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What do you mean? Do you mean rearranging the icons, or texture hacking it? SmashBox couldn't ever rearrange icons, and it still can't, so I don't know what you're talking about.Does Brawlbox work for making your own Custom CSS?
I have Smashbox but it doesn't work.
Needs to be indexed.Alright. This is driving me mad. I made an image of exactly the correct dimensions in Paint.net with transparency, saved it as a 32-bit .tga, and then imported it into one of Ike's colors in the common5.pac file using BrawlBox. I used CI8 image format in the BrawlBox importer, 1 mip level, 240 colors, which seems to be the default. Unfortunately, when I went to try it in Brawl, the game froze when I went to hover over Ike's spot. I've tried it several times, re-saving the image and using a fresh common5.pac file, tried changing colors to 200, even 16 with the same results! What am I doing wrong here?!
what? how is that possible?! Um, SmashBox (which is now called BrawlBox when the 0.58 update came) never could re-arrange the CSS... Phantom Wings had made such a program though. So no, it does not do that.Wait! I'm confused. I have something called Smashbox v.056, which is an application for the re-arrangements of CSS. Does Brawlbox do this? Since the name only changed.
is it possible to use black or at least dark purple sword swing effects? i tried that once, and it only resulted in ike's sword having a white block around it...I just wrote up an explanation of editing Ike's sword slash effect, and I thought it would make a nice example intro for those wanting to learn how to use BrawlBox. So I posted it here.
Sounds like you accidentally modified the parts of the image meant to be transparent... make sure the black stays exactly the same color when you edit the image.is it possible to use black or at least dark purple sword swing effects? i tried that once, and it only resulted in ike's sword having a white block around it...
Animations are linked to bones. As an animation is played, the game interpolates the bone transformation matrices using keyframes in the CHR file. If the CHR file references a bone that doesn't exist in the model, it will freeze. I'm currently working on a way to add/remove bones in a CHR file.I think I've found an explanation for my Sheik problem...
Has anyone managed to transfer over a differently named animation to another character? Say, SpecialNSpin [Metaknight] or SpecialLwHit [Ike] to another character?
It seems to me that if two characters have animations with the same name [i.e. AttackHi4 or SpecialSStart] the animations will transfer no problem. However, if you transfer an animation with a character-exclusive name, even if you rename it, Brawl will freeze up.
Has anyone come across this? A solution would be greatly appreciated.
Rename the animation. When you port over a Ftilt over a Dtilt, the Dtilt you're replacing will be renamed to Ftilt, so you'll have two of the same move. Right click, and rename it. Just like it said in the first post of the Move-Swap post DarkDragoon made.I think I've found an explanation for my Sheik problem...
Has anyone managed to transfer over a differently named animation to another character? Say, SpecialNSpin [Metaknight] or SpecialLwHit [Ike] to another character?
It seems to me that if two characters have animations with the same name [i.e. AttackHi4 or SpecialSStart] the animations will transfer no problem. However, if you transfer an animation with a character-exclusive name, even if you rename it, Brawl will freeze up.
Has anyone come across this? A solution would be greatly appreciated.
The same thing happens with BrawlScape to Samus. I think it has something to do with how Kryal set it up to only read them a certain way or something like that. I'm not really sure, it's just a big problem everyone has.Haven't seen the Smash- erm- Brawlbox since .52, and I must say .58 is astonishing- I particularly LOVE the 3D preview of stages and characters.
I don't see the 'known bugs' section any more, so I hope you don't mind if I communicate some issues I'm having.
The first is, unlike the earlier versions of Brawlbox, that I can't seem to set it as default program for opening .PAC and .PCS, when I did so manually through Properties and tried to open from my SD card (not opening brawlbox then selecting open, but directly double clicking the .pac) it opened the file but failed to load the little folder images.
Also when attempting to view my Samus texture it seems as if only some of the texture appears on the model whilst the texture works fine in-game- instead the model pieces appear white with some gray lines. I attempted to toggle the polygons in case one is overlapping, but nope... the body piece vanishes.
reg query "HKLM\Software\Microsoft\Windows\CurrentVersion\Internet Settings\5.0\User Agent\Post Platform"
Correction, it's only a few seconds XPIf that were the case, the animations would freeze on .Fade as soon as he used them. But they work fine for a few minutes before the game tells him to cut that **** out.
An example of why moving character-specific animations won't work right:Correction, it's only a few seconds XP
Well, has anyone managed to get this [character-exclusive named animations] to work? That way I can confirm it's simply a problem with Sheik, which would make me cry a little =.=.
But yeah, all of Marth's basic animations [A moves] work perfectly.
Also include the top line that has your OS version. Ex:I have the same problem with the icons disappearing.
! REG.EXE VERSION 3.0
HKEY_LOCAL_MACHINE\Software\Microsoft\Windows\CurrentVersion\Internet Settings\5
.0\User Agent\Post Platform
.NET CLR 2.0.50727 REG_SZ
.NET CLR 3.0.4506.2152 REG_SZ
.NET CLR 3.5.30729 REG_SZ
Ah, that makes sense. Is there any way to make this animation not freeze, though? The animation works fine in itself...would deleting some bones fix this problem?
An animation feature would be incredible! You continue to amaze me, Kryal.BrawlBox will have an animation feature in the next release, and all the code can be accessed here:
http://code.google.com/p/brawltools/
BrawlLib has a lot of similar features you may be able to use. Just pop it in your project and that's it.
HYPEEE
and Kryal, do you think you could add the ability to export/import several files with one click?
What? Shift+Click, which i would assume it would be, doesn't workWrong thread. You already can.
Well, I can't exactly make guarantees. I've dropped OpenGL support to version 1.1 for now which may solve your problem. However, this was to allow some video cards without a certain extension to work. I DID change the way mipmaps are generated, which may solve the 'white texture' issue. Without these machines to test code with it's a little difficult to say how it will work.@AssaultFalcon: You're going to need to change something in the Motion file before it'll stop crashing, I'm pretty sure.
As for this note in the OpenSA thread...
An animation feature would be incredible! You continue to amaze me, Kryal.
I think I recall you said earlier that the next version would have improved compatibility with model rendering? Or am I misremembering? Because my computer is a little too wimpy to render them right now :/
Right-click, Export All. Only works with ARChives or BRResources.What? Shift+Click, which i would assume it would be, doesn't work
i seeRight-click, Export All. Only works with ARChives or BRResources.
Alrighty; that's good to hear. I'll take what I can get, though I expect my pathetic comp won't render any of these things for me. I'll hope that I'll be pleasantly surprised though.Well, I can't exactly make guarantees. I've dropped OpenGL support to version 1.1 for now which may solve your problem. However, this was to allow some video cards without a certain extension to work. I DID change the way mipmaps are generated, which may solve the 'white texture' issue. Without these machines to test code with it's a little difficult to say how it will work.
Just so everyone knows, the graphics rendering won't be perfect until I can make a scene graph. OpenGL is supposed to be rendered back-to-front, which is a pain because the camera can move at any given time. If you factor in animations then it's even more of a hassle.
Sure, it's possible. Rendering the bones is extremely easy. When I'm done with the animations I will be able to add a REAL viewer/editor.Alrighty; that's good to hear. I'll take what I can get, though I expect my pathetic comp won't render any of these things for me. I'll hope that I'll be pleasantly surprised though.
By the way, I don't know what absurd amount of work I'm suggesting by this, but would it be possible to show animations as merely a wireframe of bones and connections? I know nothing of modeling/animating/replicating those things, so I don't know how ridiculous my suggestion may or may not be.
How specific do you want it?i see
not as specific as what i wanted, but i suppose it works
thanks ^_^
You can already add new resources. For ARChives, you can create a new ARChive or BRResource. For BRResources, you can add new textures.I think the only way we got Lyn or any other AT working was on PT.
Anyway,
Kyral, I'm probably late on this and all, but with the next update can we expect the ability to add Data and files inside data instead of just replacing them?
First, make sure you're saving the costume file as both pac and pcs formats. You can easily do this by selecting Save As -> PAC/PCS Pair. If the filename ends with _en, remove the _en part when you copy it to the SD card.Already made a thread for this, butttttt, someone told me to post it in here instead, so here goes. Well, I've seen it done before. Anyway, I'm trying to use Lin's assist trophy as Marth... I've failed, so far. I tried by replacing their Model Data [0] and Texture Data [0] but marth still appeared as normal... Any help?