Starkiller95
Smash Cadet
- Joined
- Nov 29, 2009
- Messages
- 55
Unless I'm missing something really obvious, could we have the ability to add files, because I have to replace something then rename it to add things, and that won't always work well...
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.brsar can't be edited yet.
There's a LONG way around it, but you can extract audio files by exporting the RWSD file, opening it separately, and then exporting the WAVE entries. It needs work, yes.I'm trying to use BrawlBox to extract some sounds from a .brsar. When I select a sound and hit play, nothing happens. When I click extract....it will only export as raw....and then it gives me an error....the extracted sound file is also 0kb Is any progress being made on sounds extraction from a .brsar? I really need these sound effects.
All normalizing does is expand the samples so that the loudest sample(s) reach a specified limit, usually around -0.1db. This means that if there's one part of the song that's loud and the rest is soft, it won't do much at all. If this is the case, you'll need to amplify it beyond 0.0db which will cause clipping. If you're using audacity, you want to amplify the audio, not normalize it.That doesn't seem to be the issue. I normalize all of my songs to the same volume before converting them, and this problem still persists intermittently. The songs that have this change in volume were ones I already did and decided to fix now that BB makes it so easy, so I wonder if there's some connection.
There's a LONG way around it, but you can extract audio files by exporting the RWSD file, opening it separately, and then exporting the WAVE entries. It needs work, yes.
All normalizing does is expand the samples so that the loudest sample(s) reach a specified limit, usually around -0.1db. This means that if there's one part of the song that's loud and the rest is soft, it won't do much at all. If this is the case, you'll need to amplify it beyond 0.0db which will cause clipping. If you're using audacity, you want to amplify the audio, not normalize it.
BBox doesn't touch the audio samples at all, and I don't know what method Dantarion's tool uses. There is also a method of inverse-scaling that none of the audio tools I've seen have. When I get around to messing with the audio stuff again I might work on it.
EDIT:
Decoding and re-encoding a song produces the same amplitude. I've tested this and it matches the original stream rather close.
I'm lost :SSucks how they really didn't go for quality when they modeled these guys. =/
Falcon's hands look like something out of a GC game.
Use SqLeons Poygon Deleter.Hey guys, I thought I'd ask this here because I don't know where else to ask. We, the Doc thread, have been trying to remove Mario's cap, and force the game to load the hair model. This has proven to be more complicated than I had at first thought. Could anyone provide a method? We would greatly appreciate it.
Nope. But I do believe that there's way to make his hair visible by using PSA. Find the event that makes his hair appear in his Side Taunt and... umm... add it to everything? Or do something smarter and easier that I don't know about.yes, but will that force the game to load the hair model?
Sorry, I did mean amplify. I wonder if there's some problem on my end then with the SD card...Good to hear there's no issue with the program though.All normalizing does is expand the samples so that the loudest sample(s) reach a specified limit, usually around -0.1db. This means that if there's one part of the song that's loud and the rest is soft, it won't do much at all. If this is the case, you'll need to amplify it beyond 0.0db which will cause clipping. If you're using audacity, you want to amplify the audio, not normalize it.
BBox doesn't touch the audio samples at all, and I don't know what method Dantarion's tool uses. There is also a method of inverse-scaling that none of the audio tools I've seen have. When I get around to messing with the audio stuff again I might work on it.
EDIT:
Decoding and re-encoding a song produces the same amplitude. I've tested this and it matches the original stream rather closely.
The iso I'm playing with doesn't have an RWSD file. It just has a brsar and brtsm. and the other programs that are meant to unpack a .brsar and utterly fail extract the sounds from the brsar as rwsd files. What should I do now? or should I just wait for FULL .brsar support?There's a LONG way around it, but you can extract audio files by exporting the RWSD file, opening it separately, and then exporting the WAVE entries. It needs work, yes.
http://www.smashboards.com/showthread.php?t=260464can someone link me to the page that shows me how to work this thing? =)
ya know.. step by step...
An answer to this would intrigue me greatly.^That only applies to character textures, right? I do all my CSPs as pngs due to the fact that tgas are much bigger in file size.
Great job, judging them when they're not even in-game. Second off, name one time in Brawl (Aside from the unrestricted camera) that you can see the shape of his fingers so clearly. Not once, aside from that SSE cutscene which was looked fine there.Sucks how they really didn't go for quality when they modeled these guys. =/
Falcon's hands look like something out of a GC game.
thanks for being a **** about it.Edit: Sure Rowland. It's called the FIRST POST. Read it.
but thats the thing, I dont know what that event is...Nope. But I do believe that there's way to make his hair visible by using PSA. Find the event that makes his hair appear in his Side Taunt and... umm... add it to everything? Or do something smarter and easier that I don't know about.
so i just erase the areas that i want to be transparent??Using Photoshop? To make transparencies, just... make stuff transparent. You don't need to assign a transparent color, Photoshop uses alpha layers.
Deleting = making stuff not existso i just erase the areas that i want to be transparent??
or is there a certain color i have to use?
and thanks
************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at BrawlLib.Modeling.Primitive.Precalc(MDL0PolygonNode parent, List`1 nodes)
at BrawlLib.SSBB.ResourceNodes.MDL0PolygonNode.WeightVertices(List`1 nodes)
at BrawlLib.SSBB.ResourceNodes.MDL0Node.ApplyCHR(CHR0Node node, Int32 index)
at System.Windows.Forms.ModelAnimPanel.UpdateModel()
at System.Windows.Forms.ModelAnimPanel.set_TargetModel(MDL0Node value)
at System.Windows.Forms.ModelEditControl.ModelChanged()
at System.Windows.Forms.ModelEditControl.set_TargetModel(MDL0Node value)
at BrawlBox.ModelForm.ShowDialog(IWin32Window owner, MDL0Node model)
at BrawlBox.ModelForm.ShowDialog(MDL0Node model)
at BrawlBox.NodeWrappers.MDL0Wrapper.Preview()
at BrawlBox.NodeWrappers.MDL0Wrapper.PreviewAction(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)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
BrawlBox
Assembly Version: 0.62.3658.42132
Win32 Version: 0.62.0.0
CodeBase: file:///L:/Texture%20hacks/BrawlBox.exe
----------------------------------------
BrawlLib
Assembly Version: 0.9.3658.42131
Win32 Version: 0.09.0.0
CodeBase: file:///L:/Texture%20hacks/BrawlLib.DLL
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Design
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Design/2.0.0.0__b03f5f7f11d50a3a/System.Design.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.