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When I get to making a gui Ill look into cross platform solutions to a file dialog. But thats a ways away. I might make a cli way of browsing files until then though.Can you make a jar file program for us filthy mac users please! This looks awesome.
Ive tried to run it on that brres as well and I have no idea why it doesnt work. Im still isolating objects and figuring whats wrong.Final Destination Wii U (Beta) by Edwguard Flows
(I deleted the "static" mdl0 in the second BRES so that the first two mdl0s are "base1" and "base2")
View attachment 117797
Cool. I deleted the unused bones from the mdl0 and tried again with the last version of the program and it spit out a stage that looked basically identical to that one. But I don't think it's the color group causing the dark problem, because I went to the material flags for the fire/stone undergrowth and changed the material flag to 00000000 (so telling it to not use the color group) and it looked the exact same. I know I was on the correct material struct too, because I changed the first byte of the material flag to 0xff and the undergrowth disappeared.Ive reworked the bone sorting algorithm to take this issue into account. The program is updated now to this error shouldnt occur.
Achilles1515
Its too dark, but thats probably the color groups and can be edited before importing.
Yeah youre right. In this case a texture is responsible. Im not sure what this texture is used for, but it I had to guess its supposed to glow or its supposed to only show on certain parts of the model and not very brightly. I might be crazy but it looks like it corresponds to the whitish areas on that half of the stage. Playing with the texture flag and setting it to 0x37 or 0x32 has better results but its probably best just to set it to 0 (or delete the reference to it before the import).Cool. I deleted the unused bones from the mdl0 and tried again with the last version of the program and it spit out a stage that looked basically identical to that one. But I don't think it's the color group causing the dark problem, because I went to the material flags for the fire/stone undergrowth and changed the material flag to 00000000 (so telling it to not use the color group) and it looked the exact same. I know I was on the correct material struct too, because I changed the first byte of the material flag to 0xff and the undergrowth disappeared.
Its there. Its the object attached to the fifth bone (bone index 4) at 0xcfd8. I cant tell you why it doesnt show. All of the flags seem right but I guess its a game of changing random values until some happens in your favor.Tried Hyrule Castle 64 Omega by Edwguard Flows. The little rock structures on the top of the castle, and the window towards the top of the castle did not get imported. Or maybe they got imported but aren't showing for some reason. Didn't look into it, but just noticed they weren't there.
I forgot I added in the restriction to only read the first two mdl0's of the brres. There are 3 main issues which are preventing me from making this work for all target stages at least. z buffering, shadows, and color groups making things too dark. This restriction is to help identity z buffer issues. I think the battlefield importer only takes in the first mdl0.So after messing with the program and BrawlBox for an hour or so, even though most of the model is in one bres, It seems it really only imports the mdl0 file if theres multiple of them in the bres.
Here's 64 Battlefield,
the first mdl0 is just the background
and that's exactly what gets imported into the .dat with the converter.
Is this how the program is made to function and if so, is there a way to get multiple mdl0's imported?
Assuming that it imported everything and its not a different bug, there are two possibilities. 1 its a z buffer issue which I need to figure out the best way of getting the two formats compatible, or an issue with the way the program has to guess what flags are needed. I still dont understand all of the flags and what they do, so its kinda hard for the program to know either so it takes a bit of manual hex editing here.Tried doing the Pond and Riverfall in this file and nothing showed up in-game.
The arcs have to be uncompressed. At least the 1 you want to use and its parents. Just change the compression type to none.Mine fails to even acknowledge the arcs in a file I'm trying to import, saying that zero arcs exist
Youre gonna have to tell me a lot more if you want help.I imported it...
...and this happened
Is there something I'm missing?
MeleeBox.While I call this program a converter, thats probably only uses 1/3 of what this program can do. Would you guys rather I focus more on the implementation of something like a melee box or focus more on making a finished converter with a gui. Both are actually pretty close to being done. But opengl is being stubborn.
I think most of the issues with things not showing up is fixed. Colors being too dark will probably be fixed soon. I just need to stop being lazy and implement a function to read 3byte ints.Some imports I've tried:
File: https://puu.sh/riwMd/499b53e8fa.pac
Imported bres #9
File: https://puu.sh/rixkU/7a143996f8.pac
Imported bres #1
File: https://puu.sh/rixCa/d0dead1189.pac (Isle Delfino, textures show up in DTW, no models ingame)
Imported bres #0
File: https://puu.sh/riyic/088d1e23c2.pac
Imported bres #1
File: https://puu.sh/riyFT/ffea39666d.pac
Impoted bres #1
File: https://puu.sh/riz9W/8b06fc2f6b.pac
Imported bres #5
File: https://puu.sh/rizrO/8643f6c7a0.pac
Bres #0
I attempted to import Midgar over, even though all the needed models were in one brres file. It is placed below the untextured platform, has no collisions, has all of the other platforms under the main stage, is completely dark, and has no background.Youre gonna have to tell me a lot more if you want help.
Ill probably update the program once I stop being lazy and implement the fix for the color groups.
No. They dont spawn on target stages. Best guess is that the item loading function doesnt load for target stages. You could probably look into these functions and asm hack it, but to my knowledge no one has done so.Any clue on how to get item spawns to work on these imported stages?
I've trying to get item spawns to work on Target Test-based stages for the past few days and it's been driving me crazy
(Items don't spawn despite items being turned to Very High in vs options)
Yeah, that's what I was afraid of. You think it has to do with Start.dol or is it a flag within the Stage .dat's themselves? I feel like it has something to do with the Dat files, but idk.No. They dont spawn on target stages. Best guess is that the item loading function doesnt load for target stages. You could probably look into these functions and asm hack it, but to my knowledge no one has done so.
Will this be a feature at some point in MeleeBox?There is no feature to add collision.
Yes. Ive just been doing other little things to make the conversion process more precise. I just found another flag I needed for color groups in the mdl0, but i still need to figure out how to get around the overall stage being too dark. Ive finally parsed the color groups so I need to understand how exactly brawl shader equations work so I can adjust the colors to be a bit more true to brawl.Will this be a feature at some point in MeleeBox?
All models I need are in one mld0. I don't know how to alter the bones to whatever the "singlebind" is. And apparently those dark textures are needed to make the textures show up.There is no feature to add collision. It only adds the first two mdl0s as well so not everything should be expected to import. As farr as the platforms, you might have to go through the objects and set their visibility bone to what ever the singlebind is. Dont change the single bind. theres a 30~40 percent chance you mess up the object if you do and I dont plan to support that. Also try deleting all of the dark textures in the materials and see if that helps.
This kinda exactly how that mdl0 looks in brawlbox except darker. There are things you have to edit and play with to make it lighter, but it did what it was supposed to do. There is no background in that mdl0. And there are no collisions for the stage. There also arent any platforms. We might be using different pac files. Which one did you use.All models I need are in one mld0. I don't know how to alter the bones to whatever the "singlebind" is. And apparently those dark textures are needed to make the textures show up.
Here, maybe you can take a look.
https://www.dropbox.com/s/f2n14r2dk6fmu3n/GrTSk.dat?dl=0
STGPALUTNA with platforms. also has a STGCUSTOM## and a STGDXPSTADIUM pac files as well, both standard and omega variants.This kinda exactly how that mdl0 looks in brawlbox except darker. There are things you have to edit and play with to make it lighter, but it did what it was supposed to do. There is no background in that mdl0. And there are no collisions for the stage. There also arent any platforms. We might be using different pac files. Which one did you use.
I dont see the platforms in the pac files for those. Other than the texture flags needing to be changed it looks like the program did what it was supposed to do.STGPALUTNA with platforms. also has a STGCUSTOM## and a STGDXPSTADIUM pac files as well, both standard and omega variants.
That appears to be in the import. Just has a black texture over it.These right here are those missing platforms.
http://imgur.com/a/1CW1k