Ranking
Re: .rpl file editing
Originally Posted by javagamer
I'm trying to make a Java (which means cross-platform) replay editer,
but when I look at POS I realize there are 21 triplets, yet only 20 joints, and several don't apear to be in order. Can someone post linking each thing in order with it's triplet for each?. Ex:
Neck <1.000000, 0.400000, 2.590000>

If so I can complete my program and release it to the community.
I might charge a few forum credits for it, but anyone who helps me can get it for free.

Note the bold.
I've been sentenced to life in a rich white banker's scrotal sac!
Re: .rpl file editing
I'm really wondering, this is a highly organized, easy to understand tutorial on the subject of replay editing. So how come this hasn't been stickied?
Re: .rpl file editing
What are you talking about? of course its sticky


[T]
#hi


Re: .rpl file editing
OK i made a rpl that is 2000 frames long but my frames setting was 10000 so there is 8000 frames that i want to remove... how i do that??
Je fixe les gens même lorsqu'ils s'en appercoivent...

Blame the fact that english is not my default language of communication...
Re: .rpl file editing
Originally Posted by kRokZ
OK i made a rpl that is 2000 frames long but my frames setting was 10000 so there is 8000 frames that i want to remove... how i do that??

change the NEWGAME setting.
Re: .rpl file editing
Here's mine :P

P.S: if u wanna see sumthin better use shift+P just before frame 55 and at 50 u'll see each of the bits break up. Then keep using shift+P and each part will break and come back together
Culapou for gamekeeper!
Re: .rpl file editing
Hoho, I did a lazr replay with this tutorial.
Attached Files
Lazr.rpl (23.8 KB, 68 views)
Living on earth is good, if you dont care that people die all time.
hmm... I even used the editor and nothings working

#!/usr/bin/toribash
#made with toribash-3.1
#SCORE 23015 0
#WIN 0 [Metal-Militia] Stupinator
VERSION 10
FIGHTNAME 0; decap
BOUT 0; [Metal-Militia] Stupinator
BOUT 1; uke
AUTHOR 0; [Metal-Militia] Stupinator
NEWGAME 0;500 10 0 0 0 10 100 0 0 classic 0 0 65 0 0 0 1 0 2 0 0 0
FRAME 0; 0 0 0 0
JOINT 0; 0 3 1 2 2 3 3 2 4 2 5 3 6 2 7 1 8 3 9 3 10 3 11 3 12 3 13 3 14 3 15 3 16 3 17 3 18 2 19 2
POS 0; 1.00000000 0.40000004 2.59000009 1.00000000 0.44999999 2.14000005 1.00000000 0.44999999 1.89000005 1.00000000 0.50000000 1.69000000 1.00000000 0.55000001 1.48999995 0.75000000 0.44999999 2.09000009 0.44999999 0.44999999 2.23999995 0.05000000 0.44999999 2.23999995 1.25000000 0.44999999 2.09000009 1.54999995 0.44999999 2.23999995 1.95000005 0.44999999 2.23999995 -0.34999999 0.39999998 2.23999995 2.34999990 0.39999998 2.23999995 0.80000001 0.55000001 1.39000005 1.20000005 0.55000001 1.39000005 0.80000001 0.55000001 1.04000002 1.20000005 0.55000001 1.04000002 1.20000005 0.55000001 0.44000000 0.80000001 0.55000001 0.44000000 0.80000001 0.44999999 0.04000000 1.20000005 0.44999999 0.04000000
QAT 0; 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000
LINVEL 0; 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
ANGVEL 0; 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
JOINT 1; 0 3 1 3 2 3 3 3 4 3 5 3 6 3 7 3 8 3 9 3 10 3 11 3 12 3 13 3 14 3 15 3 16 3 17 3 18 3 19 3
POS 1; 1.00000000 -0.59999996 2.59000009 1.00000000 -0.64999992 2.14000005 1.00000000 -0.64999992 1.89000005 1.00000000 -0.69999993 1.69000000 1.00000000 -0.74999994 1.48999995 1.25000000 -0.64999992 2.09000009 1.55000001 -0.64999992 2.23999995 1.95000000 -0.64999992 2.23999995 0.75000000 -0.64999992 2.09000009 0.45000005 -0.64999992 2.23999995 0.04999995 -0.64999992 2.23999995 2.34999999 -0.59999990 2.23999995 -0.34999990 -0.59999990 2.23999995 1.19999999 -0.74999994 1.39000005 0.79999995 -0.74999994 1.39000005 1.19999999 -0.74999994 1.04000002 0.79999995 -0.74999994 1.04000002 0.79999995 -0.74999994 0.44000000 1.19999999 -0.74999994 0.44000000 1.19999999 -0.64999992 0.04000000 0.79999995 -0.64999992 0.04000000
QAT 1; 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000
LINVEL 1; 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
ANGVEL 1; 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
FRAME 480; 0 0 0 99999
CRUSH 1; 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
please help