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Use Smashbox .57.I hope that I don't bother too much, but when there's going to be an feature that lets you to play sounds from .brsar archives?
It can play sounds.
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Use Smashbox .57.I hope that I don't bother too much, but when there's going to be an feature that lets you to play sounds from .brsar archives?
My thought is that I want to rip voices from PokéPark Wii, but that program you mentioned doesn't work with one of the archives which contains voices from PokéPark Wii, so I'll cannot do the job.Use Smashbox .57.
It can play sounds.
for (int i = 2; i < bufferSamples; i++)
{
if (stream.SamplePosition == stream.LoopEndSample && looped)
stream.SamplePosition = stream.LoopStartSample;
What do you mean that I have to insert some code to the RSTMConverter.cs?To do this, simply add this code at line 124 in RSTMConverter.cs. Hopefully we can see this implemented in later versions of Brawlbox.
Code:for (int i = 2; i < bufferSamples; i++) { if (stream.SamplePosition == stream.LoopEndSample && looped) stream.SamplePosition = stream.LoopStartSample;
Well, how I can attach the code to the other program?Well, moosehunter made a BRSTM converter that's very useful. That's from part of the code of his converter.
I would love to have that Pokepark wii brsar :]My thought is that I want to rip voices from PokéPark Wii, but that program you mentioned doesn't work with one of the archives which contains voices from PokéPark Wii, so I'll cannot do the job.
I know this might sound off-topic, but PokéPark Wii uses .brsar archives, I just want to point this out.
Edit: I've tried to extract sounds through latest BrawlBox, but it only spits out this message: "Unable to open file for write access."
I could wait until you make new version which includes the feature to extract sounds, but I'm rather hot tempered that I can't wait.
What do you mean that I have to insert some code to the RSTMConverter.cs?
I don't understand what that even does, anyway.
You need to recompile it.Well, how I can attach the code to the other program?
The code isn't exactly mine. That's the only code that's different from Brawlbox except for the frontend.Well, moosehunter made a BRSTM converter that's very useful. That's from part of the code of his converter.
Nice job, it works! I'll release the fix with Brawlbox v0.65, thanks.Currently Brawlbox's brstm converter just adds silence to the beginning of the file if the start loop point isn't a multiple of 14336. This isn't that preferable, so in my standalone command line converter that I made by using Brawlbox's converter, I made it so that it simply copies the number of samples needed to align the loop points from the samples after the start loop point and pastes them after the samples at the end loop point. This way the loop points are aligned, and no silence is unnecessarily added to the beginning of the file.
To do this, simply add this code at line 124 in RSTMConverter.cs. Hopefully we can see this implemented in later versions of Brawlbox.
Code:for (int i = 2; i < bufferSamples; i++) { if (stream.SamplePosition == stream.LoopEndSample && looped) stream.SamplePosition = stream.LoopStartSample;
The animations don't save right? Or the model lags in-game? I'll see if I can fix it, people have been telling me animations don't save correctly sometimes.Speaking of PokePark and Brawlbox, I absolutely cannot make any model imports with the newest Brawlbox. I have to do all my work in the one before it, even though the new one fixes animation names. Super sad. (And way more time consuming than it needs to be.) I cant put my finger on it, but I think it has something to do with how it treats animation file versions.
Awesome. I don't know why I didn't say anything sooner, that's been bugging me for a while.Nice job, it works! I'll release the fix with Brawlbox v0.65, thanks.
Argh me matey. Bittorrent awates ye with plunder aplenty.I would love to have that Pokepark wii brsar :]
epic, downloading nowBrawlBox v0.64d B-α is out!
Download here
Features:Current problems:
- Can read hitboxes. Use the top bar to load a file and pick which ones to display.
Let me know of any other problems/confusing bits.
- Can't read hurtboxes.
- Characters with non-1.0 scaling factors may end up introducing size errors, depending on whether the scaling factor affects hitbox size in-game or not. (i.e. since Wolf has a scaling factor of 1.28, his hitboxes may or may not appear at 1.28x size, no idea how it works)
- Certain hitboxes aren't recognized (like the one on Mario's b-throw).
- No metadata; you have to know most of a hitbox's characteristics to find it in the list.
- No concept of time; hitboxes won't appear or disappear based on animation frame.
- Borders get out of sync when zoomed in too far.
- Probably won't work properly on overalls Wario. (Normal Wario should be fine.)
- Stretchy hitboxes could be drawn better.
Nice job :OBrawlBox v0.64d B-α is out!
Download here
Features:Current problems:
- Can read hitboxes. Use the top bar to load a file and pick which ones to display.
Let me know of any other problems/confusing bits.
- Can't read hurtboxes.
- Characters with non-1.0 scaling factors may end up introducing size errors, depending on whether the scaling factor affects hitbox size in-game or not. (i.e. since Wolf has a scaling factor of 1.28, his hitboxes may or may not appear at 1.28x size, no idea how it works)
- Certain hitboxes aren't recognized (like the one on Mario's b-throw).
- No metadata; you have to know most of a hitbox's characteristics to find it in the list.
- No concept of time; hitboxes won't appear or disappear based on animation frame.
- Borders get out of sync when zoomed in too far.
- Probably won't work properly on overalls Wario. (Normal Wario should be fine.)
- Stretchy hitboxes could be drawn better.
Once this can read metadata it will be fantastic. Toomai, how is the hitbox list generated (it seems there is no real order to it- is it just found by order in the pac)?Nice job :O
Could you send me your source, so I can add it to v0.65? I've already re-done the GUI for moveset editing.
Yeah it's in .pac order. Basically it reads the file and looks for 06000d00, 060a0800, 060a0900, 060a0a00, and 06150f00; if it finds one it puts it in the list. Hitboxes of different commands won't get found because of this; I have to add in each one individually.Once this can read metadata it will be fantastic. Toomai, how is the hitbox list generated (it seems there is no real order to it- is it just found by order in the pac)?
Additionally, the PM team found a bunch of hitboxes not displaying. If you want to hop on our irc, we can provide you with data real-time at some point to isolate where bugs are happening?
I think I found out why this is. For efficienty purposes I was only reading every other word in a few places (because once you have a command, the next thing is a pointer and you can skip it). The problem was that because the file is altered, there's a 50% chance that after the point of alteration it will instead read all the pointers and miss all the commands. Or something like that.Toomai, it seems that it's not reading hitboxes after a certain offset.
he will do metadata, but hasnt happened to have time yetSo do custom PSAs.
Request, why not have an option to search the .pac through offsets of the subactions and/or commands?
It could help if there are still issues with hitboxes not showing up.
Fixed it in v0.65, somebody else reported that as well. Thanks for telling me though.Blackjax, I found a glitch.
(1:40:59 PM) standardtoaster: if you click one of the polygons in the left side
(1:41:13 PM) standardtoaster: and hit space bar, it toggles playing the animation and toggles the bones showing
That hitbox isn't recognized cause mario doesn't produce the hitbox himselfBrawlBox v0.64d B-α is out!
Download here
Features:Current problems:
- Can read hitboxes. Use the top bar to load a file and pick which ones to display.
Let me know of any other problems/confusing bits.
- Can't read hurtboxes.
- Characters with non-1.0 scaling factors may end up introducing size errors, depending on whether the scaling factor affects hitbox size in-game or not. (i.e. since Wolf has a scaling factor of 1.28, his hitboxes may or may not appear at 1.28x size, no idea how it works)
- Certain hitboxes aren't recognized (like the one on Mario's b-throw).
- No metadata; you have to know most of a hitbox's characteristics to find it in the list.
- No concept of time; hitboxes won't appear or disappear based on animation frame.
- Borders get out of sync when zoomed in too far.
- Probably won't work properly on overalls Wario. (Normal Wario should be fine.)
- Stretchy hitboxes could be drawn better.
Nice Once this is done --->Version v0.64 B-β is out, nothing but the scan bug fix. Download
Actually it's not recognized because it's not a 06000d00 or a 06150f00 hitbox. It'd be easy to include but such has low priority.That hitbox isn't recognized cause mario doesn't produce the hitbox himself
Great , check my edited post above urs and see the image to see if you can add that in the future.Actually it's not recognized because it's not a 06000d00 or a 06150f00 hitbox. It'd be easy to include but such has low priority.
BlackJax on KC:MM said:
Playing as Kit Ballard (I don't even know who she is O_o), complete with animations, completely blew my mind. It's nothing like playing as an already-MDL0 model swap. This is the real deal, and it's AWESOME.Maybe I'm just overreacting?
A combination of (mostly) BlackJax96 and (not nearly as much) myself. I have pretty much isolated the problem with model lag (I'm pretty sure everyone's experienced it in one way or another when attempting to delete polygon groups). That Kit Ballard over ZSS port is one of the few successful tests I've done with the exported MDL0s that the BrawlBox v0.65 beta creates.extremely impressive and promising. nice work, Blackjax
That's a good question...So.
About those extra slots for additional textures.
Needs moar Dant.So.
About those extra slots for additional textures.