock-up when I tried to use the move... What am I doing wrong? ;-;
In a moment.You fixed the spawn points for smash skiff so the pokemon don't T-pose anymore? Download link please? I mostly want to compare what you did to the original to see how it works a bit.
You just solved your problem LOLSo, I'm trying to edit info_en.pac and mu_menumain_en.pac to change the song names. I change them fine in info_en, it compresses, everything's the same size. I exported MiscData[140], opened up mu_menumain_en, and replaced MiscData[7] with it - they're both just listings of the song names, so it should work (and the topic on changing song names in BrawlBox mentions doing this as well). However, when I save mu_menumain_en, one of two things happens:
1. I get an error and it doesn't save. The error is as follows:
Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at BrawlLib.SSBB.ResourceNodes.ResourceNode.Rebuild(Boolean force)
at BrawlLib.SSBB.ResourceNodes.ResourceNode.Merge(Boolean forceBuild)
at BrawlBox.GenericWrapper.Export()
at BrawlBox.Program.SaveAs()
at BrawlBox.MainForm.saveAsToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.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.ToolStripDropDown.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.ToolStripDropDown.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)
If I hit continue after this exception, the program keeps running, but when I try to save again, it saves without compressing the file.
2. If I don't get an error, the 'converting...' text box pops up and it saves. But, despite this, the file is not compressed - it's some 10,000 KB, when the compressed file should be around 4,000 KB.
I'm using Vista. What am I doing wrong here?
Knew that one was coming.You just solved your problem LOL
They are in FitCharacter.pacs.Sorry to ask, but where exactly can I find the external graphic effects textures? Like, if I wanted to change the colour of Sonic's spin or Link's spin attack, what would I change.
How about these?My questions never get answered in the Official Code Q&A thread and it is to do with BrawlBox... so copy-pasta!
I'm trying to find the character images from classic mode from before the matches start. The first match is Zelda themed so you might have a match vs Link and Sheik with Ganondorf as an ally. In that case it would show large, full images of Link and Sheik with a smaller full image of Ganon off to the side. The images are the same as the character select portraits but they are not cropped and are much larger. I've opened so many files with BrawlBox and looked through the textures and I just cannot find them. Anyone know where they are?
Yeah, I know that. It's just that in those files the texture appears as black and white. No colours. We can't change the colour. So, is the colour located somewhere. Is it possible at all to change the colour of Sonic's spin or Link's spin attack?They are in FitCharacter.pacs.
Thanks, that'll do. But if anyone knows where the files are located I'd still like to know.
I've tried following those steps exactly, but I don't get any errors. I'll keep an eye out.So, I'm trying to edit info_en.pac and mu_menumain_en.pac to change the song names. I change them fine in info_en, it compresses, everything's the same size. I exported MiscData[140], opened up mu_menumain_en, and replaced MiscData[7] with it - they're both just listings of the song names, so it should work (and the topic on changing song names in BrawlBox mentions doing this as well). However, when I save mu_menumain_en, one of two things happens:
1. I get an error and it doesn't save. The error is as follows:
<>
If I hit continue after this exception, the program keeps running, but when I try to save again, it saves without compressing the file.
2. If I don't get an error, the 'converting...' text box pops up and it saves. But, despite this, the file is not compressed - it's some 10,000 KB, when the compressed file should be around 4,000 KB.
I'm using Vista. What am I doing wrong here?
Haha, when I get around to wrapping those file types. I may get into the other animation/scene files soon, they aren't very difficult. I would also prefer to have a decent editor for a few of them, like the CLR0 files.I don't know how to make this sound less demanding, but I'm really trying to not do sound so:
When can we expect to get editing of all variable strings? Such as:
It'd be quite handy not having to attempt to hex it. And even if one hex's the exact file after extracting it, when you try and import it back into Brawlbox, you get "Attempted to read or write protected memory."
Alright. Cool, thanks.Haha, when I get around to wrapping those file types. I may get into the other animation/scene files soon, they aren't very difficult. I would also prefer to have a decent editor for a few of them, like the CLR0 files.
Better than PW? You must be mad, he gave us the fricken bird for Pete's Sake... WITH CAPTAIN FALCON!!!Kryal, in my eyes you rank higher than PhantomWings. If you don't mind me asking, what method did you end up using?
That contributed to it. I think that they are at least about equal. With BrawlBox, we can pretty much do anything. I am still curious as to what method you chose to use, Kryal.he gave us the fricken bird for Pete's Sake... WITH CAPTAIN FALCON!!!
For those of you who don't already know, here's a warning:
Don't upset the captain!
Expect a release before turkey day.
I made the resource nodes themselves handle the model rendering. Each frame, the program tells the model to attach an animation with a frame. This allows each primitive to weight and pre-multiply vertices and normals. Then, during the render phase the primitives just throw a bunch of data pointers at OpenGL. The rendering is a little faster than the old method, even though there's more calculation between frames.Kryal, in my eyes you rank higher than PhantomWings. If you don't mind me asking, what method did you end up using?
Yes, animations can be played through in sequence and looped. It wouldn't be much use without .Oh S***, I just saw the play button!
BTW, what's going on with the captain's waist in the picture?
Animation preview and editor, yes. No need to use the old editor, because you can do it right in the model window.this is amazing! is this an animation viewer? btw thats my new desktop
I want to personally thank you for all the work you've put into BrawlBox. Its a great program. Nice job.I made the resource nodes themselves handle the model rendering. Each frame, the program tells the model to attach an animation with a frame. This allows each primitive to weight and pre-multiply vertices and normals. Then, during the render phase the primitives just throw a bunch of data pointers at OpenGL. The rendering is a little faster than the old method, even though there's more calculation between frames.
The program will also automatically load textures stored within the same file. If a texture isn't found, it will also search within the same folder. It can handle multiple texture coordinates/layers now, so Samus renders properly.
To edit an animation you would open the model, load an external file with the animations (FitMotion), pick an animation from the list and step through the frames (or 'play' them). Select a bone you want to change (they can be viewed separately from polygons and will highlight when selected), and use the Trans/Rot/Scale to modify the frames. When you're done editing, just use the save button to apply changes to the external file (not the model itself). You can go back and forth between frames, so its real easy to see the effects of the transformation values. The model view updates when a value is changed.
You can also load other characters' animations for kicks.