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Help & Tutorials => Model Tutorials => Topic started by: Snoopy on June 06, 2010, 07:31:42 PM



Title: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: Snoopy on June 06, 2010, 07:31:42 PM
well, last update i'll probably have to do, but i really don't know.  model swapping popularity has obviously dropped, but the info can still be helpful.  the new guide is completely re-written to fully utilize BrawlBox .67, but expect a lot of copy paste action.  it may be a re-write, but not everything is different.  i'll keep the old guide as a separate file you can download, all 21 pages of it, if you really need it, not sure why you would though.

dang, i really cut a lot of it out... probably only 15 pages instead of 21 now   :af:


As a note, if you're using BrawlBox to edit the FitCharacter.pac file, make sure you use a version between .67 and .68b, later versions have removed being able to edit anything to do with the Moveset data, including bone indices.


Sections:
-1 Stuff to know before everything else
0 Step by Step guide
1 Basic Model Swapping
2 Important Bones
3 Glitch Fixing
4 Bone Index Moving
5 FAQ’s
6 Lists


-1 Stuff to know before everything else

This guide is aimed towards character model swapping and fixing.  And if you already know how to import and replace models, feel free to skip to section 2.  Also, I have a full list of the important bones towards the bottom of this guide, so you know.  It has bone totals, TransN index, HaveN index, and EyeYellowM index numbers.

Also, before I begin, here are some important links to programs and such that you might need.

http://forums.kc-mm.com/index.php?topic=17547.0 (http://forums.kc-mm.com/index.php?topic=17547.0) – BrawlBox, but if you didn’t already have it by now, why are you reading a thread about model swapping that requires BrawlBox?  besides, it's the only program you'll need.  seriously.  used to be 4 or 5 different ones you'd need, now it's all done in BB.

https://www.dropbox.com/s/sfv5xlu0yhv1xyl/legacy_model_swap_guide.rtf (https://www.dropbox.com/s/sfv5xlu0yhv1xyl/legacy_model_swap_guide.rtf) - the old guide, before the complete re-write, as of about Aug 1, 2012.

And one more thing, some basic terminology, so you know what I’m talking about.
   BB = BrawlBox.  because i'm not typing it completely out every single time i mention it.
   Bone index number – the number it shows in BrawlBox for bone index.  Should be obvious, but the first bone is index 0, so just be aware.
   Model importing = model rigging = model swapping = model replacing, basically.
   Model = character = fighter, I interchange between them, but they are all the same, except that fighter is kind of aimed towards the actual fighters, and character is any character.
   New Model = the model you want to put over a character
   Replaced Character = the replaced character
As I think of a few others, I’ll put them here.  But for now, let the guide begin.


0 Step by Step guide

because apparently some people have a difficult time following a guide unless it has a step by step portion, here you go.

step 1;  get the model of the character you want to put over another (either the .mdl0, or the .pac/.pcs file).

step 2;  get the FitCharacter00.pac/.pcs file for the character you want to replace.

step 3;  open the FitCharacter00.pac/.pcs in BrawlBox, go to the .mdl0 file, right click, click replace, and replace it with the model you want.  also, replace the textures using the same method.

and you're done!  with the model swap, at least.  the rest of what you'll need to do is purely glitch fixing.  here's the basic order of what glitches to check for and fix as you go along.  try doing all of these before testing in Brawl.  that way, you will most likely have it work perfectly fine the first try.  and you won't have nearly as many freezing issues.

glitch 1;  does your new model have the same (or more) bones than the replaced character?  if no, add bones by right clicking a bone (probably the last bone, so you don't screw anything up) in BB, and click 'Add New Child'.

glitch 2;  does your new model have the TransN bone in the same place as the replaced character?  if not (or if your new model doesn't have a TransN bone), then you'll have to   A) if one slot swap:  rename the bone in the same index as the replaced character (i have a list for those in Section 7)    B) if full character project:  edit the TransN Bone Reference in BB.

glitch 3;  does your new model have the HipN bone in the same place as the replaced character?  if not, then refer to glitch 2 to see how to fix it.

glitch 4;  does your character have a Model bone over the replaced character's EyeYellowM bone?  if so, then you'll have to edit the bone index by hexing it.  i have a mini guide for bone hexing in Section 4.  this one may also be a little tricky to notice at first, especially if your new model isn't from Brawl.  if it is from Brawl, then all Model bones end with M.  

these are the main glitches that you can pick out even before you try testing the new model in Brawl for the first time.  there are a few others to watch out for, like not holding items properly (or at all) and being able to be hit from across the stage (hurtbox issues).  for those, you'll just have to play around with the new model in Brawl before knowing if you even need to fix them.  

as for the Sections, Section 1 is if you want a little more info on the steps i have listed above.  Section 2 has more details about why the glitches happen.  Section 3 is more detail on how to fix the individual glitches.  Section 4 is about bone index hexing, and how to hex in general.  Section 5 is a mini guide on using Tabuu.  Section 6 is a very incomplete FAQ.  Section 7 has a ton of lists, all bone index info for the important bones for all the Brawl characters (the fighters, not every single model).

so happy swapping!  and remember, if you have any questions, just ask.  this is a ton of info, and it can get a bit confusing if you don't know what you're doing.


1 Basic Model Swapping

This is the easy part.  Make sure you keep unedited files somewhere as well, in case you mess up and wan to start over.  Find the file you want, open it in BrawlBox, expand the ModelData[0], right click the MDL0 file (should be gray), click export, save it to an easy to find area, open the file you want the model to replace, go back to the MDL0 file, right click, click replace, select the file you exported, and that’s it.  You should probably do the same with the TextureData[0], simply because that has all the textures the model will need.  Also, don’t bother to mess around with the ModelData[10], because that’s just the character’s shadow and isn’t that big of a deal if you don’t have it, but feel free to replace it as well if you want.


2 Important Bones

Brawl makes a lot of assumptions when it comes to bone matching, hence why you can get some pretty weird looking characters.  If the bones don’t match up enough, then the new model will be t-posed.  Why?  Because Brawl still assumes it’s loading the original character, therefore causing certain bone requirements before the new model will function properly.  This is the list of those required bones, so far as I’ve been able to find and test as necessary.  So before I go into glitch fixing, I want to explain why the glitches occur.  I’ll go in order of obvious need to fix to unnoticeable.

2a Overall bone count.  Basically, your model should have the same (or more) number of bones as the character being replaced.  Having fewer bones will cause the game to freeze just after you select a stage, but before the fight starts.  The new model can have about 2-3 bones less than the replaced character, but having fewer bones will cause the game to freeze when you shield.  

2b TransN.  The TransN bone is the bone that controls movement while on the ground.  Not having a TransN bone, or having it misplaced will cause the model to run but not move.  This is why the model itself may move, but the tracker (the P1 or the thing that’s always over the fighter) will stay in one place, or that the model stays in one place and doesn’t move.  This is also referred to as the ‘Snap Back’ glitch.  

2c EyeYellowM.  This bone is only present in Brawl fighters, and only shows up when the fighter has a smash ball.  Have you noticed some models only showing up when they have a smash ball?  That’s because they have a Model bone (bones that end in M, like BodyM) over the replaced characters EyeYellowM.  Most of the fighters have it as their second bone (bone index 1), which sometimes correlates with other characters BodyM bone (the BodyM bone is basically just a bone connected to the entire model, or just a portion of the model, hence why the model wont show up if it’s over the EyeYellowM).  

2d HipN.  The HipN bone is a little deceiving, because not having one or having a misplaced one will cause the grab and throwing glitches (yes, two separate glitches).  The ThrowN bone also connects with throwing, but the HipN is the cause of the being grabbed glitch, because the grab animation grabs the HipN bone.  how you can tell you have this glitch is when the new model is thrown, the model basically explodes into a bajillion polygons.

2e ThrowN. As mentioned above, the ThrowN connects to the grab and throw glitches.  the ThrowN bone is what the character grabbing uses to grab another character, and it controls the shield.  The ThrowN bone is almost always last for Brawl characters, and having a different bone in the replaced characters ThrowN index will cause a random body part to grow really big and then shrink with the shield, simply because of the way they decided to animate the shield, or if it’s on an added bone, the shield will be really tiny and at the character’s feet (this is because the added bones all reference the TopN bone, which is located at the bottom of the model).

2f HaveN.  As obvious as the name implies, the HaveN is where the character holds items.  Most of the characters have 2, all but Samus (because of her gun), Mario (I guess he’s special that way), Ivysaur and Pikachu (they hold items in their mouths), and Squirtle (he has 3, but the 2 in his hands are dummied out, but still there, so he uses the one in his mouth), and the Alloys (they have none, because they can’t pick up items).  If the character doesn’t have enough original bones (bones in the model before adding any in), then the game will freeze when trying to hold items.  Some items will work, it’s just the smaller items that a character holds that will freeze.

2g Hurtboxes.  have you ever played as a new character, but could get hit from across the stage?  Then that model has a hurtbox problem.  Just a little terminology first: hurtbox = where a character can be hit, hitbox = where a character hits from.  Hurtbox problems are incredibly annoying, mostly because of how random they are.  I think I’ve seen almost all variations: an infinite horizontal line from where the character is standing, an infinite vertical line from where the character is, anywhere behind the character, anywhere in front of the character, a big circle around the character, and literally anywhere on the stage.  If the new model has more original bones, then usually this isn’t as big of a problem.  

There are a many other bones that are shared between all the characters, but those aren’t necessary (to model swapping and glitch fixing, at least), but the bones that are more important are the TopN, XRotN, and YRotN.  The TopN is the bone that basically tells Brawl ‘this is the model you are looking for’, and will always be the first bone, even if named differently.  XRotN and YRotN are both used for moving the model in animations, like the TransN and HipN.  The difference is that the X and YRotN bones are rarely used.  The XRotN is usually set for how high the model is in an animation, so if your character is in the ground for an animation, reset the XRotN for the animation and it will work.  And I’ve never really seen the YRotN used, but is does tell Brawl where the player tag goes (the P1 or whatever tag that floats above the character), and you can use it for one-slot resizings (covered in other tutorials).


3 glitch fixes

And now for the fixes to the glitches.  I’ll go in order of the previous section.  I have lists towards the bottom for all of these.  and if your model doesn't have these (non-Brawl models), then you'll just have to rename certain bones.  what i mean by that is that most models have most of these bones already, just not named correctly.  An example is that the HipN is usually 'hip' or 'hips' on non-Brawl models, but the rest just depend on the game you got the model from, but are usually within the first few bones (although I have seen some models with them at almost the end of the bone structure).

3a Overall bone count.  This one is now super easy, thanks to BB.  Just find how many bones the character you want to replace has, then how many bones your model has, and add enough bones to match.  Simple, right?  and with the way that BB works, you can add bones anywhere in the structure, not just at the end.  the way you add bones in BB is to right click a bone, then click 'Add New Child'.  it then adds a bone to the structure, using the bone you right clicked on as the parent bone.  don't worry too much about the bone terminology, i'll go into depth on that later.  if you plan to add a large amount of bones, then you'll probably want to put them all at the end of the structure, to avoid potential problems.

3b TransN, or the Walking and/or Running glitch. This can be a tricky one to fix, because the TransN of the new model MUST be in the same spot as the replaced model, but there’s 2 ways to fix it, a one slot swap, and full character fix.  
One Slot Swap: Example - you want to replace Mario, he has a TransN of 7, therefore to avoid the walking glitch the new model's 7th bone must also be TransN. The easiest way to fix it is to find a character that has the same TransN index and replace that one.  If you can’t or don’t want to replace those characters, then you can either rename the bone that is in the TransN index of the replaced character, but this might cause issues later on, because Brawl is referencing a random bone thinking it’s the TransN when it really isn’t.  you could also add a bone or 2 to the top bone until one of the new bones are in the TransN index.
Full Character Fix: you can edit the TransN Bone Reference in BB, but since you have to edit the FitCharacter.pac (the PSA file), the change will affect all costume slots.  TransN bones still have to match up, but with BB, you can tell Brawl where to look for it, instead of Brawl telling you where to put it.  the section in BB that has the reference is FitCharacter > MoveDef_FitCharacter > Sections > data > Misc Section > [10] Bone References.  the 5th one down is the TransN index.

3c EyeYellowM bone, or ‘why does my model only show when I have a smash ball?’  As I explained above, this bone is only active when you have a smash ball.  Look at it this way, are Metaknight’s wings always out? No.  Is his cape always out?  No.  The EyeYellowM works the same way, except when you have a smash ball.  This is also why, say, Mario’s hat not appearing when over most other fighters, because Mario’s HatM bone is bone index 1, while most others’ EyeYellowM is also index 1.  So how do you make the model show up then?  Find where your new model’s BodyM bone is.  Then, the easiest way to fix it is by moving the bone up or down in the structure.  in BB, right click the bone, then select 'Move Up' or 'Move Down'.  the problem is that there has to be another bone on the same level for it to work.  Either that, or you can put the model over Olimar, Yoshi, or ROB, because they don’t have an EyeYellowM bone.  Or hope that the BodyM is lower in the bone structure.  as a note also, there are other bones that only show during certain times.  There’s also a way to fix the EyeYellowM Reference in the FitCharacter.pac, but this will affect every costume slot.  In BB, there’s a section called Model Visibility.  it's at FitCharacter > MoveDef_FitCharacter > Sections > data > Model Visibility.  there's a few extra folders, but they have the index where the model bone is.  edit to what you want it to be.

3d HipN, or the grabbing and throwing glitches.  Yes, two different glitches from one bone, and the HipN has to be treated like the TransN, as in the HipN MUST be in the same index as the replaced character’s HipN index.  Fixed in a similar manner as the TransN, though simply renaming may not work, it just depends on the model.  But remember, if you put your character over a fighter that has identical TransN indexes, then the HipN indexes will usually match, because the HipN is ALWAYS 3 bones after the TransN, for Brawl models at least (BB can change the reference, and it’s exactly as I explained with the TransN, it affects all the costume slots, and it's the 2nd index down).

3e ThrowN, or ‘why such a deceiving name?’  So basically, the ThrowN has little to do with throwing (it's used to grab another character), but it actually controls the shielding glitch.  The way to avoid it is by having the same number (or more) of bones as the model being replaced.  At least this is an easy one to fix and avoid.  and there's 2 ways to fix this, the one slot method, or the full character replacement method.
One Slot: if there's fewer bones than the replaced model, just add more bones in BB, and it should work by itself.  if there's more bones than the replaced character, it's a bit trickier.  basically, the bone in the ThrowN index should be a bone added by BB, so that it isn't attached to any part of the model.  and make sure it doesn't have child bones that are attached to the model, otherwise a random part of your model will grow and shrink with the shield.
Full Character: open the FitCharacter.pac in BB, then go to FitCharacter > MoveDef_FitCharacter > Sections > data > Misc Section > [10] Bone References.  the 1st one down is the ThrowN index. change it to what you want, making sure it's a good bone to use (not attached to the model, preferably an added bone).

3f HaveN, or the item grab glitch.  This one took me a while to pin down, but to avoid it, the new model MUST have more original bones than the replaced character’s first HaveN bone (original being bones that the model had before adding bones).  Most of the first HaveN bones are around 33, I have a full list lower.  And by more, I mean a few more, at least 2 or 3.  So how do you fix it if it happens to your model?  
For one slot swaps, add bones.  that's pretty much it.  but make sure you add one to the end of the hands, that way the new model can hold items in its hands, instead of elsewhere.  

For full character projects, the section in BB that has the reference is FitCharacter > MoveDef_FitCharacter > Sections > data > Hand Bones.  the index numbers that you need to change are in there, but on the folder itself.  the folder has 4 slots for the HandN that can be changed.  then inside it, the first index is the HaveN, and the second is another HandN.  also, there's another section in the Misc Section (same level as the Hand Bones) that has the rest of the index numbers to change, called the Misc Item Bones.  this one has the actual HaveN references and the ThrowN reference.  like the Hand Bones folder, it's the folder itself that you change the references on.  change them to what you want them to be.

 
and for your own reference, even your model does have the item grab glitch, it can still pick up and use some items.  here's a list of what.
Smash Ball
Sandbag
Soccer Ball
Heavy Items (Barrel, Crates, Blast Box, Party Ball)
Mushrooms
Starman
Lightning
Timer
Healing Items (Food, Max Tomato, Heart Container)
Super Spicy Curry
Metal Box
Screw Attack
Franklin Badge
Bunny Hood
Warpstar
Dragoon Parts

basically everything that you don't have to hold.

3g. Hurtboxes, or ‘why does my character get hit from across the stage?’ glitch.  i'd like to say that this still works, but you can use BB instead of Tabuu.  i really don't feel like re-writing this to work with BB, and i don't have anything that needs to have this applied, so i'm eaving this alone for now…

this is quite the annoying glitch to fix, but we now have a way to fix it!  Again, this will only apply to full character replacements, because it requires PSA editing, so one slot replacements can’t be fixed this way (if they have it, then they’re out of luck, no way to fix it).  So to fix it, go here  [url=http://www.smashboards.com/showthread.php?t=284044]http://www.smashboards.com/showthread.php?t=284044 (http://www.smashboards.com/showthread.php?t=284044)[/URL] and download Tabuu.  Then, get a clean FitCharacter.pac, it has to be an unedited one for now (unedited ones always open, edited ones might not).  Open it in Tabuu, then go to FitCharacter/MiscData[0] -> Sections -> Data -> Misc.  the hurtboxes are labeled as Hurtboxes. Under the Hurtboxes section, it will bring up all the hurtboxes that the replaced character has and what bones they’re attached to.  You can change the size and location of them, but we want to re-link them to bones you’re new model has.  Click the hurtbox you want to change, change the BoneIndex to where you want (it helps to have the new model open in BrawlBox to see which bones you want), then right click the hurtbox you just edited (in the left window), click ‘Open Hex View’, then at the bottom of the window in the box labeled ‘As Int’ put the same index number you just put in, then close the window.  And that’s how you fix the hurtboxes!  Just a warning, it will fix the problem for one player, but the hurtboxes may still be weird if there’s more than one of the new models fighting, it happened a few times to me.  After you’re done editing, go back up to the top, right click FitCharacter/MiscData[0], and hit save file.  A message will pop up saying that it will replace the file, so just hit yes.  About a minute later, an error message will pop up saying that Tabuu had some problem and must close.  Don’t worry, though, it did save.  Tabuu is still in development, so that will be fixed soon.  

But sometimes even this isn’t enough.  If you still get random hurtbox problems, then this is what you’ll have to do.

First, open the FitCharacter.pac in Tabuu, then go to FitCharacter/MiscData[0] -> Sections -> Data -> Misc.  the section we want is called UnknownT, just under the Hurtbox tab.  Open it, and click on the first UnknownType1.  What we care about is the Flags.  The Flags contain data that points to bone indexes, and at least one of them is pointing to an ExtraBone, which is why the hurtbox problem is still there.  And about the Flags, if you just look at it in the right hand window, they aren’t displayed correctly.  From what I’ve seen, they show ‘1234’, when it should be ‘3412’.  If you’re unsure, just right click the UnknownType1, click ‘Open Hex View’, and the Flags is the last set of bytes shown.

Now that you have the Flags, you need to convert them into binary.  Use this list (Toomai made the list)

+----------------+-----------+-------------+
|Number (decimal)|Digit (hex)|String (bits)|
+----------------+-----------+-------------+
|        0       |     0     |     0000    |
|        1       |     1     |     0001    |
|        2       |     2     |     0010    |
|        3       |     3     |     0011    |
|        4       |     4     |     0100    |
|        5       |     5     |     0101    |
|        6       |     6     |     0110    |
|        7       |     7     |     0111    |
|        8       |     8     |     1000    |
|        9       |     9     |     1001    |
|       10       |     A     |     1010    |
|       11       |     B     |     1011    |
|       12       |     C     |     1100    |
|       13       |     D     |     1101    |
|       14       |     E     |     1110    |
|       15       |     F     |     1111    |
+----------------+-----------+-------------+
The rest of the explanation is from Eternal Yoshi (because I can’t really explain it much clearer.  It’s just one of those things that it’s easy once you do it).

Example Flag: 24E10000

To Binary:

0010 0100 1110 0001 0000 0000 0000 0000

Then you take the first 9 bits(colored lime for you) and interpet them as a number.

You do this by copying the bits highlighted in green, opening this:

http://acc6.its.brooklyn.cuny.edu/~gurwitz/core5/nav2tool.html (http://acc6.its.brooklyn.cuny.edu/~gurwitz/core5/nav2tool.html)

and Pasting it in the lower section in the slot: Binary number to convert.

BE SURE TO REMOVE THE SPACES, VERY IMPORTANT.

Click Convert to decimal and that's the bone it's attached to(in decimal not hex).

If you want a new bone to attach it to, look at the top of that window, and type the bone index you want in decimal number to convert.

Let's say I want bone index 20, the program gives me 10100

Then copy the number and paste it so that the last bit is the 9th one.

1010 0110 0001 0000 0000 0000 0000

Now fill the rest to the left with zeroes.

0000 1010 0110 0001 0000 0000 0000 0000

Now we convert this to hex.

0A610000

(back to my explanation) Once you get the flag back, right click the UnknownType1, and edit the Flags bytes accordingly (the last set of bytes out of the 8 sets).  Once you change the Flags you need, go back to the top tab (the FitCharacter/MiscData[0]),right click it and save it.  The random hurtboxes should no longer be a problem.  And remember, you only need to change the Flags that have a higher bone index reference than the new model has for original bones.  So if only 1 Flags is over the new model’s original bone count, then you only need to change that one.  If 5 of them are over, then only those 5.

If you have any questions, just ask.


4 Bone Index Moving

alright, first new section!  no copy paste for me unfortunately…

to start off with, here's the terminology you should know for bones, and how they're organized.
   Parent - the bone above the one you are looking at.  example: the YRotN is the parent of the HipN bone, and the XRotN is the parent of the YRotN, and the TransN is the parent of the XRotN.
   Child - the bone(s) below the bone you are looking at.  there can be multiple children bones to one parent bone.  example: the TopN bone has the TransN and EyeYellowM bones as children, but the TransN only has the XRotN as a child.
   Sibling - bones that have the same parent bone, or are all on one level of the structure.  example: the TransN and EyeYellowM bones are siblings.  BB refers to these as Next and Previous.

now the important part, how to move them around.  it's rather simple, actually.  just find a bone you want to move, right click it, and BB will show you how that bone can be moved.  remember though, it only moves one spot at a time, so it can take a few clicks to get a bone into position.  so here's the options.
   Move Up - moves the bone above the sibling bone in front of it.
   Move Down - moves the bone below the sibling bone behind it.
   Add To Parent - makes the bone a sibling to its current parent bone.
   Add To Next Up - makes the bone a child to the sibling bone above it.
   Add To Next Down - makes the bone a child to the sibling bone below it.
   Add New Child - adds a new bone to the structure, making it the child of the right clicked bone.

so how can this help?  well, it mainly helps with adding bones where you want them to go, or in editing a fighters bone structure to fit a different model for rigging.  but this isn't a rigging guide, so it's basically here in case you need to move bones around.  not too sure what else to say.  there's a lot of tricks you can do with moving bones around, but it's mainly for re-rigging models.


5 FAQ

I’ll probably add some later as more questions are asked.  But feel free to ask, just remember, provide as much detail as possible, it’s kind of hard to diagnose a problem you have when all you say is ‘the (blank) bone isn’t working for me’, and that’s all you say.

Q: what character is the best to replace?
A: at this point, it depends on who you don’t like and think never should have been in Brawl to begin with.  But I would advise avoiding Peach, Zelda and ROB, because they have 103, 105 and 163 bones, respectively, unless your new model has a lot of bones to begin with (probably over 80).

Q: where do I find a good hex editor?
A: Google.  I've used hex workshop, but it was only a trial version.  I recommend HxD, because it's free (if it’s free, it’s for me), and it does what we need it to do.

Q: I can't find the offset number.
A: in BrawlBox, when you click the bone you want to change, look in the window on the right hand side.  that is where you'll find the offset, it's labelled as MDL0 Ofset.  remember, in BrawlBox, the offset is in decimal form, and no, that's not a negative sign, it's BrawlBox's way of saying that the number is in decimal form.  so take that number and convert it to hexidecimal.  then open the .MDL0 in a hex editor, and go to where the offset tells you.  on the left hand side, you'll see offset numbers, but many times yours is in the row.  say the offset you get is AF8, but the left hand numbers go from AF0 to B00.  this means you go in 8 bytes from the first of the AF0 row, and there's the offset you're looking for.

Q: My new character freezes when I choose it in the Subspace Emissary.  Why?
A: …I'm working on it.

6 lists

I’ll separate the lists into individual bones, but I may combine all of them into one list, so you can see everything for one character together.  And keep in mind that these are index numbers, so the first bone is actually indexed as 0.  Also, the lists will be in order of how they appear in alphabetical order before their names are changed, as in Koopa is Bowser and that’s why he’s not at the top of the list.  Also also, I didn’t include the Pokemon Trainer himself, but his bone structure is almost identical to Olimar.  One last also, I’m including the Alloys, but excluding Giga Bowser and Wario Man, because the Alloys are used more than the other two.

Total bone count
C. Falcon – 64
Dedede – 63
Diddy – 70
DK – 62
Falco – 71
Fox – 67
G+W – 97
Ganondorf – 69
Ike – 73
Kirby – 60
Bowser – 76
Link – 79
Lucario – 55
Lucas – 64
Luigi – 62
Mario – 62
Marth – 70
Metaknight – 76
Ness – 66
Peach – 105
Pikachu – 47
Olimar – 45
Pit – 91
Ivysaur – 54
Charizard – 57
Squirtle – 46
Ice Climbers – 45
Jigglypuff – 63
ROB – 162
Samus – 47
Sheik – 62
Snake – 69
Sonic – 82
Zero Suit Samus – 66
Toon Link – 82
Wario – 78, 59
Wolf – 72
Yoshi – 77
Zelda – 103
Red, Yellow, Green Alloy – 33
Blue Alloy – 38
Basically, unless your model already has a ton of bones, don’t even bother trying to replace ROB.  And the reason Wario has 2 numbers, his WarioWare costume has more bones than his overalls costume.

TransN
C. Falcon – 3
Dedede – 5
Diddy – 3
DK – 2
Falco – 3
Fox – 8
G+W – 11
Ganondorf – 3
Ike – 9
Kirby – 5
Bowser – 4
Link – 3
Lucario – 7
Lucas – 2
Luigi – 6
Mario – 7
Marth – 8
Metaknight – 2
Ness – 4
Peach – 4
Pikachu – 2
Olimar – 1
Pit – 9
Ivysaur – 2
Charizard – 2
Squirtle – 2
Ice Climbers – 2
Jigglypuff – 2
ROB – 1
Samus – 2
Sheik – 2
Snake – 10
Sonic – 18
Zero Suit Samus – 8
Toon Link – 2
Wario – 2
Wolf – 8
Yoshi – 1
Zelda – 7
Red, Yellow, Blue Alloy – 3
Green Alloy – 2
Sonic was always an over-achiever, he literally has 15 face bones, so don’t bother replacing Sonic if you don’t want the walking glitch, or worse, depending on the model.

EyeYellowM
C. Falcon – none
Dedede – 2
Diddy – 2
DK – 1
Falco – 2
Fox – 2
G+W – none
Ganondorf – 1
Ike – 1
Kirby – 3 and 4
Bowser – 1
Link – 1
Lucario – 1
Lucas – 1
Luigi – 2
Mario – 2
Marth – 1
Metaknight – none
Ness – 2
Peach – 2
Pikachu – 1
Olimar – none
Pit – 1
Ivysaur – 1
Charizard – 1
Squirtle – 1
Ice Climbers – 1
Jigglypuff – 1
ROB – not sure
Samus – 1
Sheik – 1
Snake – 1
Sonic – 2
Zero Suit Samus – 1
Toon Link – 1
Wario – 1
Wolf – 2
Yoshi – none
Zelda – 1
All Alloys – none
Kirby has 2 because he has different polygons for when he’s big (inflated or while someone is swallowed), hence the second set.  I couldn’t find one on ROB, and his bone structure is literally a maze to navigate.  A few of the characters may also have other Model bones that only show during certain actions, just a warning.  And the Alloys don’t have one because of the obvious lack of a final smash for them.  Why have a bone if you don’t need it?

HipN – just add 3 to the TransN number.

ThrowN – almost always the last bone.

HaveN
C. Falcon – 32, 55
Dedede – 32, 54
Diddy – 34, 57
DK – 30, 54
Falco – 41, 65
Fox – 41, 63
G+W – 29, 59
Ganondorf – 41, 65
Ike – 48, 69
Kirby – 33, 40
Bowser – 44, 70
Link – 39, 67
Lucario – 31, 53
Lucas – 34, 57
Luigi – 34, 57
Mario – 57
Marth – 48, 64
Metaknight – 15, 40
Ness – 37, 59
Peach – 72, 101
Pikachu – 34
Olimar – 19, 41
Pit – 43, 72
Ivysaur – 23
Charizard – 29, 42
Squirtle – 8 (17 and 27 also, but these 2 aren’t used)
Ice Climbers – 22, 39
Jigglypuff – 36, 43
ROB – 35, 55
Samus – 32
Sheik – 30, 57
Snake – 29, 57
Sonic – 45, 76
Zero Suit Samus – 27, 54
Toon Link – 36, 70
Wario – 37, 67
Wolf – 39, 60
Yoshi – 34, 73
Zelda – 69, 99
All Alloys – none
Again, most characters have 2, but to avoid the item grab glitch, you only have to have more original bones than the replaced character.  And since the Alloys can’t grab items to begin with, they don’t have any.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on June 06, 2010, 07:32:08 PM
reserved in case i need it


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: dingo on June 06, 2010, 08:10:07 PM
Mario Bros have been fixed. For awhile. PSA just isn't finished.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on June 07, 2010, 11:05:19 PM
okay, but it was just for an example, otherwise i would have gotten on a while ago and said i know how to fix it.  i picked those three because i just got done helping people with Lyn and Tails, and i had the Mario Bros on hand.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: standardtoaster on June 07, 2010, 11:32:24 PM
I'm working on porting the red alloy to captain falcon. :P I added enough bones for it to work over him. His crotch stays in the center of the stage in most animations except for a frames in others. I tried fixing it by reindexing the HipN bone to 3 (the TransN index) but it made Captain Alloy in the center of the stage and his crotch the playable person. xD It crashed as soon as I pressed B. ;-; Could you help me with this?


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on June 08, 2010, 10:26:06 PM
interesting idea, but i tried seeing if i could do it.  i got the same initial result, so i started messing around with it.  long story short, i have no idea why it's doing it.  that particular part of the model isn't connected to a bone by itself, and i wouldn't think that it's a bone issue, seeing that the Red Alloy's bone structure is almost identical to Captain Falcon.  i then thought it might be an animation issue.  it might be, but i haven't found anything that might be the cause.  from what i saw, they use the exact same animations.  so basically, i'm not sure why it does that.  and for the freezing when you push B, it probably has something to do with the Falcon Punch, it being an article, and the Alloys are incapable of using them/they don't have any.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: standardtoaster on June 09, 2010, 08:50:53 PM
I actually think that it froze because it tried to apply a hitbox to a bone index that didn't exist. But thank you so much for looking into this. I really hope that this can be accomplished. In the end, even if captain alloy can't grab items, I'm fine with that.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: MyKewl on June 10, 2010, 10:04:32 PM
these guides are so nice


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Cocopuff on June 11, 2010, 12:26:37 PM
I have a question. In brawlbox, I exported the model, opened it in hex and was having a hard time finding the bone index #. So I exported his bone( the bodyM, as it was over the eyeyellow bone) and copied the data for a search. I did find it, but it was in a weird position, it wasn't the data that ended the row that was his index, it was in the middle of nowhere. Anyways, I changed 1 to 2 and saved it.
after that I opened up brawlbox and looked at the model. It looked fine in the data, the index of the bone was 2 instead of 1 and everything looked right, until I preveiwed it. It gave me an error, which Ignored, an I saw that instead of the model there was a big red X. I don't know why, but I'm guessing that this wont work ingame.
I probably should tell you that I am using the assist trophy to put isaac over gannon. Also, I have used the automatic polygon deleter on this file. Also, I am using the same hex editor as you.
Did I make any mistakes, can you use assist trophys?


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on June 11, 2010, 01:13:34 PM
you dont have to export the bone itself, thats probably where the error came from.  you can find where the bone begins in BrawlBox, just go to the model, click the plus sing next to it to expand it, expand the folder called 'Bones', then look for the bone you want to edit, click it, and in the right hand window will be a bunch of info for the chosen bone.  the fourth row down is called 'MDL0Offset' and this is where the chosen bone is located in the .MDL0 file, but it shows in decimal, so convert it to hex, and thats where the chosen bone starts, and then you can edit the index. 

and yes, you can use assist trophys, in my example pic, i have Lyn, which is an assist trophy.  if you still have trouble finding it, i can take a pic for you to show what i explained if you want.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Cocopuff on June 12, 2010, 12:19:01 AM
OK, i think you missunderstood what I said. I couldnt find the codes for my bone,  so I copied the bone info and searched for it in the model, and when I found it it was in a weird spot. I didn't edit the bone, I edited the model. I changed the index #, and I know it was right because 13 rows down from that there was a # that ended in 03, and 13 below that, 04. Also, it showed the bone index as changed too, so I think I took the right steps. Considereing you have lyn, you have the assist trophy files. Do you think you could maybe look at Isaac(named asfrobin) and see if you can get it to work. If so, can you give me a download?

 EDIT:
I figured it out, I forgot to say the MDLO offset is negative when I converted it. works like a charm.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: ZX_BraveSol_ZX on June 21, 2010, 02:47:54 PM
ok the bone hierarchy changer is just too god damn confusing ._.
can anyone explain to me how to work this confusing thing? I want to use it to fix my silver hack >_>


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on June 21, 2010, 09:58:45 PM
yeah, i haven't really been able to make it work right either, but in that thread Eldiran kind of explains the concept of it.  but you need help with getting Silver over Olimar, right?  if so, the easiest way to do it would be to index bones 1, 2, 3, and 4 to all be 1, and then reindex the rest accordingly, as in 5 would be 2, 6 would be 3, and so on.  the Green Hill Zone Silver has Model bones for the 2nd, 3rd and 4th bones, the 3 between TopN and TransN.  fortunately Model bones can be moved without worry of messing up the rest of the model.  shifting the rest of the bones up might cause a problem, but i'm 97.5% sure that if you try what i explained that it should work right.  and if you want, i can do the hexing for you, it would only take a few minutes.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: ZX_BraveSol_ZX on June 22, 2010, 02:12:27 PM
i can do the hexing for you, it would only take a few minutes.
please do.
I have been trying to fix silver for about 2 months now


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on June 22, 2010, 10:22:46 PM
http://www.mediafire.com/?yjynfy0qxiy (http://www.mediafire.com/?yjynfy0qxiy)

Silver hexed to have a TransN of 1.  sorry it's just the .MDL0 file, my brawlbox is having problems saving things.  all you have to do is insert this model into the one you already have of Silver on Olimar, and it should work.  i can't test it, but if it doesn't work, tell me and i can try something else.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: ZX_BraveSol_ZX on June 23, 2010, 06:12:35 PM
[url]http://www.mediafire.com/?yjynfy0qxiy[/url] ([url]http://www.mediafire.com/?yjynfy0qxiy[/url])

Silver hexed to have a TransN of 1.  sorry it's just the .MDL0 file, my brawlbox is having problems saving things.  all you have to do is insert this model into the one you already have of Silver on Olimar, and it should work.  i can't test it, but if it doesn't work, tell me and i can try something else.

the shoe now disappears and some parts of the model also disappear in different animations ._.  Its even more glitchier then before ._____.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on June 23, 2010, 07:42:22 PM
alright, i thought something like that might happen, give me a bit to mess around with it some more, i think i know why it didn't work.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: NecroMasterX on June 30, 2010, 12:54:29 PM
How many bones does the pokemon trainer have?


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: hughie on July 01, 2010, 11:15:55 AM
How exactly do you find the bones in the Hex Editor?
I tried to find it by searching for it but nothing shows up.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on July 01, 2010, 12:33:42 PM
NecroMaster, Pokemon Trainer has 47 bones.  is he not in the list?  i may need to change that.

Hax, the way you find the bone is like this:  first, in brawlbox, go to the bone you want to edit.  second, where it says MDL0 offset, that's where the bone is located in the MDL0 file, but brawlbox displays it as a decimal number, so you will have to convert it to hex.  third, once the number is converted, open the .MDL0 in the hex editor, and go to that offset, and there's the bone.  if you need a clarification (i can't explain things overly well) i can post pictures to help you.

and Pokechao, i haven't been able to get it to work, it just keeps glitching brawlbox or freezing the game.  sorry.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: hughie on July 01, 2010, 03:40:08 PM
Oh, ok, thanks ;D
Also, do the huge hitboxes have anything to do with this?


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on July 01, 2010, 09:35:29 PM
uhh, i'm still not exactly sure about the weirdness of the hitboxes.  what i've noticed is sometimes when new animations are made that it fixes most of them, but i haven't been able to pinpoint this one yet.  my theory is that some bones just don't know what to do when a new model is placed over them, and that new animations and PSA should get rid of the problem, but that's only my theory. 


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: hughie on July 02, 2010, 07:30:51 AM
Ok, about the hexing, do you just change the bone index by just replacing the numbers?
Mine ends with 04, so can i just change it to 06?


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Beyond on July 02, 2010, 07:37:52 AM
Ok, about the hexing, do you just change the bone index by just replacing the numbers?
Mine ends with 04, so can i just change it to 06?
Yes


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: hughie on July 02, 2010, 08:36:20 AM
I still have a problem, here, i have the model before the edits.
The Hex number of the offset is c18.
(http://i789.photobucket.com/albums/yy180/SSBB_Haxor/untitled1.jpg?t=1278081243)
The 04 is the BoneIndex, so i did this.
(http://i789.photobucket.com/albums/yy180/SSBB_Haxor/untitled2.jpg?t=1278081320)
But it still shows up as 4 in the boneindex, anything i did wrong?


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: dingo on July 02, 2010, 08:39:50 AM
^This happened to me before. Hexing the index never changed it.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: hughie on July 02, 2010, 08:49:31 AM
^This happened to me before. Hexing the index never changed it.
Is there a different way to change it?


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: NecroMasterX on July 02, 2010, 10:26:31 AM
Hey, I hexed the bone index of the TransN to 2 on my model, and I put it on the SD card, and it still has the run glitch. Hexing it did nothing!!!!! Please help me.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: ds22 on July 02, 2010, 10:35:22 AM
Did you add bones to it with the bone adder?


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: NecroMasterX on July 02, 2010, 10:40:07 AM
Yes, why?


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: hughie on July 02, 2010, 10:44:25 AM
Did you add bones to it with the bone adder?
.......
I am a retard.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: NecroMasterX on July 02, 2010, 10:48:52 AM
I still don't see how it affects it.

Edit:
I changed it on the model with no added bones and it worked:
(http://hardcorebrawlhacks.files.wordpress.com/2010/07/sucsess.jpeg)


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on July 02, 2010, 11:19:54 AM
well, it's something with the bone adder program. once you use it on a model, anything you try to change hex wise won't work.  you need to make the hex changes before adding bones.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: NecroMasterX on July 02, 2010, 02:11:10 PM
Hey, I change the transN and added bones, and my model swap was very glitchy ingame.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: ds22 on July 02, 2010, 02:43:55 PM
Hey, I change the transN and added bones, and my model swap was very glitchy ingame.
Did you change the TransN bone before or after adding bones?
After the issue is obvious.
Before however then, could be a problem with the bone itself (how it is connected to the model).


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on July 03, 2010, 01:14:17 AM
i haven't had much sucess at moving the TransN as well.  i think it may require more editing than just the index, but i'm still not entirely sure what.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Velen on July 05, 2010, 03:08:52 PM
This forum needs a Polygon Swapping tutorial so badly.

Nice tutorial though.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: JDub on July 15, 2010, 10:32:39 AM
Ok, I found the MDL0Offset and converted it to hex. But whenever I search for it, it can't find it. What am I doing wrong?


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on July 15, 2010, 12:37:31 PM
the MDL0 offset isn't part of the hex code, the offsets are shown on the side.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: JDub on July 15, 2010, 01:21:18 PM
the MDL0 offset isn't part of the hex code, the offsets are shown on the side.
*facepalm* How did I miss that?

Edit: Ok it makes a random jump in between the offsets.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on July 15, 2010, 04:48:16 PM
that's fine, it took me a little bit to realize that at first as well.  and what do you mean by random jumps in the offsets? 


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: JDub on July 15, 2010, 05:13:30 PM
For instance I'm trying to find AF8 but when I look for it, it goes from AF0 to B09.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on July 15, 2010, 06:34:01 PM
the side offset numbers take you close to where you need to go, but for your example, you would go to AF0 and then go over 8 bytes, and there's AF8.  if the hex editor displayed the bytes exactly, then there would only be one byte per row.  the offset numbers on the side are the byte numbers for the first byte of the row, but then you just need to count into the row to get to where you need, if it's not the first on the row.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: JDub on July 16, 2010, 09:14:52 AM
Mkay, the model swap is completely invisible. For reference it was invisible before the offsets were changed.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on July 16, 2010, 01:28:08 PM
so which model are you trying to place over who?  and you can send me the file and i'll fix it, if you want.  i'm assuming you're trying to hex the BodyM bone to be different so the model will show up without the need of having a smash ball.  the easiest way to get rid of it is to hex the BodyM index to be the same as the TransN, simply because the TransN is always shown.  like i said, i can either fix it up for you, or i can post a picture to help explain it better, i'm usually not overly good at explaining things.


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: JDub on July 16, 2010, 01:32:07 PM
I'm trying to put Grey Fox over Marth. I'll just send you the file via PM. Do you want the index like I have it now or do you want the completely unedited model?


Title: Re: a comprehensive guide to model rigging, glitch fixing and bone hexing
Post by: Snoopy on July 16, 2010, 04:56:41 PM
the unedited model, preferably.  he probably won't look good over Marth because of how certain bones match up (Marth's TransN is 7, Gray Fox's is 2), but i'll still hex Gray Fox to show up properly. 


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: hughie on July 30, 2010, 03:24:29 PM
Do you know how to fix a polygon stretching?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on July 30, 2010, 04:17:10 PM
i wish i did.  but what model are you putting over which character?  sometimes stretching will occur on one character but not another.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: ShadowSnake on July 31, 2010, 12:13:42 AM
this is so helpful. Im a n00b at model porting, i mostly vertex/texture. Would a port of snake over olimar be possible? i have something super secret planned. :3


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: cowmaster100 on July 31, 2010, 01:34:23 AM
I have the TransN running problem with a strong badman model swap over luigi.  If you can help me, go to this (http://forums.kc-mm.com/index.php?topic=12171.0;topicseen) thread.  I really need help.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on July 31, 2010, 12:29:12 PM
ShadowSnake, it might actually work, just rename Snake's actual TransN and HipN to something else, and then rename the 2nd and 5th (index 1 and 4) bones to TransN and HipN.  i'm thinking it should work, but if you're going to use Snakes animations, they will most likely look pretty wierd, mostly because Olimar's TransN is 1, and Snake's is 10.  Snake has a lot of face bones.

Cowmaster, i'll check it out now.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Sajiao Omelette on August 01, 2010, 10:31:43 PM
With the ThrowN glitch, does the last bone actually have to be named ThrowN, or do you just need the same amount of bones?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Nuke on August 01, 2010, 10:35:20 PM
Do you know how to fix a polygon stretching?
Is The Stretching On The T Stance Or On An Animation?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 01, 2010, 11:25:31 PM
Sumire Omelette, it doesn't need to be named ThrowN, just the same number of bones as the replaced character will work.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: hughie on August 02, 2010, 05:30:03 AM
Do you know how to fix a polygon stretching?
Is The Stretching On The T Stance Or On An Animation?
A animation.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Sajiao Omelette on August 02, 2010, 03:00:33 PM
Can someone help me with my model swap / bone edit?

Here's the link to what I've done. (http://www.mediafire.com/?36qk1eycsk4iv80)

I've added just the right amount of bones so that the number of bones match up, made sure that I replaced a character with the same TransN and HipN indexes, and named the very last bone ThrowN. However, it freezes at the CSS when I pick the IC's. What am I doing wrong?

Also, the links on the OP are broken because I think you put [ url = " " ], when there shouldn't be any quotes at all.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 02, 2010, 03:30:37 PM
oops, maybe i shouldn't have just copy and pasted from Smashboards...

anyways, from just looking at your file, everything should be fine.  let me play around with it for a few minutes to see if i can get it to work.  and it's a pretty good idea, by the way. i didn't even think of doing them over the Ice Climbers.

Edit: links are fixed.  i wonder why no one pointed that out earlier?  oh well.

that's just wierd, i don't think i've ever had Brawl do that to me.  it froze, but the music kept playing.  it might be something with the models themselves.  

Edit2:  it might be because you used the same model for both of them, but i'm not sure.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Sajiao Omelette on August 02, 2010, 03:48:26 PM
So... is there a fix for this?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 02, 2010, 03:49:24 PM
there should be, i'm working on it right now.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Sajiao Omelette on August 02, 2010, 04:01:57 PM
Is it because the bone adding always has to be last? After I added bones, I renamed some stuff...

Or maybe it's because I used the model resizer? I think I added bones first, actually... is that why?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 02, 2010, 05:15:55 PM
as a general rule, adding bones should be done after you're sure no other hex changes need to happen.  you can rename bones anytime, and i've never used the model resizer. 

I'm pretty much sure the reason it was freezing is because of the way you were getting Kat's texture to show up on the first model, you renamed the models to something else other than FitPopo00 and FitNana00.  because when i did it,

(http://a.imageshack.us/img44/8896/katanaonicers.jpg)

this was the result.  this is them with their own models.  and it turns out that the problem wasn't having the same model, it loaded as well, but it was 2 Ana's instead, but still had the same stretching.  and i tried to get rid of the stretching, but i can't, and i'm not exactly sure how to anyways.  it's a shame, too, because they don't have huge hurtboxes, and they look decent on the Ice Climbers as well.  sorry i can't get them working all the way. 


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Sajiao Omelette on August 02, 2010, 06:06:03 PM
Hmm... did you start from scratch to make that?

Instead of Kat and Ana, Kat was right handed and Ana was left handed, and both Ice Climbers are left handed, so I had two models of Ana, but one was retextured to look like Kat.

I changed the texture reference by going to Textures1 (or something) and just renaming it, and also renaming the references in Materials. I guess that's not the real way to do it... I've done it before, though, and it didn't freeze...

So the models still need to be called FitPopo00 and FitNana00? I replaced the entire ModelData[0] instead of the model only, so the model names changed, too...

In the picture, their arms and legs are really stretched, so I used the model resizer to fix that... I guess that doesn't fix the real stretching, though.

Thanks for trying to help! I might ask around, maybe...

EDIT: Can I have the download for the files in the image above, please?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Beyond on August 02, 2010, 06:27:58 PM
as a general rule, adding bones should be done after you're sure no other hex changes need to happen.  you can rename bones anytime, and i've never used the model resizer. 

I'm pretty much sure the reason it was freezing is because of the way you were getting Kat's texture to show up on the first model, you renamed the models to something else other than FitPopo00 and FitNana00.  because when i did it,

([url]http://a.imageshack.us/img44/8896/katanaonicers.jpg[/url])

this was the result.  this is them with their own models.  and it turns out that the problem wasn't having the same model, it loaded as well, but it was 2 Ana's instead, but still had the same stretching.  and i tried to get rid of the stretching, but i can't, and i'm not exactly sure how to anyways.  it's a shame, too, because they don't have huge hurtboxes, and they look decent on the Ice Climbers as well.  sorry i can't get them working all the way. 


<_< I made that a while back. I stopped working on it for the same reason and they froze when grabbed.

It'd be cool if someone could make 'em work.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 02, 2010, 06:57:55 PM
yeah, i started from scratch, but that was to make sure that they could work over the Ice Climbers.  and i did try using both Ana models, but i got the exact same results as when i used different ones.

but like i said, i'm pretty sure it's because the models in the FitPopo00 file were named differently.  when i got to the point pictured, i compared it to yours, and the only major difference was that the models had different names.  it's good to know though, i've never changed the model name like how your's was.

and here's the download.  i'll continue trying a few different things to see if it works, but don't expect anything, at this point it's pretty well trial and error to figure out what's wrong.

http://www.mediafire.com/?y4te3967lx176kp (http://www.mediafire.com/?y4te3967lx176kp)

it has the FitPopo00.pcs file i was using, it has the original texturedata[0], and it has 3 sets of .mdl0 files, 1 original set, 1 with proper bone hexing so they'll show up in game without the need of a smash ball, and 1 with the proper hexing and 45 bones, because once you add bones, changes in a hex editor wont show up.

my theory is that something is weird with the HipN which is causing the stretching, and the freezing when being grabbed.  but i'm not entirely sure.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Sajiao Omelette on August 08, 2010, 02:45:40 PM
Thanks for the download! It has a ton of stuff... and I have no idea how to fix the problem...

How do you fix the tiny shield glitch?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 08, 2010, 04:07:05 PM
uh... you don't?   i'm still unsure of how to fix it.  i've been testing a few things, but nothings worked so far.  it's basically because the shield has an animation on the ThrowN, but since model imports usually have fewer bones than the original, an ExtraBone is in place of the ThrowN, and it aparently won't apply the animaton that the shield should have because all the added bones reference the TopN which somehow cancels the animation, and that's why the shield is tiny and on the ground.  i've seen a few imports with more bones than the replaced character, but when it shields, a random body part grows and shrinks with the shield.

basically, as of right now, there's no fix for tiny shields, except for having more original bones than the replaced character.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Sajiao Omelette on August 08, 2010, 05:39:47 PM
Uh... I started trying to do another port, this time ZSS over Marth. I exported the MDL0 from ZSS's costume, hex edited the model so that the right hand index matched that of Marth's sword (so the hitboxes and sword glows would be more accurate), and then edited the index of the bone that used to be in that spot to be the index of the right hand.

It didn't freeze in game or anything, but ZSS's body is totally white, but her head and hair have color. Also, the sword glow is in her hand, but the sword glow and the hitboxes are on her feet. Could this be related to a bone problem or anything like that?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 08, 2010, 08:02:45 PM
you're just full of problems, arent you?  ;D    not a bad thing, it keeps me busy doing something, at least.

so which bones exactly did you move?  looking at their models, i would think you moved RHandN (index 45) on ZSS to SwordN (index 65) on Marth, but i just want to be sure.  the wierd hitboxes could be from moving the bones, but i wouldn't think the texture problem would be.  did you replace the texturedata[0] of Marth with ZSS's?  if you did, then all i can suggest at the moment is try doing the swap again, but without moving the bones to see if it gives the same result.  if everything turns out the same, then it's not from moving the  bones around.  try this and post what you get.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Sajiao Omelette on August 08, 2010, 08:33:51 PM
Yeah, I have problems with everything :P

Yep, I moved RHandN over to index 65, and moved whatever was on 65 to where ever RHandN started at.

I did the whole TextureData[0] thing, and at first, Marth had that problem where he took textures from the stage or his enemies.

(http://i936.photobucket.com/albums/ad207/arrowrain/al_100808_1106binout.jpg)

Then I noticed that the body texture only was CI8 and had a palette, so I reimported that as CMPR, RGB5A3, and RGB565, and all of them resulted in having a totally white body. The face still worked, though.

(http://i936.photobucket.com/albums/ad207/arrowrain/al_100808_1831binout.jpg)

Her pinky is all stretched out and the sword glow is still attached to her feet.

Here's (http://www.mediafire.com/?6b1zd11vdt7z9i1) the file if it helps you help me... sorry for making you do so much work to help me...

I'll try doing the things in your post tomorrow...

Thanks!


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: TheShyGuy on August 08, 2010, 09:50:22 PM
uh... you don't?   i'm still unsure of how to fix it.  i've been testing a few things, but nothings worked so far.  it's basically because the shield has an animation on the ThrowN, but since model imports usually have fewer bones than the original, an ExtraBone is in place of the ThrowN, and it aparently won't apply the animaton that the shield should have because all the added bones reference the TopN which somehow cancels the animation, and that's why the shield is tiny and on the ground.  i've seen a few imports with more bones than the replaced character, but when it shields, a random body part grows and shrinks with the shield.

basically, as of right now, there's no fix for tiny shields, except for having more original bones than the replaced character.

so if the mdl0 offsets are correct and not the topN bone's mdl0 offsets it would work? Or are you talking about the nodeld?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Sajiao Omelette on August 08, 2010, 10:03:33 PM
^ Uh... I have to admit that I'm not sure what you mean by that... but that gives me an idea that might be what you mean...

What would happen if you just moved the ThrowN bone to the right index?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 08, 2010, 10:15:17 PM
(http://a.imageshack.us/img716/7417/zssovermarth.jpg)

this is what i got, started from scratch though, and no bone hexing.  i then applied your textures, and it gave me the same thing as the second pic you have.  it might be the texture files themselves, but i noticed that your textures were missing the palletes.  well, the only ZSS texture with a pallete is the Fit_Nsam_body texture.  ZSS only has one texture for her entire body, minus the head, which conveniently matches the white area of the second pic.  try re-applying the pallete and see if that fixes it.

as for the bones and sword glow, when i did it, the glow appeared on the ground by her feet, and obviously the hitboxes were off because of the lack of a sword.  but let me ask you this, what exactly are you trying for?  are you trying to give ZSS hitboxes like she's holding a sword?  are you trying to limit the ammount in PSA you have to do by making her hand where the sword hitboxes attach?  are you trying for a one slot ZSS with a different character texture over Marth?  if you're doing a full character replacement, all you'd have to do is go into PSA and re-assign which hitboxes attach to which bones, instead of moving the bones around.  should be the same with the sword glow.

actually, a thought just occured to me.  Marth's sword bones are bone index 65-68, and ZSS only has 66 bones, that's most likely why the sword glow and hitboxes are comming from her feet.  if this is the case, then only PSA will fix it.

Edit: Theshyguy, basically the way the shield works is by using the ThrowN as the bone for it's animation.  when an added bone is in the place of the replaced character's ThrowN, it mimics the TopN bone almost completely except for the BoneIndex and StringOffset.  the TopN must have something hardcoded for it to not accept animations.  if there were any other bone in that spot, then it will act like normal.  the problem is then that we can't move bones further than the last bone in the structure, that i can remember doing at least, i haven't tried it recently. 

dang it, now i need to go try it again.  look what you did. :P


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Sajiao Omelette on August 08, 2010, 10:54:08 PM
When I applied the textures with the palette, it resulted in the first pic that I had. I'll try again, though.

Marth's sword being bone index 65 was why I hexed ZSS's right hand to have an index of 65, so the hitboxes and sword glow would match up. So I won't need PSA, right...?

I was really going for a one-slot ZSS port over Marth, but I guess it won't work... >.<


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 08, 2010, 11:10:47 PM
yeah, that makes sense then.  i tried to move some bones around to see if that would work, but it doesn't seem like it will.  maybe if ZSS actually had her gun attached to her model, it might have, but since swords are given bones and the hitboxes are attached to the sword bones, a one slot won't work, it would require a PSA to fix.  and maybe you just need a different format with the pallete?  i don't see how the original works, but the one you made doesn't.  so, yeah, sorry i couldn't help much with this one. 

oh, and i tried moving ZSS ThrowN (index 66) to Marth's (index 70), but it still gave me the tiny shield.  the shield animation must be hard coded to the exact index that the original character's ThrowN.  i'll still work on finding a fix, but just moving a bone into the proper index won't fix the tiny shield problem.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: spiderjjr45 on August 08, 2010, 11:12:54 PM
Would it be possible to use this guide to place the Mewtwo model over the Pokemon Trainer model?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 09, 2010, 12:22:50 AM
that's exactly what this guide is for.  do you want to put Mewtwo over the PT that has the 3 PKMN, or the PT over Mewtwo so he can fight for himself?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: GentlemanPotato on August 09, 2010, 09:55:13 AM
Would it be possible to use this guide to place the Mewtwo model over the Pokemon Trainer model?

I tried but it made the file too big because Pokemon Trainer's model is tiny and the game froze upon entering a match. Oh and how do I fix the holding items in the wrong place glitch?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 09, 2010, 01:34:32 PM
aparently AdfroMan speaks the truth, i just tried it and it froze on me.  it must be the file size, like you said, PT's original file size is about 183kb, but with the Mewtwo model and textures it's 799kb. 

and holding items in the wrong place?  as in, you replaced a model, it can pick up items, but the new model holds the item with maybe its feet or face or something?  i actually don't know for sure.  which model did you place over who, and are you trying for a one slot replacement?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: spiderjjr45 on August 09, 2010, 02:23:57 PM
So it's not possible? That's a shame.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: GentlemanPotato on August 10, 2010, 02:37:42 AM
aparently AdfroMan speaks the truth, i just tried it and it froze on me.  it must be the file size, like you said, PT's original file size is about 183kb, but with the Mewtwo model and textures it's 799kb. 

and holding items in the wrong place?  as in, you replaced a model, it can pick up items, but the new model holds the item with maybe its feet or face or something?  i actually don't know for sure.  which model did you place over who, and are you trying for a one slot replacement?

I'm putting Toon Link over Ness and everything works except he holds items with his elbow.The only bone I changed was TransN from 2 to 4 to make him be able to walk and I am going for a 1 slot replacement.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: TheShyGuy on August 10, 2010, 02:26:13 PM
^change the index of his RHaveN Bone to the index of Ness's RhaveBone , i think that should fix it....someone should try that with the shield....psa uses the indexes as the boneid, in psa the boneid to hold items is ness's Rhave which is different than TL's havebone.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 10, 2010, 05:00:58 PM
y'know, i think TheShyGuy has the right idea.  tell me AdfroMan, do these look better than what you currently have?

(http://a.imageshack.us/img64/333/tl3o.jpg) (http://img64.imageshack.us/i/tl3o.jpg/)(http://a.imageshack.us/img195/6098/tl1eg.jpg) (http://img195.imageshack.us/i/tl1eg.jpg/)
(http://a.imageshack.us/img190/6550/tl2cb.jpg) (http://img190.imageshack.us/i/tl2cb.jpg/)

so it turns out that if you do move the HaveN of choice to the replaced character's matching HaveN, it looks like it fixes where the item is held.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: GentlemanPotato on August 10, 2010, 07:11:05 PM
Yes it does look better, thanks. There's still a problem though, with the cracker launcher it doesn't move up and down like it's supposed to. Is there a way to fix that?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: Snoopy on August 10, 2010, 07:51:17 PM
that, i would not know how.  it would probably involve moving more bones because of the way the animation for the cracker launcher works, but i have a feeling that would mess up other things.  it was kind of luck that the HaveN bones aren't attached to the model, i didn't realize that until today, but i wouldn't know what to move to try to fix that. 

but you were able to fix your model so it picks up the rest of the items properly, right? 


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing
Post by: GentlemanPotato on August 11, 2010, 04:28:36 AM
Yeah I did fix it, thanks.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Eternal Yoshi on August 16, 2010, 12:52:45 AM
.....Thank you. Now Gray Fox can hold items in his left hand rather than his BustN bone.
Now his item swing won't be useless.

Bump for reference and sweet convenience
Edit: Can you be more specific about the hexing part?
I'm looking in Brawlbox and the result makes me afraid to put it in the game.

Edit: oh. For reasons unknown, changing the bone index to the value of MK's LHaveN, what MK uses for items,
"breaks" Gray Fox's spine.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Snoopy on August 16, 2010, 08:54:41 AM
yeah, i'll fix it to be a little more specific in a bit.  but all you have to do is hex Gray Fox's LHaveN (which is index 20) to match Metsknight's LHaveN (which is 15), and it should work then.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: doublek642 on August 16, 2010, 12:28:03 PM
Ok, snoopy I was able to point out that the "getting hit by anywhere on the stage" glitch is a problem with the motionetc file. It's a problem with the animations. (You probably already knew that. XD)


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: hughie on August 16, 2010, 12:31:25 PM
Ok, snoopy I was able to point out that the "getting hit by anywhere on the stage" glitch is a problem with the motionetc file. It's a problem with the animations. (You probably already knew that. XD)
Do you know the fix for it?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Eternal Yoshi on August 16, 2010, 03:00:06 PM
yeah, i'll fix it to be a little more specific in a bit.  but all you have to do is hex Gray Fox's LHaveN (which is index 20) to match Metsknight's LHaveN (which is 15), and it should work then.

Problem is, it bends Gray Fox's spine at an unrealistic angle to the point I can't tell if it worked.

Also ruins animations and hitbox locations.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Snoopy on August 16, 2010, 04:10:38 PM
Eternal Yoshi:  really?  it shouldn't, the LHaveN isn't connected to the model.  i'll try it and see if i can get it to work.

Edit:  yeah, i see what you mean.  i tried moving the LHaveN to 15, and then the rest of the bones inbetween down, and all the animations were correct, but he then held items with his chest.  maybe it isn't so simple on some models to fix?  or maybe it has something to do with Gray Fox's bone structure.  his BustN bone is bone 15, which might explain why the animations messed up the first time, and then holding items in his chest the second time.  when i did it with Toon Link over Ness, the RHaveN ended up on TL's RShoulderN, but didn't mess anything up.  so, yeah, i'm not sure why aparently some swaps won't work with it and some will.
[/edit]

and Doublek642, i just PM'ed you back, but either way, how exactly did you fix it?  is it just a certain thing we haven't been doing?  this would help so many character projects immensly if we can find an easy way to get rid of this problem.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Protoman.EXE on August 17, 2010, 08:57:50 AM
This seriously halped! I ported Link over CF, and he actually could move on ground! Ther was a glitch though, i deleted the polygons for his sword, and the sword handle on his back glitched up and the texture for the sword ws messed up and even the vertexes. but it didnt show in Brawl Box. Then when i deleted the sword handle, it deleted link's cool hat! He ahd a giant gapping hole in his head! Any fix?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Snoopy on August 17, 2010, 02:58:03 PM
i'm glad it helped, thats why i posted all my notes.

anyways, i would assume the hole in his head was from the hat being removed, but are you sure you're removing the polygons correctly?  are you using the auto remover, or removing them by hand?   


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Protoman.EXE on August 17, 2010, 03:22:45 PM
i'm glad it helped, thats why i posted all my notes.

anyways, i would assume the hole in his head was from the hat being removed, but are you sure you're removing the polygons correctly?  are you using the auto remover, or removing them by hand?   
I used the auto remover. in BB his hat is still there. but in-game its gone. It's wierd. I could send you the file if you want.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Snoopy on August 17, 2010, 03:48:35 PM
yeah, go ahead and send me the files.  the auto remover has a bad habit of messing up like that.  i'll try removing them by hand and see if that'll help.  which polygons are you trying to remove?  just the sword ones?  and are you trying to remove the back sword as well?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Protoman.EXE on August 17, 2010, 04:32:24 PM
yeah, go ahead and send me the files.  the auto remover has a bad habit of messing up like that.  i'll try removing them by hand and see if that'll help.  which polygons are you trying to remove?  just the sword ones?  and are you trying to remove the back sword as well?

I removed all the Sword in hand. Then the Back sword glitched up becuz of that, so i deleted that too and now link has a head hole.http://www.mediafire.com/?7c9suboe16d6tl1


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Snoopy on August 17, 2010, 05:23:52 PM
Show me ya Rupees!

(http://a.imageshack.us/img696/4849/linkoncf1.jpg) (http://img696.imageshack.us/i/linkoncf1.jpg/)
(http://a.imageshack.us/img808/7771/linkoncf2.jpg) (http://img808.imageshack.us/i/linkoncf2.jpg/)

http://www.mediafire.com/?63zy227a2t8be94 (http://www.mediafire.com/?63zy227a2t8be94)

anything else?

it must have been something with the auto remover.  maybe i should do a guide on removing polygons through hexing... or maybe just link to the one i found from a while ago.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Protoman.EXE on August 17, 2010, 05:27:17 PM
Show me ya Rupees!

([url]http://a.imageshack.us/img696/4849/linkoncf1.jpg[/url]) ([url]http://img696.imageshack.us/i/linkoncf1.jpg/[/url])
([url]http://a.imageshack.us/img808/7771/linkoncf2.jpg[/url]) ([url]http://img808.imageshack.us/i/linkoncf2.jpg/[/url])

[url]http://www.mediafire.com/?63zy227a2t8be94[/url] ([url]http://www.mediafire.com/?63zy227a2t8be94[/url])

anything else?

it must have been something with the auto remover.  maybe i should do a guide on removing polygons through hexing... or maybe just link to the one i found from a while ago.

Thank you! Post the guide. I could use some Lag messup free Polygon removing.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Snoopy on August 17, 2010, 05:30:25 PM
found it! 

http://kc-mm.com/?p=2106 (http://kc-mm.com/?p=2106)

guide by Stickman.  if you have questions, feel free to ask.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Protoman.EXE on August 17, 2010, 05:35:50 PM
awesome! And many thanks! Imma see if i can get this featured. And dont worry u shall get kreditz.
Im also gunnna make a shieldless version using that guide.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Snoopy on August 17, 2010, 05:43:02 PM
sounds cool!  fortunately it's not hard, you just have to know a bit about hex. 


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Protoman.EXE on August 17, 2010, 05:53:13 PM
sounds cool!  fortunately it's not hard, you just have to know a bit about hex. 
meh, im ok at hexing. luckily there is a video so i dont *quiggle* it up.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: ben111413 on August 19, 2010, 03:13:42 PM
uhh dude that walk/run glitch fix dont work i tryed waluigi over green alloy and it has trans n in same place and it dident work


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Snoopy on August 19, 2010, 06:49:57 PM
uhh, yeah it does.  did you rename Waluigi's XRotN to TransN?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Sajiao Omelette on August 21, 2010, 04:23:38 PM
Can you add a part to the OP where it says how to fix the tiny shield and hurtbox glitches using Tabuu?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Snoopy on August 21, 2010, 04:40:35 PM
heh, funny you should mention that...

(http://a.imageshack.us/img830/8544/acerfixedshield.jpg)

i'm writing it up right now.  the shield part at least.  i think i know how to fix the hurtboxes, but i haven't tried yet.  i do see that Tabuu has the Hurtbox section, and i think all you have to do is edit which bones the hurtboxes are connected to, but my Wii is currently being used so i can't test.  if you can confirm that it works, tell me how and i'll add it in as well.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Sajiao Omelette on August 21, 2010, 04:47:04 PM
Eternal Yoshi said that you fix the hurtboxes by correcting the bones that the hurtboxes are pointing to, so you're right... ask him?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-15:
Post by: Snoopy on August 21, 2010, 05:58:50 PM
alright, i'll add it in.

Edit:  alright, i did a little testing, and updated the OP.  sorry it took a bit, but i wanted to test the hurtbox editing.  i dont know if it's just me, but it's a perfect fix the hurtboxes for one player, but others (2-4 playing the same character) are unaffected.  and the shield fix needs to be on a bone that's not connected to the model.  i say that because not all models have a ThrowN. 

but if you're going to do this, then here's a warning, actually 2.  first, this fix will only work on full character replacement projects, because it requires PSA editing, meaning no one slot fixes for now.  second, Tabuu can currently only edit unedited FitCharacter.pac files, meaning you'll have to completely redo the PSA of your character. 

i put the guide in the OP, and i don't feel like grabbing it, so go there.  oh, and you'll need Tabuu/OpenSA3 for this.  http://www.smashboards.com/showthread.php?t=284044 (http://www.smashboards.com/showthread.php?t=284044)


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Sajiao Omelette on August 29, 2010, 11:23:10 AM
IDK if this counts as an almost-half-necro-ish thing, but I have yet another problem...

(http://i936.photobucket.com/albums/ad207/arrowrain/al_100828_1527binout.jpg)

The eye is glitched up...

On other model swaps that I did, the textures were always messed up, like Zamus's body and stuff... so I was wondering how you fixed it?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Snoopy on August 29, 2010, 01:53:05 PM
if it was my thread on Smashboards, then yes, but people actually care about it here and its not on the 10th page, so no.   ;D

anyways, which character are you putting her over?  are the texture formats the same?  are there pallettes that need to be there that arent?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Sajiao Omelette on August 29, 2010, 01:56:28 PM
The entire TextureData[0] is the same, and it's Black Boo's Imp Midna on Toon Link over Sheik.

And the eye and eyebrows (the affected areas) are supposed to have pallettes, but they're there.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Snoopy on August 29, 2010, 02:24:48 PM
hmm, try this (sorry, my Wii isn't hooked up right now or else i'd test it myself):  try changing the eye and eyebrow textures to CI4 instead of CI8 and see if that works.  Shiek's eye texture format is CI4, so that could be the problem.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: GentlemanPotato on August 31, 2010, 03:58:05 PM
It is possible to use models with less bones than the original using Tabuu?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Snoopy on August 31, 2010, 08:30:10 PM
hmm, i haven't tried yet, so i'm not sure.  i would think not, but i haven't even thought of trying that yet, so i really have no idea.  i haven't found anything that says how many bones the original fighter has, just locations of where certain bones point, so that's why i would think not.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Sajiao Omelette on August 31, 2010, 09:01:25 PM
Changing the format to CI4 resulted in this weird half-fix...

(http://i936.photobucket.com/albums/ad207/arrowrain/al_100831_1816binout.jpg)


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Snoopy on August 31, 2010, 10:22:41 PM
hmm, so it looks like the eyelid textures work, maybe a different texture format for the eyewhites and eyeiris?  try the eyeiris texture as RBG5A3, and i have no idea for the eyewhites.  maybe if you try different texture formats until it works?  Shiek doesn't have an eyewhite texture that we can see which format might work.  sorry that i'm not much help, but i can only usually fix things through trial and error.

Edit:  so i finally hooked my Wii back up and started doing a few things, but are you sure you didn't do something else to it Sumire?  because when i did it...

(http://a.imageshack.us/img841/3673/midnaovershiek.jpg)


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Epic on September 20, 2010, 12:24:15 PM
Do you know how to fix the teleporting problem when you port a character over another character like, when you move them then after a bit they will go back to where they were before?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Snoopy on September 20, 2010, 12:32:47 PM
of course i do.  the problem is that your model either lacks a TransN bone and/or doesn't have it in the correct index. 

so my question is, what's the new model, and who are you are you replacing?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Epic on September 20, 2010, 12:35:05 PM
I'm actually porting Ness over Pikachu, because I want to try to make some Earthbound character, but with differnt moves.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Snoopy on September 20, 2010, 12:44:59 PM
okay, that shouldn't be too hard.  next question, one slot, or full character?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Epic on September 20, 2010, 12:46:25 PM
I'm doing it to full character.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Snoopy on September 20, 2010, 12:48:48 PM
easy then.  do you know how to use Tabuu? 


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Epic on September 20, 2010, 12:49:33 PM
Not one clue, as this is my first port.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Snoopy on September 20, 2010, 12:51:30 PM
alright, give me a few minutes and i'll give you the files you'll need.

Edit: and done.

http://www.mediafire.com/?xpomrb4jpnt0719 (http://www.mediafire.com/?xpomrb4jpnt0719)

i dont have time to test it right now (i've got class in a few minutes), but it should work just fine.  the download includes a FitPikachu.pac, which has the model fixes you'll need, like now he'll run correctly, so when you start the PSA, use this as the base.  it also includes a FitPikachu00.pcs, which has Ness ported onto Pikachu, though you may already have one, but it's there anyways.  if you have any other questions, just ask.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Epic on September 20, 2010, 06:33:04 PM
Thank-you! It works. :D


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: dark sonic 19 on September 20, 2010, 08:54:35 PM
i need help with knuckle joe he is invisible :( and he is over ness


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Snoopy on September 20, 2010, 11:56:58 PM
didn't i already give you the files on Smashboards?  but the only problem is that his model isn't showing up?  kinda wierd, because i hexed his BodyM bone to not be on Ness's EyeYellowM.  i'll look into it, though.


Edit:  oops.  maybe i should have looked at Ness's model file before hexing.  i hexed the BodyM bone over Ness's EyeYellowM.  give me a few minutes and i'll have the file ready.


Edit 2: okay, it should be good this time.  if he still doesn't show up, tell me and i'll try a different bone index for the BodyM.

http://www.mediafire.com/?910zcbobjc7u868 (http://www.mediafire.com/?910zcbobjc7u868)


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: dark sonic 19 on September 21, 2010, 12:07:26 AM
think you sir  :)


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Eternal Yoshi on September 24, 2010, 08:36:03 AM
I don't think you need to change the index of the BodyN bone to fix the visibility
glitch anymore.
If you look in Tabuu, there is a section called Model Display that you should look at.
It has 2 sections, visible and Hidden, which have bonerefs.
I mean for those afflicted with the visibility glitch because of the model changer event.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Snoopy on September 24, 2010, 01:05:38 PM
really?  hmm.  i need to look into that then.  my problem with Knuckle Joe over Ness was that i moved his BodyM bone over Ness's EyeYellowM without realizing it.  but doing it through Tabuu would be a little easier, though.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: ZX_BraveSol_ZX on October 05, 2010, 06:25:40 PM
i need some help
im trying to get the female pokemon trainer to work 1-slot over zss but the foot stretches during some animations when i try to move the transN bone
these are the 2 trainers im trying to get working 1-slot over zss
http://www.mediafire.com/download.php?4rg956kgb3na3xg
http://www.mediafire.com/download.php?ram1zg6jpgq3r08

if anyone could help me that would be awesome


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: DAO_Ibuki on October 06, 2010, 12:14:05 AM
I have a cuestion, i realy wish change rob, I try the model swamp to ridley but when ridley trown a oponent the polygons of the oponent turn into big triangles and put in middle of the stage wtf?
please help me...as I can  fix??


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Snoopy on October 06, 2010, 11:11:09 AM
Pokechao, as far as i know, it's an unfixable problem.  i've tried with other swaps before, and i just have no idea what to do with them.  and besides, if you're asking anyone for help, there is a help section that a lot more people look at, so i'd suggest making a topic there and see if anyone knows what to do.

DAO, so it's when Ridley throws someone?  it's probably a ThrowN problem.  i haven't looked at the Ridley model, so i'm not entirely sure, but i know that throwing problems involve the HipN and ThrowN bones.  what bone index is Ridley's HipN and ThrowN bones?


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: DAO_Ibuki on October 06, 2010, 08:20:09 PM
omgg...omgg,xD thank you snoopy i check and not the same index ,i change the model to yoshi hexing 2  bones and adding a lot....of bones...for what r.o.b. have 163 bones?.....ok its work fine on yoshi thank you


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: Snoopy on October 06, 2010, 11:54:14 PM
well, if you want, my suggestion would to be to place Ridley (finally found his model) on a character that has a TransN of 2, that way the TransN and HipN both match up.  but if you figured out how to get him to work on Yoshi, that's fine too, it's obviously your choice.  but yeah, ROB has 163ish bones, and Ridley only has 114.  you could just use the bone adding program to get Ridley with enough bones to replace ROB, considering that Ridley has a lot to begin with.  but, again, your choice.  so if you have any other questions, just ask.


Title: Re: A noobs guide to model swapping, glitch fixing and bone hexing :Update 8-21:
Post by: DAO_Ibuki on October 07, 2010, 09:01:03 PM
Thank you very much, the truth is that rob I don't like.....prefer anything, so the model of yoshi  is okay I made a  hack so like  crocodile with bowser and charizard movements … .se looks great, snoopy Thank you very much again


Title: Re: A noobs guide to model swapping and glitch fixing :Update 10-10:Tabuu Guide now!
Post by: Eternal Yoshi on October 24, 2010, 12:28:28 PM
Pikazz revealed his guide.

Quote from: pikazz;11470976
[SIZE="7"]How to fix the Itemglitch[/SIZE]
AKA HaveN glitch

Yeah! I busted the glitch :D it is kind easy cause it have been lying before our eyes whole the time.
one thing before we starting, you [COLOR="Red"]can't [/COLOR](for now) only do this with Tabuu, you need do to this in a hex editor.

[SIZE="5"]Things you need:[/SIZE]
* Your PAC file
* Your Custom model to see which bone you want
* Tabuu
* hex editor

[SIZE="5"]Things what might be handy:[/SIZE]
* a Back-up of your PAC file
* a Original model to the character you are replacing to see which bone it are
* a Hex-to-Dec calculator (like windows calculator)

Step 1:
Open up your (Back-up) PAC in Tabuu and scroll down to "UnknownO" right above "Misc"
([url]http://i53.tinypic.com/16hrgvn.png[/url])
As you can see, this is the Item bones are.
The first one (0x000) is which bone the item will be attached to
the second one (0x001) is unknown but theory confirms if the character are left or right handed.

Step 2:
Open up your PAC file in a Hex Editor and go to the offest it are write there. For me and olimar, I need to go to 26440
([url]http://i53.tinypic.com/2vj8vg3.png[/url])

Step 3:
Okay, this is a tricky part. You need to find out the value by yourself in this area. dont worry, they are pretty close ;3
it does look something like this
([url]http://i54.tinypic.com/jsotv6.png[/url])
The red one is the first offset even known as the HaveN bone.
The blue one is the second offset even known as right/left hand bone.
Change all the value so it fits to the new bone you want to use, All the same value need to be replaced

Note: the first offset has often 3 value and the second offset has often 5 value.
Use your Hex-to-Dec calculator to get the right "hex".

[SIZE="6"]Before[/SIZE]
([url]http://i54.tinypic.com/jsotv6.png[/url])

[SIZE="6"]After[/SIZE]
([url]http://i55.tinypic.com/voxsnl.jpg[/url])

Step 4:
after you have change those. SAVE the PAC in the hex editor. you dont need to save in Tabuu. if you used same pac in both tabuu and hex editor, close the file in tabuu first and THEN SAVE the pac in the hex editor.

Step 5:
Test  in game and PROFIT!

[url]http://www.youtube.com/watch?v=3zrppOQHAkk[/url] ([url]http://www.youtube.com/watch?v=3zrppOQHAkk[/url])
dusknoir was the first custom character that did this thing and succeed :3

([url]http://i54.tinypic.com/svkund.jpg[/url])
(now, piranha plant can use items too!)

(optional) Step 6:
didn't it look good or did it still freeze?
Change it to a other bone or look after what went wrong :3

[SIZE="5"]Why not only tabuu?[/SIZE]
okay, I guess some of you will ask why tabuu can't to this thing.
I tried it but there is no result in wii.
the problem is Tabuu only replace ONE value of 3/5 in each offset. all 3 and 5 needs to be replaced.

one last thing:
[collapse]
([url]http://i53.tinypic.com/kdlm5j.jpg[/url])
dusknoir is so happy because this is busted! :3
[/collapse]

Happy Itemfixing :3


I noticed that the values for Olimar and MetaKnight are located 60 bytes after the file offset Tabuu outputs for UnknownO.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Qwetlarry 1 on November 30, 2010, 08:42:19 PM
Whenever i openup tabuu to the boneref it says "no model ref loaded" where the bone names should be


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on November 30, 2010, 09:07:08 PM
yeah, i don't know how to fix that.  but that's why i put a picture in the Tabuu guide section that shows the names of the bone references.  unless you need it for something else, but i'm not sure how to make it show the model.  i know that Tabuu has the option to load a model as well, but i've never been able to make it work.  Tabuu v2 automatically loaded the model if it was in the same directory as the file you were editing, so if you need it, then you could get v2 to see what you want to see, and then make the changes in v3.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Qwetlarry 1 on December 01, 2010, 04:27:31 PM
uh ok thanks i guess O_o


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 05, 2010, 08:57:30 PM
The item fix isn't working for me.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 05, 2010, 10:32:00 PM
what have you done so far?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 06, 2010, 05:27:56 AM
I found the File Offset and the value with Tabuu, then I found that offset in my hex editor, converted the value into hex, found the area with the HaveN and replaced it with the bone index of my new model after I converted that number into hex.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 06, 2010, 10:38:04 AM
did you change the values at the exact offset that Tabuu showed?  and did you change all 9 values?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 06, 2010, 01:12:26 PM
did you change the values at the exact offset that Tabuu showed?  and did you change all 9 values?
Do I replace all 9 values with the bone index I want?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 06, 2010, 01:37:36 PM
And I could only find 2 of the values. If you want to know, I'm replacing Ness.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 06, 2010, 02:33:11 PM
Oh, I got it to work.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 06, 2010, 02:42:02 PM
I need help with the throwing glitch, it's not really seeming to work with me.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 06, 2010, 05:31:50 PM
just one last question even though you said you got it to work, are you following the guide i made in the OP?  it'll show you what you need to replace with what.  but if it works, then it probably doesn't matter much.

now for the throwing glitch, do you have the HipN in the right index?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 06, 2010, 05:37:14 PM
just one last question even though you said you got it to work, are you following the guide i made in the OP?  it'll show you what you need to replace with what.  but if it works, then it probably doesn't matter much.

now for the throwing glitch, do you have the HipN in the right index?
Yes, I followed the guide. And Ness's HipN is his 7th bone and Aerodactyl's 7th bone is one of his legs.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 07, 2010, 12:20:16 AM
ah, Charizard over Ness.  the easiest way to fix the HipN would be with Tabuu.  i don't think that just renaming the bone would work.  but are you doing a PSA with it, or just the model swap?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 07, 2010, 07:10:41 AM
ah, Charizard over Ness.  the easiest way to fix the HipN would be with Tabuu.  i don't think that just renaming the bone would work.  but are you doing a PSA with it, or just the model swap?
I'm doing both, but I'm using the Aerodactyl model from Pokepark Wii. And the model has 26 natural bones, the rest are extra bones. The glitches I fixed so far are the walking glitch and the item grab glitch.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 08, 2010, 10:41:46 AM
oh, the actual model, no the Charizard vertex.  the thing with the Pokepark Wii models is that their TransN and HipN bones are right next to each other.  basically, the starting bone structure is something like this:  (japanese poke name) > origin > waist > then the rest of the structure.  the best way to fix it is to make the first 3 bones do this:  TopN > TransN > HipN > then the rest.  then in Tabuu, adjust the HipN BoneRef from 7 to 2, and that will fix the problem.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 08, 2010, 10:52:30 AM
oh, the actual model, no the Charizard vertex.  the thing with the Pokepark Wii models is that their TransN and HipN bones are right next to each other.  basically, the starting bone structure is something like this:  (japanese poke name) > origin > waist > then the rest of the structure.  the best way to fix it is to make the first 3 bones do this:  TopN > TransN > HipN > then the rest.  then in Tabuu, adjust the HipN BoneRef from 7 to 2, and that will fix the problem.
It isn't working. The game still freezes when someone grabs him.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 08, 2010, 12:38:38 PM
pm me the files and i'll see if i can get it working.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 08, 2010, 05:11:41 PM
pm me the files and i'll see if i can get it working.
OK.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: DAO_Ibuki on December 10, 2010, 11:10:07 PM
with tabuu I change trans n not? I try and when you select the stage... game freezes ..beeeppp...,xD.,is rob again my problem, xD


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 11, 2010, 09:34:36 AM
hmm, it sounds like it might be a different problem.  i've never had anything edited with Tabuu freeze on me.  but it freezes before the match starts?  my first assumption would be that the model doesn't have enough bones to replace who you're trying to replace.  send me the files and i'll fix it.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Anti-Sora on December 13, 2010, 07:29:28 PM
what?  A real update?  Since when?


sorry about the super long quote but can you give me the link the the mario bros. with hats. and also do they have the pesky eye glitch where something comes out of one of their eyes?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 13, 2010, 09:10:35 PM
yeah, you didn't really need to quote the entire guide, all you'd have to do is ask.  but BrawlVault should have it.  all i did was hex the hat model bone to a different position.  using Tabuu would be a much better alternative, unless you need it to be a one slot swap.  but Luigi's face is stretched oddly, and i have no idea about an eye glitch, but i'd assume it'd be there, i only took the first release and hexed the bones, and that's it.  so i really don't think it'd be much better than what's already there.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Anti-Sora on December 13, 2010, 09:42:50 PM
 
yeah, you didn't really need to quote the entire guide, all you'd have to do is ask.  but BrawlVault should have it.  all i did was hex the hat model bone to a different position.  using Tabuu would be a much better alternative, unless you need it to be a one slot swap.  but Luigi's face is stretched oddly, and i have no idea about an eye glitch, but i'd assume it'd be there, i only took the first release and hexed the bones, and that's it.  so i really don't think it'd be much better than what's already there.
whoopsy >.< i feel dumb lol.  :oshi:


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: vontower on December 20, 2010, 07:58:39 PM
hey,  my import is over olimar. For a bunch of (not all) the animations, the dot that would be on olimars head moves to the center of the stage. i wouldn't have a problem with this except that all the graphic effects that would normally be on the character tend to appear on that dot.
any ideas?

thanks


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 20, 2010, 09:55:16 PM
i think that's more of a PSA issue.  if a character doesn't have enough bones and a graphic is connected to a bone it doesn't have (or an ExtraBone from the bone adding program), then it will simply appear in the center of the stage.  in PSA, if you reconnect where the graphic attaches, then it should work.  like if a grahpic is currently on bone 59, but your model only has 35 real bones, then making the graphic attach to a bone that's less than 35 should correct the problem.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: vontower on December 20, 2010, 10:21:10 PM
so we can't use extra bones at all?

also, how come only on some of the animation does the dot appear in the center?

could i possibly bother you to take a look at the file?
heres what i got so far

http://www.mediafire.com/?51qpl2p237rcrhg


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 20, 2010, 10:44:54 PM
i call the extra bones 'half' bones, because the only use they have is to make a model with fewer bones load over a character with more bones.  other than that, they serve no purpose, and nothing can be done to them.  and since they all reference the TopN bone, that's why so many glitches happen when Brawl is trying to access them thinking it's a real bone.  and i'm not sure why it stays in the center for certain animations, but follows the model during others.

and what am i supposed to be looking for with your model? 


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: vontower on December 20, 2010, 11:15:29 PM
lol i dunno,
i guess i was hoping you'd load it up and see what i was talking about. theres a few things weird going on. One is that dot thing
Also, i changed the entry file (replaced the model, texture, and animation) but nothing is showing up. its like it comletely ignores all changes i make to the character other then basic animations.

thanks for your help, i'd understand if you were too busy/ didn't want to load up what i sent.

appreciate it


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 21, 2010, 01:49:57 AM
i understand what the problem is, graphics appearing in the center of the stage is pretty common among model swaps, but like i said, it's a PSA issue.  the graphic is attached to a bone that the new model doesn't have, and is fixed by changing the bone reference in the graphics tab in PSA for the animation of choice.  though for Olimar's antenna glow, i'm not exactly sure where that is to change where it attaches to.  someone else may know.

and i did test Raichu in game, and i must say that you've done a good job so far.  but these issues are PSA related, and i know little of PSA.  i bet that if you made a general help topic that you could get the help you need.  sorry if it seems like a cop out, but i won't be able to help much there.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: vontower on December 21, 2010, 07:33:19 AM
no, not at all. i appreciate any help your willing to give. Ill take a look at the PSA and see what the deal is. I'm just hoping i dont have to go backwards to fix it.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: vontower on December 21, 2010, 07:33:49 AM
oh and thanks for the compliment

double post.. blah blah blah


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Anti-Sora on December 21, 2010, 11:35:33 PM
oh and thanks for the compliment

double post.. blah blah blah

don't double post for some reason people get pissed off about it.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: SSJCerious on December 23, 2010, 01:31:01 AM
Can you help? When i resize my naruto imported models, the face gets messed up! The eyes get stretched and the polygons in his mouth just freak out. Do you have an alternate resizing method other than fortwaffles?
EDIT: Heres a picture of what happens to the model.
(http://i1211.photobucket.com/albums/cc422/Linksthename/al_101205_1834binout.jpg)


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 23, 2010, 06:29:42 AM
Can you help? When i resize my naruto imported models, the face gets messed up! The eyes get stretched and the polygons in his mouth just freak out. Do you have an alternate resizing method other than fortwaffles?
EDIT: Heres a picture of what happens to the model.
([url]http://i1211.photobucket.com/albums/cc422/Linksthename/al_101205_1834binout.jpg[/url])
Try resizing by using PSA.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: SSJCerious on December 23, 2010, 08:17:30 AM
^All that does is re-size hitboxes. Unless i resized the wrong thing.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 23, 2010, 08:37:34 AM
^All that does is re-size hitboxes. Unless i resized the wrong thing.
Go to the Attributes and the thing for character size is under Weight.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: SSJCerious on December 23, 2010, 08:39:29 AM
Yeah, i tried that. It only resizes hurtboxes.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 23, 2010, 08:51:05 AM
Yeah, i tried that. It only resizes hurtboxes.
But the character should be re-sized too. Odd, it worked with my model import.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: SSJCerious on December 23, 2010, 08:53:38 AM
Really? Maybe its my psa...What version did you use?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on December 23, 2010, 09:15:20 AM
Really? Maybe its my psa...What version did you use?
v0.2.1


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: SSJCerious on December 23, 2010, 09:58:50 AM
Hmm...same one I used. But even so, i KNOW there IS a way to resize it properly. ds22 did it, I asked him, and got no reply...:(


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 23, 2010, 12:35:17 PM
you can resize a model by scaling up or down a bone that's toward the top of the bone structure.  take the bone that you're using as the HipN bone, and for every animation, scale it to the size you need.  this is a similar method to the one slot resizing method, except without renaming bones so that it only affects one model.  this is the most effective way to resize a model, since it doesn't depend on the resizing program (i can't get the thing to even work), and it won't mess up the hurtboxes like model scaling through the PSA attributes would give.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: SSJCerious on December 23, 2010, 12:46:58 PM
^It kinda workd, but it causes more major polygon stretching. Heres a pic:
(http://i1211.photobucket.com/albums/cc422/Linksthename/jugo.jpg)


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 23, 2010, 02:28:43 PM
huh.  it looks like the bone structure is the right size, but the polygons...

hmm, looks like this may be a fun one.  send me the file and i'll see if i can get it to work.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: SSJCerious on December 23, 2010, 02:33:31 PM
OK, here is the ORIGINAL file, with the header unfixed and everything.
http://www.mediafire.com/?ik9r653pkdss99p
Thanks alot, even if your unsuccessful.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 23, 2010, 08:11:35 PM
SSJCerious, i know what the problem is.  the problem is that you were scaling the t-pose, and not an animation. 

(http://img189.imageshack.us/img189/3639/helpkd.jpg)

when resizing, you need to be sure that you're editing an animation, otherwise it will stretch all weird, as you've seen.

and don't mind that half of the model isn't showing.  i'm not sure why it's doing that, but it's probably just something that i did wrong.

oh, and scaling by 10, and a Y Translation of 8.25 looks about like Brawl standards, or at least a good starting point.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: SSJCerious on December 23, 2010, 08:12:22 PM
SSJCerious, i know what the problem is.  the problem is that you were scaling the t-pose, and not an animation. 

([url]http://img189.imageshack.us/img189/3639/helpkd.jpg[/url])

when resizing, you need to be sure that you're editing an animation, otherwise it will stretch all weird, as you've seen.

and don't mind that half of the model isn't showing.  i'm not sure why it's doing that, but it's probably just something that i did wrong.

oh, and scaling by 10, and a Y Translation of 8.25 looks about like Brawl standards, or at least a good starting point.

THANK YOU SO MUCH!


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Fliptocat on December 30, 2010, 07:56:10 PM
Hey, I'm working on a model import that doesn't have enough bones for the item holding glitch to be fixed. Is there anything I can do so that it won't crash every time I lpick one up? The model is over Lucario, if that helps.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 30, 2010, 08:25:09 PM
well, is it going to be a full character replacement, or a one slot swap?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Fliptocat on December 30, 2010, 08:27:10 PM
Full replacement.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 30, 2010, 08:58:24 PM
good, then that means you can fix it (you have to edit the FitCharacter.pac, or the PSA file, which affects all costume slots which is why one slot swaps can't be fixed this way)

open the FitCharacter.pac in Tabuu, and go to FitCharacter/Miscdata[0] > Sections > data > UnknownO > and the 2 things in here are what we’ll be changing, just not in Tabuu.  Click on the 0x000 and write down the FileOffset number, and probably the Value as well so you know what number you’re looking for. 

Open the FitCharacter.pac in the hex editor and go to the FileOffset you wrote down.  Around there will be what you’re looking for.

The reason I say around there is because Tabuu doesn’t count some of the Header data until the last of the file, so the rest of the Offsets are off a little.  If you wrote down the Value as well, convert it to hex and look for it.  An alternative would be to enter this into the search function of the hex editor: 000000XX 000000XX, where the XX is the hex value of the Value from earlier.  There are 3 of the 0x000 numbers, and 5 of the 0x001 numbers, each reference telling Brawl where to put the item on the model when holding an item.  The reason that Tabuu won’t work is because it only edits one of each of the numbers instead of all of them.

So once you find the numbers to change, it’s time to figure out where you want the new character to hold items.  Open the new model in BrawlBox, and go to the part where you want the new model to hold items.  I’ll use the arm as an example, since I’m sure that’s going to be the popular choice (it’s the same for right and left).  The first Value corresponds to the replaced character’s HaveN bone, while the second refers to the HandN bone (these can also be the same, if your model is lacking in arm bones).  Not all models will have a HaveN bone that you can easily use, but the good thing is that you don’t have to rename any bones for this to work (but if you do rename the bones, then it will borrow the animation for holding items, which may or may not look good).  So once you have the bones you want to use, convert the BoneIndex (right window in BrawlBox while the bone of choice is highlighted) to hex, and put them into the hex editor, and save (just remember to get all 8 numbers). 

(copy pasted from the first post.  it has a picture there of what you're looking for in the hex editor if you need.)

or the alternate is to send me the files so i can edit them.  i offer this because some people think that hexing is worse than death.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Fliptocat on December 30, 2010, 09:04:46 PM
^Thanks. I can probably hex them myself, but I'll send you them if I have trouble.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: SSJCerious on December 30, 2010, 09:08:44 PM
Hello! I have a questio regarding character porting. When I port Captain Falcon Over Lucario, the only glitch is the run in place glitch.

But, when I port his moveset as well, he usually freezes when landing a jump. Any idea why?

EDIT: Not moveset, fitmotionetc.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Fliptocat on December 30, 2010, 09:19:51 PM
Alright, he's fixed, thanks for your help!
I have one more question though. Whenever my import uses neutral B (Lucario's Aura sphere), he freezes. Any idea why that happens? I can send you the files if necessary.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 30, 2010, 09:28:32 PM
Flipcoat, it's probably because the PSA is trying to access a bone that the new model doesn't have.  it's the same reason that many imports on Captain Falcon freeze when doing the Falcon Punch.  either you'll have to disable/remove the graphic through PSA, or change which bone it references.  for both of them, you'll have to edit the PSA, and i'm not too good with it.  but it should be around sub action 1D2 for Lucario's Neutral B, and then the part you need to edit should be under the Graphics tab.  it's most likely an external graphic, and it will show a bone index number, most likely higher than a bone that the new model has.

SSJCerious, the running in place is because of a misplaced TransN bone.  Falcon's is 3, and Lucario's is 7.  so if you're doing a one slot swap, then renaming Falcon's 7th bone (the bone index 7th), then it will correct the problem, but it may mess up certain animations, because Falcon's 7th bone is probably one of his leg bones.

and when you say you ported the MotionEtc, did you just rename it from FitCaptain to FitLucario, or did you export and import the animations individually?  a lot of problems come from just renaming the MotionEtc file.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: SSJCerious on December 30, 2010, 09:35:54 PM
^Yeah, i just renamed it. Is there any other way besides renameing though? (Without hex, hex=evil :srs:)


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on December 30, 2010, 10:05:25 PM
hexing probably wouldn't do much good.  in the earlier days of model swapping when bone hexing was first figured out (about March), i did quite a few bone structure reorganizations, and most times the model would freak out (anywhere from random twitching to full on seizure mode, except like 10 times worse).  it'd be easier if Falcon was the one with a higher TransN, because then it'd only be a face bone that would be renamed.  the only other way to do it would be editing the FitLucario.pac with Tabuu, but then it would affect all the costume slots.  so, basically put, it's not gonna happen.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: SSJCerious on December 30, 2010, 10:14:42 PM
^Thx anyway, at least i know.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Anivernage on January 08, 2011, 12:16:47 PM
hexing probably wouldn't do much good.  in the earlier days of model swapping when bone hexing was first figured out (about March), i did quite a few bone structure reorganizations, and most times the model would freak out (anywhere from random twitching to full on seizure mode, except like 10 times worse).  it'd be easier if Falcon was the one with a higher TransN, because then it'd only be a face bone that would be renamed.  the only other way to do it would be editing the FitLucario.pac with Tabuu, but then it would affect all the costume slots.  so, basically put, it's not gonna happen.
well can you help us we have permission


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on January 08, 2011, 01:57:29 PM
help with what/have permission to do what?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Anivernage on January 08, 2011, 02:08:11 PM
help with what/have permission to do what?
can you help us to fix the goku vertex port over lucario problem:
runs in place and do animations quickly
and permission to port, edit the model/psa files
EDIT:we only need help on he freezes when he do his final smash and hold an item


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on January 08, 2011, 03:43:40 PM
well, freezing when using the Final Smash is probably a PSA issue, i'm not sure about that.

and for the item holding, the fix is at the top of the first post.  sorry, i'd do it myself, but i'm really busy getting ready for the semester to start back up on Monday.

and is it a full character replacement?  if it is, then you can just use Tabuu to fix the BoneRefs for the TransN, HipN, and ThrowN.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Kitikira on January 09, 2011, 09:57:23 AM
I hope this has not already been said before, but someone might find this useful. When looking through ROB's bone structure, if found that his EyeYellowM bone index is 80.
(http://akilahsblog.files.wordpress.com/2011/01/proof1.png)
Edit: And you were right. His bone structure is literally a maze!


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on January 09, 2011, 05:56:11 PM
80, huh?  well, since not many models have a model bone at 80, let alone even have 80 bones, it won't be a problem.  that, and Tabuu can change which bone it references anyways.  and ROB has 163 bones, so almost no model can replace him to begin with.

but, thank you for the info, i'll go put it in the first post.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: vontower on January 09, 2011, 06:33:13 PM
Could you theoretically put fake bones in the model with the bone tree editor to help make (for example) the HaveN bones be in the right spot? or will the fake bones mess up the tree?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on January 09, 2011, 09:11:10 PM
that depends on what you mean by fake bones.  the bones from the bone adding program can't be moved, and any hexing to the bone structure after the bones have been added in won't show up.  you'd have to use current bones for that.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: TheShyGuy on January 09, 2011, 10:10:05 PM
http://www.mediafire.com/?peemevwd196mw81

win... added bones and moved em to the left hand as a haveN....

fail...(not really) -> added bones share the same offsets(rot, trans,size)
                          -> eh something with the last bone...had a prob with it when using my exe(updated one)
                          -> there are actually other problems...atleast with my exe loading it after editing....my fault probably lol

so yeh i used my bone tree editor to move the added bones.  Ima make it so it knows(so you can edit) there are added bones and blah blah lol

o yea and fort waffles program just creates a copy of the tree so you gotta edit the 2nd tree. -> look for 00 00 00 D0 after the last bone of the first tree

edit: erm you wanted the have bone in the right spot...forgot about that 1 sec...

edit2: ^nvm lol...nothing to use as a left haveN bone srry....

edit3: @vontower if you wanted the left haveN bone just  ask.  Ill make the haveN using a real bone thats useless like the capM or something....actually lmao i coulda just used that  >.>.... Hmm got a feeling im way off on what you wanted, but eh now you can edit added bones


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on January 09, 2011, 11:37:39 PM
wha......

where the heck have i been?  that is amazing.  and here i thought i already tried moving them, but couldn't, so i gave up and thought that it was impossible.  but they still can't be edited besides, can they?  from the model you've edited, it looks like it could be a perfect HaveN bone, because it's not connected to the model at all, but still is connected to the bone structure at the wrist.  this could also be used to give model imports ThrowN bones too.  quite a few possibilities...

and a second tree though?  i guess i don't know as much about the model structure as i thought.  is the second tree placed right after all the original bones, or somewhere else?  and at the risk of sounding stupid, the tree is just the bone structure, right?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: TheShyGuy on January 09, 2011, 11:57:50 PM
I havent tested to see if they are "real" and I doubt it is.

Yes it's the structure. For Mario it was located at 281116(decimal) instead of 9136.  And to clear it up a bit more, fortwaffles program creates a copy of most(all?)of the mdl0. That's why the size is bigger n there are two trees instead of one.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on January 10, 2011, 09:06:05 AM
okay, that makes sense why it increases the size of the model so much even after adding just a few bones.

and one last question, with the edited Mario you posted, the ExtraBones that were moved to the hand were still indexed as 64.  do you know if you can change that?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: vontower on January 10, 2011, 12:33:07 PM
what im trying to do is,
My HaveN bone is way to low. I was hoping i could put some fake bones in there so that the haveN bone would be in the right spot.


Edit: I guess what i really want is to change the bone index of the HaveN bone


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: TheShyGuy on January 10, 2011, 02:08:15 PM
@snoopy - yeh you can edit them, just edit the 2nd tree
@vontower - cant you already change the index with tabuu? or plain hexing?....or my old bone tree editor?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: vontower on January 10, 2011, 02:16:58 PM
I thought that with the old bone tree editor, it would move the polygons around with the bones.

maybe i'm misunderstanding how the bone tree editor works


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: TheShyGuy on January 10, 2011, 02:19:43 PM
nope...id have to figure out how to attach polygons to bones..which i somewhat know...It only allows you to rebuild the tree anyway you want.  The polygons will still be attached to the same bones tho...


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on January 10, 2011, 03:33:23 PM
edit the second tree...  this will require some testing, but if what i'm thinking is correct, this could be a huge jump for model porting. 


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Fliptocat on January 14, 2011, 03:12:15 PM
Alright, I have a question. During some animations my import flickers to the center of the stage for a frame or two, then flickers back.... It's annoying, any way to fix it?
Here's a picture of what I mean:
(http://img146.imageshack.us/img146/1558/al1101141609binout.jpg)(http://img338.imageshack.us/img338/2046/al11011416091binout.jpg)
Oh, and while I'm at it, is there a way to fix the glitch where the character turns black? His cape is the only thing that turns black, but I'd still like to fix it if I can. :/


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on January 14, 2011, 03:26:21 PM
Hey snoopy, got a question if u got the time. I am doing an import over ivysaur. It shows up in game ok. HOWEVER, the textures dont show up at all. It just stays black with red stripes for some reason.....???


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on January 14, 2011, 05:07:17 PM
Fliptocat, i'm not sure about the flickering back and forth between the center and back.  i wish i knew the exact reason, that seems to be a problem with quite a few swaps.

but Fliptocat and xxmasal22xx, for the textures, it's most likely that they're not in the correct format.  try this.  look at the original character's texture formats (I8, RGB252, or whatever they are) and make sure the imported character's texture formats match.  sometimes it because pallets don't match up (some formats don't have textures while others do), or just how one format is different from the next.  make them match up and report back.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Fliptocat on January 15, 2011, 06:21:00 PM
^I did that, but his cape is black at the start of the match. Maybe I did it wrong or something......


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on January 16, 2011, 12:32:04 PM
didn't work?  hm, then the only other thing i could suggest is to keep trying different texture formats for it until it works, or until there's none left to try.  other than that, i wouldn't know why it does that.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on January 17, 2011, 07:18:51 PM
didn't work?  hm, then the only other thing i could suggest is to keep trying different texture formats for it until it works, or until there's none left to try.  other than that, i wouldn't know why it does that.

havent had time to test it yet, but ill letchya know snoopy...


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Ghork on February 20, 2011, 03:54:03 PM
Hello,
I'm having some trouble. I'm making a model import with jolteon.
I need the shield to work, and for that I need a separate bone, so I tried to change the bone with index 1 so it no longer is a parent for the following bones.
When it resizes the rest of the bones do that as well.
So I thought I might need to put it below the other bones (not as a child).
But when I do that (and change index for all the bones) I can't save it.
Can I do something else? or could I perhaps fix it so I can save it?
I think I can't save it because of the added bones. They need to be the last bones (if I'm not mistaken) yet they need to be child bones to where they initially were...

(Now that I think of it... maybe I could add those bones AFTER I move the index 1 bone...)
EDIT: It's not 'cause of the extra bones (at least not only 'cause of them). I changed it's index and could save but I couldn't move it below the other bone.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on February 20, 2011, 04:12:28 PM
Hello,
I'm having some trouble. I'm making a model import with jolteon.
I need the shield to work, and for that I need a separate bone, so I tried to change the bone with index 1 so it no longer is a parent for the following bones.
When it resizes the rest of the bones do that as well.
So I thought I might need to put it below the other bones (not as a child).
But when I do that (and change index for all the bones) I can't save it.
Can I do something else? or could I perhaps fix it so I can save it?
I think I can't save it because of the added bones. They need to be the last bones (if I'm not mistaken) yet they need to be child bones to where they initially were...

(Now that I think of it... maybe I could add those bones AFTER I move the index 1 bone...)

Same thing with my vaporeon(no shield).


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Gamma Ridley on February 20, 2011, 05:55:27 PM
I'm having some trouble. I'm making a model import with jolteon.
I need the shield to work, and for that I need a separate bone, so I tried to change the bone with index 1 so it no longer is a parent for the following bones.
Same thing with my vaporeon(no shield).

Assuming that both models are from PokePark, they suffer from the same problem Umbreon does: They both lack ThrowN bones. Therefore, the shields cannot function properly.

I am unaware of a fix for this, unfortunately.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on February 20, 2011, 05:58:02 PM
For some reason whenever I port a Pokepark wii model over Ness, I can't fix the grab freezing.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Gamma Ridley on February 20, 2011, 05:59:51 PM
For some reason whenever I port a Pokepark wii model over Ness, I can't fix the grab freezing.

Again, there is no ThrowN bone, so there is no throwing. /:


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on February 20, 2011, 06:03:05 PM
For some reason whenever I port a Pokepark wii model over Ness, I can't fix the grab freezing.

Again, there is no ThrowN bone, so there is no throwing. /:
Damn, unless there was a way to rebuild the model bones, then a Pokepark Wii import is impossible?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Gamma Ridley on February 20, 2011, 06:05:43 PM
Damn, unless there was a way to rebuild the model bones, then a Pokepark Wii import is impossible?

Pretty much. Importation is possible, no doubt, it's just not easy to work with due to all the glitches that come with it. :|

We're gonna have to wait for someway to insert bones with functionality, and who knows when that'll happen, if at all.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Fliptocat on February 20, 2011, 06:07:03 PM
??? Pretty sure thrownN bone doesn't affect throwing, aside from where your target goes. If everything needed a throwN there'd be no successful model imports. :/
Think of the Lloyd PSA, it has a shield, and I don't think the DotNW models have throwN bones.
And you made sure you renamed the HipN, right?  Sometimes Brawlbox doesn't save that kind of stuff properly.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on February 20, 2011, 06:15:31 PM
yeah, the Pokepark models can be fun to work with sometimes.  the shield problems are because of a lack of a ThrowN in the proper index, and for the grab glitch it should be a HipN problem.  

Ghork and xxmasal22xx, for the shield, you probably can get it to work, i'm just a little unsure as i haven't had time to test this yet.  but using TheShyGuy's Bone Tree Editor, you can take an ExtraBone and attach it to where you want (try attaching it to the third bone first, it should be equivalent to the HipN), then rename that to ThrowN, and change the ThrowN BoneRef in Tabuu accordingly.  i think i did get it to work on one model, but i can't remember if it was the shield or the TransN and HipN i was testing.

KingJigglypuff, it's probably a HipN problem you're having.  if i remember correctly, the Pokepark models can match up better to Brawl models if you rename the bones like this; TopN > TransN > HipN > then the rest of the structure should branch out from there.  a ThrowN bone will also help, but the lack of one shouldn't cause freezings, it should just make it so the model doesn't move/follow how it should be thrown while being thrown.

and actually, we can use the ExtraBones, they just won't be attached to the model in any way, which makes for a perfect ThrowN bone.  the problem is getting them where you need them to be.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Gamma Ridley on February 20, 2011, 06:22:06 PM
and actually, we can use the ExtraBones, they just won't be attached to the model in any way, which makes for a perfect ThrowN bone.  the problem is getting them where you need them to be.

..... really? O_O

Hm, my model-swapping information is a tad bit outdated then....

This should come in handy, since there are a couple tentative model-swaps I need to do.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on February 20, 2011, 06:33:46 PM
trust me, my entire guide is a bit dated.  there's probably parts i haven't touched since i posted it last June, and just a little bit has happened since.

but yeah, you can use the ExtraBones.  it turns out that FortWaffle's bone adding program basically copies the entire model, pastes it to the end, changes a few pointers, and adds the bones into the data at the end.  if you want to change it, then open a model in hex before you add the bones, write down where it ends, add the desired amount of bones, re-open it in hex, go to where you wrote down, and you'll see the header data of the model again.  just go down to the bone data in the second model data, and make the changes you want, and it will change it.  this is why i was under the assumption that you couldn't hex changes after adding bones, i never realized that there was a second set of data that was read.

but if you want to use the ExtraBones, get TheShyGuy's Bone Tree Editor program, put the ExtraBones where you want, and change the BoneRef's in Tabuu, and you're good to go.  i did test out if it they could be used as the important bones (TransN, HipN, and ThrowN), and from what i remember, they all worked.  it was shortly after that i went back to school and have done almost no hacking since.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Gamma Ridley on February 20, 2011, 06:36:04 PM
trust me, my entire guide is a bit dated.  there's probably parts i haven't touched since i posted it last June, and just a little bit has happened since.

but yeah, you can use the ExtraBones.  it turns out that FortWaffle's bone adding program basically copies the entire model, pastes it to the end, changes a few pointers, and adds the bones into the data at the end.  if you want to change it, then open a model in hex before you add the bones, write down where it ends, add the desired amount of bones, re-open it in hex, go to where you wrote down, and you'll see the header data of the model again.  just go down to the bone data in the second model data, and make the changes you want, and it will change it.  this is why i was under the assumption that you couldn't hex changes after adding bones, i never realized that there was a second set of data that was read.

but if you want to use the ExtraBones, get TheShyGuy's Bone Tree Editor program, put the ExtraBones where you want, and change the BoneRef's in Tabuu, and you're good to go.  i did test out if it they could be used as the important bones (TransN, HipN, and ThrowN), and from what i remember, they all worked.  it was shortly after that i went back to school and have done almost no hacking since.

..... that's crazy. O_o I thought the extra bones were just garbage data slapped on at the end. XD I might test this out and see if I can get project Umbreon back from the dead...


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on February 20, 2011, 07:09:42 PM
nope, they're real bones.  they're just not attached to the model in any way, much like the ThrowN.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: KingJigglypuff on February 20, 2011, 07:13:54 PM
nope, they're real bones.  they're just not attached to the model in any way, much like the ThrowN.
But isn't it hard to use?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on February 20, 2011, 09:17:39 PM
well, it's a little hard to get the ExtraBone where you want it, but i was using the beta version of the Bone Tree Editor, which is apparently a lot harder to use than the newer one.  but once you get it into place, all you have to do is change the BoneRef in Tabuu and it should work.  all the ExtraBones reference the TopN, which is why the shield doesn't work over the ExtraBones to begin with, because Brawl's coding doesn't allow for any animation to affect the first bone of the structure.  so once you get the ExtraBone to have a parent of something else (the HipN bone is usually a good one, or whatever bone would be the HipN), it can use the shield animation, and won't remain tiny and at the model's feet.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Ghork on February 21, 2011, 05:33:23 AM
but if you want to use the ExtraBones, get TheShyGuy's Bone Tree Editor program, put the ExtraBones where you want, and change the BoneRef's in Tabuu, and you're good to go.  i did test out if it they could be used as the important bones (TransN, HipN, and ThrowN), and from what i remember, they all worked.  it was shortly after that i went back to school and have done almost no hacking since.

Didn't work for me, and at first all extrabones got the same bone index afterwards.
I then changed all their names (ExtraBone01, .... ExtraBone30). Got some error when trying to save in BB but it saved. Then I tried moving the bone again. I got it moved changed name to ThrowN and changed FitCharacter.pac in tabuu to have the right index.
Shield is still small... Or do I need to do this as well :

but yeah, you can use the ExtraBones.  it turns out that FortWaffle's bone adding program basically copies the entire model, pastes it to the end, changes a few pointers, and adds the bones into the data at the end.  if you want to change it, then open a model in hex before you add the bones, write down where it ends, add the desired amount of bones, re-open it in hex, go to where you wrote down, and you'll see the header data of the model again.  just go down to the bone data in the second model data, and make the changes you want, and it will change it.  this is why i was under the assumption that you couldn't hex changes after adding bones, i never realized that there was a second set of data that was read.
?

EDIT: maybe I could upload the file and you could try it?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on February 21, 2011, 11:08:11 AM
you can't just rename the bones, you have to use the Bone Tree Editor to move the ExtraBones.  and you have to change at least one to not reference the first bone, which is why the shield is still small.

but sure, go ahead and send me the files and i'll do it.  do you want just a ThrowN bone, or do you want a few others as well?  i'd probably have to see the bone structure first though.  they should already have a decent TransN and HipN spot.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Ghork on February 21, 2011, 11:42:54 AM
you can't just rename the bones, you have to use the Bone Tree Editor to move the ExtraBones.  and you have to change at least one to not reference the first bone, which is why the shield is still small.

but sure, go ahead and send me the files and i'll do it.  do you want just a ThrowN bone, or do you want a few others as well?  i'd probably have to see the bone structure first though.  they should already have a decent TransN and HipN spot.
I did move and had to rename for it to work, ah never mind I'm not very good at explaining, yeah just do that ThrowN one and let's see if it works, then maybe I can do others myself if I'm required to.
Okay I'll PM you the file soon (the one which I haven't changed the bones in).


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on February 21, 2011, 02:31:12 PM
For some reason whenever I port a Pokepark wii model over Ness, I can't fix the grab freezing.

Again, there is no ThrowN bone, so there is no throwing. /:

ThrowN can be hexed can't it?

EDIT* c Ghork? i waz right about the bone tree editor!


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Ghork on February 21, 2011, 03:15:18 PM
EDIT* c Ghork? i waz right about the bone tree editor!
Not that I think it should be discussed here but I'm not convinced yet.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on February 21, 2011, 06:33:16 PM
EDIT* c Ghork? i waz right about the bone tree editor!
Not that I think it should be discussed here but I'm not convinced yet.

lol. Well , we'll c.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Eternal Yoshi on April 20, 2011, 09:52:15 AM
Does Snoopy still check by here?
I have the true fix to hurtboxes thanks to Toomai.

http://www.smashboards.com/showthread.php?t=301220

http://www.smashboards.com/showpost.php?p=12512652&postcount=4


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on April 20, 2011, 12:08:52 PM
yeah, i do.  i did see that, i just didn't quite understand it though.  granted, i haven't really tried too much, i'm incredibly busy with school, and my finals are in 2 weeks (i have 5 i have to take, bleh).

but from what i understand, this isn't just editing it in Tabuu, it's actually re-connecting the hurtboxes to new bones, right?  so you would manually hex the changes in?  and once the numbers are converted, you hex that number in the bone index reference?

and where would you get the info for the flags?  in your example, it has a flag, but where do you get it from?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: hughie on April 20, 2011, 12:37:11 PM
Have a question here.

Okay, so I made a slot slot port (Grey Fox over Sheik) and he dissapears when he's doing a dodge. Is there any causes and ways to fix this?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on April 20, 2011, 05:20:48 PM
like, only disappears when he dodges?  that's quite weird.  to be honest, i haven't a clue how to fix that.  i would think it may have something to do with how Sheik dodges, but it shouldn't be any different than any other character.  so, i don't know how. 

maybe you could just say he's doing a super ninja dodge? [/being stupid]


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: hughie on April 20, 2011, 06:25:12 PM
All right, I'll just have to look into it more.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on April 21, 2011, 09:53:45 AM
All right, I'll just have to look into it more.

check out the dodge animation in brlbx, see if it makes him disappear IN the animation.

How long does he disappear for in game???


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Naruto200Man on April 21, 2011, 04:09:04 PM
Hey Snoopy
Do you mind making a step-by-step tutorial on how to import "fixed" characters from other games into brawl?
Also how to rip the skeleton from a brawl character and attatch it to a different character?

IE: Take Marths bones out, replace marth with say Yamamoto from CON Revolution 3 and give him marth's bones?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: SSJCerious on April 21, 2011, 04:37:58 PM
You cant do that. You have to edit th current bones to match the character you want.

i THINK


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on April 21, 2011, 06:51:44 PM
at least until the .mdl0 converter is finished, you can't just simply remove and replace bone structures, unless it's something i've missed.  but it would involve a lot more than just removing the bone structure.  mainly because you'd have to re-connect the verticies back to the bones, which we can't import back into Brawl as of now, which is where the converter would come in.  you'd have to match Yamamoto's bones to Marth's, which would inevitably be a mess, or just make new animations for him, but 300ish animations certainly takes a while to do.

as for the tutorial on 'fixed' characters, what exactly do you mean by 'fixed'?  like characters that are already in the .mdl0 format, and have the headers and polygons fixed? 


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Naruto200Man on April 21, 2011, 07:12:02 PM
Yes that sort of fixed is what I mean. Until the mdlo converter comes out however, it's more of an item than a character.

see I have a sword of Emils that I want to replace Ganondorf's taunt sword with. But no luck so far. :( Well, I should say I've had partially good luck, the texture appears. but it's stuck between ganondorfs legs...in 2D

I've also tried replacing luigi's fireball with it, but sadly after using the bone adder I get the "unhandled exception" error when I open that model up in BB >_<

I just got word from BJ(He answered me in the "MDL0 to DAE" thread) that his converter is around 50-60% done, if not that close then closer to fifty percent. Guess I'll have to wait paitently until then :)

But dammit, I wants Tsunade/Yamamoto/Kirin in brawl nao XD  Also possibly sai :D I've read books on that guy ya know 


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on April 21, 2011, 07:46:06 PM
see I have a sword of Emils that I want to replace Ganondorf's taunt sword with. But no luck so far. :( Well, I should say I've had partially good luck, the texture appears. but it's stuck between ganondorfs legs...in 2D

I've also tried replacing luigi's fireball with it, but sadly after using the bone adder I get the "unhandled exception" error when I open that model up in BB >_<

Hey, NaruZeldaMaster, you know how to get models from tales of symphonia

oh, snoopy! i almost forgot, do you know how to FIX the TOS: dawn of the new world models? Fortwaffles's model hexing programs don't work on them, and you see, the bones are messed up in the models....

if you could bith get back to me on that, id really appreciate it! :)


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on April 21, 2011, 07:53:28 PM
well, for any model, once the header and polygons are fixed, then it's just simply replacing one model with the fixed model, and that's basically it.  then it just becomes more of a matter of glitch fixing.  

and about the sword Naru, how many bones does it have?  and are there certain bones that move the entire model, much like a TransN bone does?

and xxmasal22xx, i haven't tried, but from what i understand (at least from what RTB said when fixing up Lloyd), the model needs to be almost completely rebuilt.  i suppose i could take a shot at it, just send me the model you want fixed.  though it may take a while, mainly because i'm down to the last few weeks of the semester, and that's usually when most projects are due and the professors give out the most homework.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Naruto200Man on April 21, 2011, 08:01:24 PM
@ XX: How to get the models is like any other game. Get the ISO of your chosen reagon for the game ya want and use wii scrubber.(I suggest googling Wii Scrubber 1.40) if it's a character that you're after, open the second partition, then find the catagory chr and click the pluss sign.

You'll have to dig around to find the character you want cause they're named weird. Kakashi in CON 3's ISO is labled KaK and Shikumaru's is Shik etc.

Actually the TOS2 Models do work with the mdl0 fixer.

At least with the weapons anyway.

After you do the three programs, open up the "fixed" bress in a hex editor and find the "MDL0" text on the right side of the window. Change the 0 at the end of MDL0 to "2" (without quotes) Save it, then run the programs again with the BRESS file. After that, open it up in a hex editor again and change the "2" back to a "0"

I managed to fix all of emils weapons ( http://www.mediafire.com/file/mv4ukk4unm1liqa/Renamed%20Weapons.zip <-- there ya go if you want em. They're renamed properly, at least I think so. Only one of his weapons didn't work with the fixer. I'm assuming it's possibly a "dummy" sword or something) with this method so I know it works. :)

@ Snoopy: Yeah, the sword has a Have N, and a Trans n I think.
You can download the swordds via the mediafire link I gave XX Most of the swords have 4 bones I think.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on April 21, 2011, 08:29:36 PM
it looks like the swords all have the same setup, just a guess from looking at a few, which obviously makes sense why they'd be the same.

but Naru, try this, try renaming the bottom 3 bones to match Ganondorf's sword's bones.  so basically, rename KK_emi05_ki_00_01 to HaveN, at_loc_00 to SwordN, and ki_00_00 to SwordM.  if my theory is correct, Emil's sword should then be animated like Ganondorf's. 


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Naruto200Man on April 21, 2011, 08:36:37 PM
it looks like the swords all have the same setup, just a guess from looking at a few, which obviously makes sense why they'd be the same.

but Naru, try this, try renaming the bottom 3 bones to match Ganondorf's sword's bones.  so basically, rename KK_emi05_ki_00_01 to HaveN, at_loc_00 to SwordN, and ki_00_00 to SwordM.  if my theory is correct, Emil's sword should then be animated like Ganondorf's. 
okay, thanks for the tip.
Like we NEED another overpowered ganondorf anyway XD but meh he's easy to work with.

I might replace his victory sword with a different blade then figure out how to give him two swords >=D


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Psycho Philia on April 21, 2011, 09:02:47 PM
You will probably have some difficults to give Ganondorf two different swords as he seems to have only one article usable...



Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Naruto200Man on April 21, 2011, 09:53:34 PM
I tried it ands I just got a big old BZZZZZZT when he taunted >_<
It may be due to the vertexing I did  on the sword though, I'll try it without the vertexing tomorrow.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on April 22, 2011, 09:59:07 AM
@ XX: How to get the models is like any other game. Get the ISO of your chosen reagon for the game ya want and use wii scrubber.(I suggest googling Wii Scrubber 1.40) if it's a character that you're after, open the second partition, then find the catagory chr and click the pluss sign.

You'll have to dig around to find the character you want cause they're named weird. Kakashi in CON 3's ISO is labled KaK and Shikumaru's is Shik etc.

Actually the TOS2 Models do work with the mdl0 fixer.

At least with the weapons anyway.

After you do the three programs, open up the "fixed" bress in a hex editor and find the "MDL0" text on the right side of the window. Change the 0 at the end of MDL0 to "2" (without quotes) Save it, then run the programs again with the BRESS file. After that, open it up in a hex editor again and change the "2" back to a "0"

I managed to fix all of emils weapons ( [url]http://www.mediafire.com/file/mv4ukk4unm1liqa/Renamed%20Weapons.zip[/url] <-- there ya go if you want em. They're renamed properly, at least I think so. Only one of his weapons didn't work with the fixer. I'm assuming it's possibly a "dummy" sword or something) with this method so I know it works. :)

@ Snoopy: Yeah, the sword has a Have N, and a Trans n I think.
You can download the swordds via the mediafire link I gave XX Most of the swords have 4 bones I think.


I'm trying to get Richter's brres fixed, when u said to change 0 to 2, did you mean the "MDL0" or the hex value "00"?

@ Snoopy: I will send you the brres of the character.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Naruto200Man on April 22, 2011, 10:34:18 AM
I mean the actual MDl0 text not the 0's next to it


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on April 22, 2011, 10:48:33 AM
I mean the actual MDl0 text not the 0's next to it

when i do that, and try to run the programs when mdl0 is changed to mdl2, it opens the file and stays black.....


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Naruto200Man on April 22, 2011, 11:17:13 AM
....
Thats how the programs work XD
They open the file, then seemingly crash,  it fixes them though, cause I've managed to get the weapons to work anyway. I've been able to open them up in the bb mod too :)


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on April 22, 2011, 01:15:06 PM
....
Thats how the programs work XD
They open the file, then seemingly crash,  it fixes them though, cause I've managed to get the weapons to work anyway. I've been able to open them up in the bb mod too :)


Could you do me a favor and try one of the TOS2 characters?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on April 22, 2011, 01:19:49 PM
don't worry, i've hand hexed it.  but it seems there a different error,

(http://img233.imageshack.us/img233/6493/wtfisthisu.jpg) (http://img233.imageshack.us/i/wtfisthisu.jpg/)

the bone structure.  it's weird, some of the bones are 118 bytes in length, instead of the standard D0 bytes.  it still gives me an error, and that's why nothing is showing in the left hand tabs, but that's most likely from the bones.  also, some of the bones do branch off from others, but all of them (there are duplicates for some reason) are at the top of the structure, all 168 of them, and there's no parent/child relationship between them.  like i said before, this may take a while.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on April 22, 2011, 01:33:22 PM
don't worry, i've hand hexed it.  but it seems there a different error,

([url]http://img233.imageshack.us/img233/6493/wtfisthisu.jpg[/url]) ([url]http://img233.imageshack.us/i/wtfisthisu.jpg/[/url])

the bone structure.  it's weird, some of the bones are 118 bytes in length, instead of the standard D0 bytes.  it still gives me an error, and that's why nothing is showing in the left hand tabs, but that's most likely from the bones.  also, some of the bones do branch off from others, but all of them (there are duplicates for some reason) are at the top of the structure, all 168 of them, and there's no parent/child relationship between them.  like i said before, this may take a while.


Yea, thts exactly what happens for me....how long do you think it will take to fix?

Also, when i click details from the error that pops up, it gives me this:

Code:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at BrawlLib.SSBB.ResourceNodes.MDL0Node.ApplyCHR(CHR0Node node, Int32 index)
   at BrawlLib.SSBB.ResourceNodes.MDL0Node.Attach(GLContext context)
   at System.Windows.Forms.ModelPanel.AddTarget(IRenderedObject target)
   at System.Windows.Forms.ModelEditControl.ModelChanged(MDL0Node model)
   at System.Windows.Forms.ModelEditControl.set_TargetModel(MDL0Node value)
   at BrawlBox.ModelForm.OnShown(EventArgs e)
   at System.Windows.Forms.Form.CallShownEvent()
   at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
   at System.Threading.ExecutionContext.runTryCode(Object userData)
   at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallbacks()


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3620 (GDR.050727-3600)
    CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
BrawlBox
    Assembly Version: 0.63.3970.27232
    Win32 Version: 0.63.3.0
    CodeBase: file:///C:/Documents%20and%20Settings/Steven/Desktop/BrawlBox%20Modset4.0/BrawlBox.exe
----------------------------------------
BrawlLib
    Assembly Version: 0.10.3970.27232
    Win32 Version: 0.10.3.0
    CodeBase: file:///C:/Documents%20and%20Settings/Steven/Desktop/BrawlBox%20Modset4.0/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: 2.0.50727.3614 (GDR.050727-3600)
    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.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
----------------------------------------

************** 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.




Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Naruto200Man on April 22, 2011, 02:00:07 PM
Try finding the "system" folder on your computer, and deleate some of those files if you can.
They won't do anything to your comp, as the actual "system" files would be stored under the folders for the hardware that runs the computer. (For example if you wanted to find the stuff for Vista it wouldn't be in the system folder)


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on April 22, 2011, 02:10:09 PM
Try finding the "system" folder on your computer, and deleate some of those files if you can.
They won't do anything to your comp, as the actual "system" files would be stored under the folders for the hardware that runs the computer. (For example if you wanted to find the stuff for Vista it wouldn't be in the system folder)

Wait, why should i delete them? What's the point of tht? The code is just the details of the error message from brawlbox.....


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Naruto200Man on April 22, 2011, 02:17:46 PM
Wait, why should i delete them? What's the point of tht? The code is just the details of the error message from brawlbox.....

The Just In Time or "JIT" error is often caused by system registry errors.(A registry is a file type. .xml etc) Thus the system doesn't understand what .mdl0 etc is (which is why sometimes we get the JIT error) I'm assuming the JIT debugger appears cause windows is trying to open a file type it doesn't know how to read. And by "windows" I mean your Operating system, BB can read mdl0 etc, but windows/vista etc alone can't as it was not designed to do so normally.

The JIT debugger could also be turned off, but you'll have to find a tut on that with everyones best friend, google! :)

Also try Right Clicking BB and clicking "run as administrator" that also sometimes helps as an "administrator" can sometimes access files that a normal user cannot.

The reason for deleating them is because windows will just look for those files when it hits the JIT error and thus display that message once more.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on April 22, 2011, 02:37:07 PM
The Just In Time or "JIT" error is often caused by system registry errors.(A registry is a file type. .xml etc) Thus the system doesn't understand what .mdl0 etc is (which is why sometimes we get the JIT error) I'm assuming the JIT debugger appears cause windows is trying to open a file type it doesn't know how to read. And by "windows" I mean your Operating system, BB can read mdl0 etc, but windows/vista etc alone can't as it was not designed to do so normally.

The JIT debugger could also be turned off, but you'll have to find a tut on that with everyones best friend, google! :)

Also try Right Clicking BB and clicking "run as administrator" that also sometimes helps as an "administrator" can sometimes access files that a normal user cannot.

The reason for deleating them is because windows will just look for those files when it hits the JIT error and thus display that message once more.

is it in C:\WINDOWS\system or somewhere else? theres like 8 system folders in different locations on the c drive.....


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Tetsuokame on May 22, 2011, 04:53:55 PM
im not sure if anyone has posted this but im trying to port marth over ike. i got his textures to work and so do his moves, heres my problem; hes half way under the ground so all i can see is his torso, also he has a huge glowing sword in his chest and he holds his sword all funny, like backwards. any idea how to fix this?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: xxmasal22xx on May 22, 2011, 06:41:36 PM
im not sure if anyone has posted this but im trying to port marth over ike. i got his textures to work and so do his moves, heres my problem; hes half way under the ground so all i can see is his torso, also he has a huge glowing sword in his chest and he holds his sword all funny, like backwards. any idea how to fix this?

Open the fitcharacter00.pac or .pcs in brawlbox, preview the model and load up the fitmotion file of ike. for every animation, you will have to go to frame 0, click copy, then paste over the first frame. This should help a bit.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on May 22, 2011, 07:42:24 PM
that would work, but only until there's another keyframe, which would most likely convert it back to the way it was before.

as for the sword glow, you'd have to edit the FitIke.pac so that the effect links to the proper bone.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Naruto200Man on May 22, 2011, 09:07:35 PM
Hey snoopy, can you go over the "fixing the thrown N/Being Thrown" glitch section in a bit more detail if possible?

A friend ported ZSS over to marth for me and there's no glitches except for those two. :l


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on May 23, 2011, 12:08:50 AM
of course.  basically the reason that the throwing and being grabbed glitch occurs is from having an incorrectly placed HipN bone, or just not having one at all.  once the HipN bone of the new model matches the HipN reference that the original character had, then it won't freeze when being grabbed.

so ZSS over Marth, huh?  let's see ... wait a minute, they already have the same index for the HipN bones...  are you sure whoever did it for you did it right?  all of Marth's and ZSS's important bones (TransN, XRotN, YRotN, and HipN) already line up without the need of any editing.  check the ZSS model real quick, and see if the 12th bone (index 11) is the HipN.  if not, then that's the problem.  otherwise, he might have changed a reference he shouldn't have.  if you know how to use Tabuu, then check the HipN bone reference to see if it's 11 like it should be.  or if you want, you can send me the model and i'll check it. 


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: the98pika on May 23, 2011, 01:44:43 PM
Snoopy i'm wondering if i could replace ness's bat with links master sword like i did mario having ike's sword over his towel Picture: (http://i55.tinypic.com/2jewvh4.jpg)

would it be possible?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: Snoopy on May 23, 2011, 02:14:42 PM
no, because Ness's bat and Link's sword are both part of their models.  the reason you can take Ike's sword is because that's one of his articles (Ike also has a sword attached to his model, but has his sword as an article for his Up B attack).

you could always do a vertex edit, though.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix!
Post by: the98pika on May 23, 2011, 02:20:12 PM
Oh ok i forgot ness's bat is part of his model i'll try to hex it off thanks for the help :)


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Naruto200Man on May 25, 2011, 02:25:45 PM
I looked at his model (In BB) and this is the bone indexes I found.

Trans N: 8
XRotN: 9
YRotN: 10
HipN: 11
ThrownN: 66

I have a feeling the thrown N is the problem? :l

EDIT: I figured out why it was freezing, the ThrownN Index on the one he made was 66, Marths thrownN index is 70,  I compared his to another marth file and I'm pretty sure that's it. Everything Else lines up though.

So what do I do, just change the thrown N index in openSA?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Snoopy on May 25, 2011, 08:41:23 PM
well, to match the ZSS model, it needs to be 66, not 70.  mind sending me the files so i can look at it?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Naruto200Man on May 25, 2011, 08:55:40 PM
well, to match the ZSS model, it needs to be 66, not 70.  mind sending me the files so i can look at it?


Hmm sure I'll send it to you.

http://www.mediafire.com/?wwcwd02a6g4r701 <--- that's the download for it. I uploaded it from my comp cause finding that topic I requested it in is a pain XD



Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Lecapria on June 13, 2011, 01:40:00 PM
When i try to run Tabuu i get this

To run this application, you must install one of the following versions of the .NET Framework:
v4.0.30319
Contact your application publisher for instructions about obtaining the appropriate version of the.NET Framework


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Snoopy on June 13, 2011, 02:04:33 PM
then you probably need to install the .net 4.0 update.  just google it and install it, and it should then work.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Lecapria on June 13, 2011, 03:27:26 PM
ive tried. it doesnt work


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: xxmasal22xx on June 13, 2011, 04:13:58 PM
ive tried. it doesnt work

Did you restart the computer when it was done?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: fun ghost on August 04, 2011, 11:11:03 AM
Hello I've replace the marth model by cyborg's one and I've corrects glitches. It works in trainig but in brawl, the game freeze after the stage selection. Can someone help me ?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Naruto200Man on August 05, 2011, 10:46:04 AM
Hey Snoops, when I want to port a model over to a different character.
Should I port the normal character first and then replace that characters model/textures with the vertex I want to use?

Or would I port the vertexed/edited model


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Snoopy on August 05, 2011, 03:08:31 PM
Naru, just port the vertexed model.  vertexes don't affect the glitches that come from model swapping.  and it's easier that way.

and Fun Ghost, which character was Cyborg made from?  i've ran into similar issues, but i've never figured out the cause of it.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Ninka_kiwi on August 23, 2011, 01:14:15 PM
Well I have a question...
Are bosses able to be ported over any characters?
I was trying to get ridley to work over pit but I keep getting freezes before a match even starts. (And yes I checked, ridley has more bones then pit)
So I wasn't sure if you knew why it was freezing...



Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Snoopy on August 23, 2011, 01:20:49 PM
yeah, bosses can be ported too.  any model can be.

as for the problem, it may be a file size issue.  try exporting the textures out, then re-importing them, but change the format to CMPR.  if they aren't CMPR format, it should drop the file size quite a bit.

i know it's possible to make Ridley work, i remember a long time ago that someone was working to make him work.  i think it was over Olimar, but he had Ridley working in game, so i know it's possible.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Ninka_kiwi on August 23, 2011, 01:25:09 PM
Alrighty I'll try that, thank you!

Edit

It worked :D
Now to fix his other glitchs
I just wanted to get that one out of the way first to see if he could even work...


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Snoopy on August 23, 2011, 03:35:39 PM
cool, glad that it worked.  if anything else comes up that you need help with, just ask.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: diedhammer98 on August 23, 2011, 06:33:52 PM
You know anything about fix Import Mario from New Super Mario Bros. Wii with
"exploded into pieces when grabbed and TransN"?

I know how fix on TransN and HipN on brawl model...

But NSMBW models? I'm not sure...


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Snoopy on August 23, 2011, 07:38:02 PM
it should be corrected when you have a proper HipN with any model, when a bone named HipN and the HipN index that the Fitcharacter.pac match up. 

as for the NSMBWii models, they're a little interesting.  i don't have the Mario model, but i have a few of the Koopa Kids.  from what i can tell, the first bone (index 0) is basically the TransN, and the second bone (index 1) is the HipN.  unfortunately, Brawl won't animate the first bone of any structure due to hard coding, so it would require using other bones for the TransN and HipN.

try this, make the 'skl_root' bone (should be index 1) into the TransN, and the 'spine' bone (maybe around index 8 to 10) into the HipN bone, and adjust the FitCharacter.pac to reflect the new model.  you don't need to worry about the XRotN and the YRotN bones for now, simply because the NSMBWii models have as few bones as possible.  do that, and see if it corrects the issue.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: diedhammer98 on August 23, 2011, 09:38:38 PM
I will do it later...

After Brawl Box 0.64 Modset 2 model builder is released.

I have New Super Mario Bros. Wii ISO.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Hubert Oswell on September 21, 2011, 04:39:31 PM
Does anyone know how to relink bones using a hex editor? The mdl0s I'm editing don't seem to respond to everything except for the hex editor or brawlbox (barely)


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Snoopy on September 21, 2011, 08:40:04 PM
re-link bones?  what exactly do you mean by that?  re-indexing, or moving, or what?

also, which models are you trying to edit?  have you added any bones to them, or any other types of edits?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Hubert Oswell on September 22, 2011, 06:13:51 AM
I'm trying to edit mdl0s from tales of symphonia 2. The model throws out many rules that make an mdl0. Some of the notable ones are that some bones have 14+ rows, while others have 0118 as a header. By relinking, I mean changing the locations of child bones to its proper parent bone. The only changes I made are that I used the autohexers made by fortwaffles

EDIT: I think I figured out how to fix these


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: TokoyamiTheDark on September 27, 2011, 09:46:37 PM
I just don't understand the TransN, or the Walking and/or Running glitch fix. I wish to port Pokemon Trainer over Snake, and I've done the step to add bones so that it would work. I'm trying EVERYTHING to fix it, it still don't work, so I have a few questions about the tutorial.

1 - I tried porting Pokemon Trainer over Olimar, since they have the same TransN position, same number of bones etc... but the game crashes BEFORE Pokemon Trainer appears on the battle screen. Why?

2 - Tabuu gives me problems. I have Snake's PSA , then I go to FitCharacter/MiscData[0] -> Sections -> Data -> Misc. and then BoneRef, take the TransN bone, edit it to 1 to match Pokemon Trainer's TransN index, but the bone's name changes! I also edit it in the hex editor, save, the program crash...and I'm still stuck with the TransN glitch. How did this happened? Or, should I have Pokemon Trainer's PSA file instead?

I would like to fix the problem by either of these ways, by renaming the bones or using Tabuu. If I wanna rename the bones, should I rename Pokemon Trainer's 10th bone into "TransN" to allow the Pokemon Trainer to move freely? And what about the original TransN (1st bone)? Should I rename it to something un-related so Brawl won't confuse the 2 bones?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Snoopy on September 28, 2011, 12:11:44 AM
huh, not sure why putting the PT over Olimar would do that... but i wouldn't rename the PT's 10th bone, since it's his right knee.  but yeah, you should only have one TransN bone, but that goes for any bone.  i'm not sure why the name of the bone would change when you change the index.  the program is supposed to crash, but that's because that was never fixed.  but if you're putting PT over Snake, then you'll need the FitSnake.pac. 

would you mind sending me the files, and i'll take a look?  from the sounds of it, you're doing it right, but it's still not working.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: TokoyamiTheDark on September 28, 2011, 08:25:55 AM
huh, not sure why putting the PT over Olimar would do that... but i wouldn't rename the PT's 10th bone, since it's his right knee.  but yeah, you should only have one TransN bone, but that goes for any bone.  i'm not sure why the name of the bone would change when you change the index.  the program is supposed to crash, but that's because that was never fixed.  but if you're putting PT over Snake, then you'll need the FitSnake.pac.  would you mind sending me the files, and i'll take a look?  from the sounds of it, you're doing it right, but it's still not working.


No prob. Note that there are 6 Pokemon Trainer .pcs files for all 6 Snakes files, and 2 of them have face paint, requests of my little cousin *facepalm* (I don't think I'll play Pokemon Co(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)eum for a long time after those requests, but Dusclops would miss me, as I would do anyting to see that Ghost-type)

The zipped file contains all 6 Pokemon Trainer files (just in case you need the textures/models) and a raw FitSnake.pac file. Link : http://www.mediafire.com/?48jwm3gf4tmmg6u

NOTE : Message also sent as PM


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Hubert Oswell on September 28, 2011, 02:57:23 PM
I was trying to port Cless (made by Angel Glory) over mario.
I added the bones, fixed the unknown numbers problem, hexed the bodyM at the same position as the TransN, and used Tabuu to reposition the bone locations.

When I tried to play as Cless, he doesn't appear and a large lag appears.
Is there anything else I have to do in order to see the model in-game?

If this helps, Cless is actually a texture hack of Isaac


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: SonicBrawler on October 02, 2011, 04:39:43 PM
you did sopmethign wrong. i ported pkmn trainer over olimar, and the bones where diffrent.


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Snoopy on October 02, 2011, 10:07:30 PM
if the model doesn't appear, then you'll need to hex the bone index to be different.  yeah, Tabuu can do it, but it's harder to find the right index you're supposed to move.  and when you say you fixed the unknown numbers problem, what did you edit?

as for the lag, i'm not too sure.  the only time i get lags are when i remove a polygon i shouldn't have, or from the stage itself.  are you sure it's not either of those 2 things?


Title: Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes!
Post by: Hubert Oswell on October 03, 2011, 09:04:20 AM
I'll probably have to reposition the bonerefs using hex. Tabuu doesn't work like SmashAttacks does.

By fixing the unknown numbers problem, I meant fixing the header by replacing bytes with "00," such as the ones in in offset 40


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: That BattleToad PSA Guy on October 26, 2011, 06:51:04 PM
Hey, Snoop!

I have a few questions reguarding a few glitches I've encountered with my latest BattleToad fix...

1) Due to the new WaitItem i've made, He can no longer grab items. Otherwise, The game freezes.

2) When using my SideB or after grabbing and throwing someone, the game freezes. This is an issue that was never had before.

3) Some animations look like the right arm is shoved into his wrist.

What should I do?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: TokoyamiTheDark on October 26, 2011, 08:33:40 PM
Snoopy, is there any way to fix this glitch when porting models? (http://i1191.photobucket.com/albums/z462/TokoyamiTheDark/SSBB%20Hacks/al_110923_0753.jpg) I can't get the actual model to be rigged, so I need to have the Pkmn Trainer texture instead... But the so-stretch is anoying me, how can I fix it? (It's over Snake)


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on October 27, 2011, 12:38:28 PM
Hey, Snoop!

I have a few questions reguarding a few glitches I&#039;ve encountered with my latest BattleToad fix...

1) Due to the new WaitItem i&#039;ve made, He can no longer grab items. Otherwise, The game freezes.

2) When using my SideB or after grabbing and throwing someone, the game freezes. This is an issue that was never had before.

3) Some animations look like the right arm is shoved into his wrist.

What should I do?

1)  if you know for sure that it's the new animation you made for him, then replace it with the old one and see if the issue is still there.  if it isn't there, then make a new animation. 

2)  did you replace it with a new animation as well?  or is there something else you might have changed about it?  i'm not sure why an issue like that would just jump in from nowhere like that.

3)  fix the animations.


Snoopy, is there any way to fix this glitch when porting models?
I can&#039;t get the actual model to be rigged, so I need to have the Pkmn Trainer texture instead... But the so-stretch is anoying me, how can I fix it? (It&#039;s over Snake)

like i told you a few weeks ago, no i don't know how to fix that problem.  i would suggest using the new BrawlBox and fixing him to match Snake.  either that, or put him on a different character.  that's how i've dealt with that issue before.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: That BattleToad PSA Guy on October 27, 2011, 03:33:29 PM
1) OK, I'll give it a try.

2) I have no idea why this happens. It MAY have something to do with BrawlBox's reaction to Ganondorf's MotionPac...

3) I plan to.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Naruto200Man on November 17, 2011, 06:20:18 PM
Hey Snoops I got a question.

The way I rigged my Hinata import is that Zelda's Left and Right Armor N bones are rigged to her left and right Kunai respectively. I want to know if there's a way to make the kunai polygons disappear and appear when needed.



Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on November 17, 2011, 08:38:15 PM
from the sounds of it, all you'd have to do is just shrink the bones down to hide them.  i don't think Zelda has any polygons that pop in and out, otherwise you could set the visibility bone of the Kunais to the bone that controls the polygon that comes in and out, like Ness's bat.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Naruto200Man on November 17, 2011, 08:44:08 PM
Hmm....shrinking them down.... that sounds a lot easier than trying to figure out the polygon thing.

thanks for the tip ^+^


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: ▂▃▄Big Boss▄▃▂ on December 09, 2011, 04:18:11 PM
I've never checked on how to do this lately, and I didn't really read the whole thread, but how do I keep characters from running in place?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on December 09, 2011, 06:53:48 PM
the TransN bone.

here's the portion you'll need.
3b TransN, or the Walking and/or Running glitch. This can be a tricky one to fix, because the TransN of the new model MUST be in the same spot as the replaced model, but there’s 2 ways to fix it, a one slot swap, and full character fix. 
One Slot Swap: Example - you want to replace Mario, he has a TransN of 7, therefore to avoid the walking glitch the new models 7th bone must also be TransN. The easiest way to fix it is to find a character that has the same TransN index and replace that one.  If you can’t or don’t want to replace those characters, then you can either rename the bone that is in the TransN index of the replaced character, but this might cause issues later on, because Brawl is referencing a random bone thinking it’s the TransN when it really isn’t. 
Full Character Fix: you can edit the TransN Bone Reference in Tabuu, but since you have to edit the FitCharacter.pac (the PSA file), the change will affect all costume slots.  I have a Tabuu guide later (section 5).  TransN bones still have to match up, but with Tabuu, you can tell Brawl where to look for it, instead of Brawl telling you where to put it.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Kiplacon on December 17, 2011, 02:33:24 PM
I followed the guide and it turned out okay. He doesn't run in place and he functions fine, but he looks very strange.


(https://lh6.googleusercontent.com/-19Aw4tWvI8k/TuzfxmlXWgI/AAAAAAAAAE0/mcwqY9aQ3M0/w638-h399-k/Problem.bmp)


Neku doesn't stand up normally, like it just put his body parts on Lucus' skeleton. What do I have to do?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: SouthCraft on December 17, 2011, 04:42:48 PM
I followed the guide and it turned out okay. He doesn't run in place and he functions fine, but he looks very strange.

(https://lh6.googleusercontent.com/-19Aw4tWvI8k/TuzfxmlXWgI/AAAAAAAAAE0/mcwqY9aQ3M0/w638-h399-k/Problem.bmp)



Neku doesn't stand up normally, like it just put his body parts on Lucus' skeleton. What do I have to do?
You need to replace the animations with marth's animations or with the model the vertex comes from


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Kiplacon on December 17, 2011, 07:22:00 PM
But I want Neku's moveset, not Marth's.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on December 19, 2011, 12:26:34 AM
well, as SouthCraft said, that's an animation issue.  what you could do though, is port the animations from the Neku over Lucas moveset using the model you have, and it should correct the issue.  although, i don't really know how to use the animation porter, nor have i actually tried using it yet, so you'll have to have someone else help you with that if you need it.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Thundaga_T2 on December 30, 2011, 04:59:33 AM
I apologize if this isnt the right spot to put this but i really dont know where to ask. I noticed that there seems to be a limit on how many model imports you can have on one sd card. Im still unsure about it, but when i downloaded some model import hacks, the game started crashing when starting matches on hacked stages. Might i add that the hacked stages worked before i put the model import character in, and after deleting a few other hacks that i dont use anymore, the model imports started working with the hacked stages like normal.

So... is there a limit to how many model import characters you can have on one sd card?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on December 30, 2011, 10:43:10 AM
probably not the right spot, but hey, i'm here to answer any questions i can.  and as for the problem, not that i've noticed.  it may be a problem with the imported characters you're using, or maybe just one of them.  a good test would be to try loading only 1 of the model imports that froze the game at a time, and with a character that doesn't have any hacks applied over and on a stage you know that doesn't have freezing issues.  that way you can see if it's the model import itself, and not some sort of a limit.  i know i haven't had any issues with too many imports.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Thundaga_T2 on December 30, 2011, 01:56:12 PM
probably not the right spot, but hey, i'm here to answer any questions i can.  and as for the problem, not that i've noticed.  it may be a problem with the imported characters you're using, or maybe just one of them.  a good test would be to try loading only 1 of the model imports that froze the game at a time, and with a character that doesn't have any hacks applied over and on a stage you know that doesn't have freezing issues.  that way you can see if it's the model import itself, and not some sort of a limit.  i know i haven't had any issues with too many imports.
What i mean is, for example, i downloaded the Tails over MK V2 psa along with the model import of tails, played on that castlevania stage (over Luigi's Mansion), the game crashed. I delete some other hacks that i dont use anymore (some of which were model imports), then Tails started working like normal on that stage. I was using Wario as the other character (he has no hacks at all on him)


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on December 30, 2011, 05:05:34 PM
hm, then i'm not too sure.  my first thought would have been the Tails import not working with the Tails PSA, but that may not be it if it works after deleting some other stuff.  maybe your sd card just needed some cleaning out?  i have no idea why that would happen.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Thundaga_T2 on December 30, 2011, 11:47:22 PM
I formatted my sd card, it seemed to do the trick, the game doesnt crash anymore with regular matches, even after adding more model imports.

Unknowingly, you helped me lol, cuz you said that cleaning out my sd card seemed to work. That gave me the idea of formatting. So thanks  :D


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: DashSmash on January 08, 2012, 04:31:33 AM
Whenever I use Bone add I  takes all the bones away except for the topN so I only have the topN.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: diedhammer98 on January 08, 2012, 07:40:57 AM
That is Brawl Box v0.65 bug.
Use Brawl Box v0.63d or Brawl Box v0.63d - Modset 4.2.
You can use older versions.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: DashSmash on January 09, 2012, 08:54:04 AM
Thanks now I can work further on falco on other characters.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: StupidMarioFan1 on January 16, 2012, 09:45:47 AM
Okay I've got a problem, I've been working on a Mario and Luigi over the Ice Climbers, whitch has working hair, hammer, yellow eyes, and even has eye movement (Witch I didn't do anything to get the movement, it was already there in model :D). I have a problem, whenever someone grabs the bros AND throws them the game crashes the INSTANT you push the button to throw them. The character doesn't even start the trwoing animation it just instantly crashes. :P I need help with that, and its called the noob's guide, so you need to put how to hex the HaveN bone over the original character. I can't fix it through the Ice Climbers's PSA. I opened the edited one in Tabuu, got the values, opened HxD, and went to the offset. The values weren't there. I opened the original PSA in tabuu, had the same values and offsets, opened HxD, went to the same offsets, same problem. Can't find the value. So that doesn't work, and you just put that hexing the new HaveN bone over the the same place as the old HaveN would fix the glitch. You didn't say how to do that. I don't really need the Mario Bros to hold items in their face. Help please!!!!


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Battora on January 16, 2012, 01:18:24 PM
Ok I have a couple problems so first I have a mod I'm making basicly bowsers model over captain falcons. I found some tutorials on how to make the animations fit the models etc but then a glitch appeared that makes him teleport (instead of walking in place only, he walk in place for a little bit then teleports in the direction he's walking) I searched this tutorial and was going to try the tabuu fix for the walk in place glitch(thinking it might work) but when I loaded captain faclons .pac and found the bone ref all the bones just says no model ref loaded. Please help with one (or both) of these problems. Thanks.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on January 16, 2012, 05:59:13 PM
@Battora, it sounds like that's a TransN issue.  you need to have the reference in the FitCaptain.pac match Bowser's TransN.  and when you load the .pac in Tabuu, don't worry that it says there isn't a reference model, there doesn't need to be one for it to work.

@StupidMarioFan1, i've ran into that issue a few times, but i honestly don't know how to fix it.  i don't believe it has anything to do with the HaveN though.  and i do have a hexing guide, it's section 4.  i know i go over how to move bone indexes around, which is what you're referring to by moving the HaveN bone.  but Tabuu is the better way to move it, because it moves the actual reference, and not the bone.  stuff tends to screw up when you change bone indexes around.  the only thing i know that could help the throwing issue is this:

http://www.smashboards.com/showpost.php?p=12775656&postcount=5633 (http://www.smashboards.com/showpost.php?p=12775656&postcount=5633)

it basically describes how to fix the throwing issue you have, even though i never did get it working myself.  and the hex offset for the HaveN in the FitPopo.pac is at 0x1EABC.

and yeah, this says it's a noob guide, but sometimes there's a few issues that are very particular to one person's project, kind of like this.  but i have most of the basic issues listed.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: StupidMarioFan1 on January 20, 2012, 06:26:00 PM
Oh I forgot to mention that it might be both the model and animation. When I try the model with a normal Ice climber motionetc, the game doesn't crash when thrown, but when I try the model with my motionetc, or if I replace the thrown and grabbed animations with the Ice climbers animtions, it crashes. Maybe it has something to do with me adding the need animations to a copy of Mario's animation data, which was inserted into the Ice Climber motion file.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on January 20, 2012, 09:45:21 PM
oh, good, you found the issue yourself with a little testing.  if the problem is only there when new animations are applied, then that's the problem.  i'm not entirely sure how you replaced the animations, but the most proper way to do it is to export all the animations individually, then import them separately.  that way it tends to have fewer problems, or at least that's how it's been from my own experiences. 

the issue may be with the throw animations, but try this first.  try importing just a few of Mario's animations into a clean FitPopoMotionEct.pac file and test it in game.  if that doesn't cause issues, then import a few more and test again.  keep going until you either get all the animations in, or hit the issue.  if you hit the issue, then it's one of the animaitons you just imported.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: SouthCraft on January 22, 2012, 01:09:02 PM
I got the same problem :( i was working on Waluigi over Diddykong and i got this thrown freeze. and when i don't use the fitdiddymotionetc he ust SD's when thrown. and when i replace the Thrown animations in fitdiddymotionetc he explodes in polygons. hope you find out whats causing it


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: StupidMarioFan1 on January 28, 2012, 08:26:24 AM
Thanks Snoopy that fixed the throwing problem :kdance:, but I just exported all of them at the same time but replaced them separately, and it works. But when they're thrown their second hair and their hammer are visible. I'm completely sure its because their animations for those aren't in the file, so I can't make those polygons invisible with the bones.  :-\ I also found out about the eye movement, its the AnmTexSrt(NW4R) in the Fit______MotionEct.pac, it controlles how an EyeIris and YellowEyeIris moves in an animation. The AnmTexPat(NW4R) swaps between multiple faces for characters like Ice Climbers and Kirby or EyeLids.0X for characters like Bowser, King Dedede, and Peach. This is actually helpful for custom animations, probably does go in this thread  :(, but thought I explain that and that the eye movement wasn't already in the Ice Climber motion file.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Naruto200Man on March 30, 2012, 11:18:00 PM
Snoops, could you possibly make a one slot character tutorial?
My .DAE imports all need fitmotionetc mods and that is not cool :/ I would love to be able to import and not have to have that problem.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on March 31, 2012, 10:45:16 PM
you mean just how to make a one slot character?  having a MotionEtc file messes with every slot, unless you rename bones, which could then potentially mess other stuff up.  but what part of making the MotionEtc do you need help with?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Naruto200Man on March 31, 2012, 10:49:35 PM
you mean just how to make a one slot character?  having a MotionEtc file messes with every slot, unless you rename bones, which could then potentially mess other stuff up.  but what part of making the MotionEtc do you need help with?

Well I figured out that I could make the character one slot by just rigging them without touching the other character's bones at all. I'm not sure how well I can rig everything though...

Is there any way to make a one slot motionetc?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: KingJigglypuff on March 31, 2012, 10:51:24 PM
I've always been wondering...is there any way to fix the cracker launcher/shooting items/battering items when porting character models?
ex: Cracker Launcher is on the correct bone, but is angled the wrong way.
Super Scope is turned at a 90 or -90 degree angle and the arm turns derpy.
But I think the battering items thing is a bone issue.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on April 01, 2012, 12:36:00 PM
Well I figured out that I could make the character one slot by just rigging them without touching the other character's bones at all. I'm not sure how well I can rig efurrything though...

Is there any way to make a one slot motionetc?


well, yes and no.  if you rename the bones then adjust them however you want, then it'll work.  that's usually how the one slot resizes work, the YRotN bone is renamed, then the scale is edited to make the character look right.  potentially, you could just rename all the bones to make it a one slot MotionEtc, but then you'd have to reanimate all of them.

I've always been wondering...is there any way to fix the cracker launcher/shooting items/battering items when purrting character models?
ex: Cracker Launcher is on the correct bone, but is angled the wrong way.
Supurr Scope is turned at a 90 or -90 degree angle and the arm turns derpy.
But I think the battering items thing is a bone issue.

i'm pretty sure i was supposed to look into that at one point, but i never have.  so basically, i don't know how to fix it.  and it's pretty random, some swaps work just fine, but others have the odd rotation.  i know it's not the animation that does it, but that's about as far as i got.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: That BattleToad PSA Guy on April 14, 2012, 01:35:41 PM
Hey, Snoop.

Sorry if you've heard this already, but the link to the bone hierarchy changer is broken.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on April 14, 2012, 06:07:14 PM
<.<   no it's not     ;D

thank you for bringing that up, i wouldn't have noticed otherwise.  good thing all that changed was adding unotaku.com/kcmm/ into the address.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: StupidMarioFan1 on April 14, 2012, 07:32:57 PM
well, yes and no.  if you rename the bones then adjust them however you want, then it'll work.  that's usually how the one slot resizes work, the YRotN bone is renamed, then the scale is edited to make the character look right.  potentially, you could just rename all the bones to make it a one slot MotionEtc, but then you'd have to reanimate all of them.
But then he would most likely have a MotionEct.pac that is atleast twice as large, which will cause the game to crash. DX


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on April 14, 2012, 07:55:12 PM
But then he would most likely have a MotionEct.pac that is at least twice as large, which will cause the game to crash. DX

well, yeah, but that's about the only way to have a one slot MotionEtc file... for now.  and if you're going to make a bunch of new animations anyways, you may as well throw in a PSA with a few quick recolors and call it a new full character to avoid the whole one slot MotionEtc issue.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: StupidMarioFan1 on April 19, 2012, 07:42:14 PM
Hey is there a way to get rid of the Sheild Glitch without editing the PSA? I know you said we can't in the tutorial, but it is a little bit outdated. :P One thing to add is that if the added bone in the origianl ThrownN bone's index has a polygon attached to it, that the Sheild will always choose that one polygon, if there isn't a polygon attached to it, then it'll choose one at random...I think. I;m not sure because the only times I;ve gotten the glitch, they both had a polygon attached to the bone, so I'm not sure when it actually, if it even does, choose one at random.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on April 20, 2012, 09:50:19 AM
Hey is there a way to get rid of the Sheild Glitch without editing the PSA? I know you said we can't in the tutorial, but it is a little bit outdated. :P One thing to add is that if the added bone in the origianl ThrownN bone's index has a polygon attached to it, that the Sheild will always choose that one polygon, if there isn't a polygon attached to it, then it'll choose one at random...I think. I;m not sure because the only times I;ve gotten the glitch, they both had a polygon attached to the bone, so I'm not sure when it actually, if it even does, choose one at random.

it never chooses it at random, it uses whatever bone is at the same index as what the FitCharacter.pac tells it to use.  there's 2 ways to fix it, one is to edit the index in the FitCharacter.pac file, or make sure the bone that is in the ThrowN index for the model you're using isn't rigged to anything and has no child bones.  the second method doesn't mess with the PSA file, so try that.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: StupidMarioFan1 on May 05, 2012, 12:12:36 PM
it never chooses it at random, it uses whatever bone is at the same index as what the FitCharacter.pac tells it to use.  there's 2 ways to fix it, one is to edit the index in the FitCharacter.pac file, or make sure the bone that is in the ThrowN index for the model you're using isn't rigged to anything and has no child bones.  the second method doesn't mess with the PSA file, so try that.
You said that it chooses it randomly, and I just looked at the tutorial. Now I do know that you can get rid of the sheild and HaveN glitch for one-slots but it won't work for most imports. For my SM64 Mario and Luigi, they don't have anything rigged to their finger bones, so theose bones are just there for really no reason exceptfor the other bones to have their right indexes. Now I made extra bones to have them have multiple hands, but then it messed with the sheild and HaveN bones because they're children of the HandNa bones. Since they don't use their fingers, I deleted enough to get the HaveN bones and the ThrownN bone in the right place. And that fixed the two glitches! :D Now the down side to this is that it won't work unless you basically have bones that aren't rigged to anything, and are just wasting space. Now when porting a Brawl model, or an import that is completely rigged, there are few bones that aren't needed, mainly any model bones that aren't used like say Mario and Luigi's HairM, HairMb, and CapM bones. They aren't used by othert characters, so they can go, but then some chacrters have the same if not more model bones, so you still don't have anything to get rid of. Anyways I thought I'd throw that out there, it helps and not helps in a way, just depends on the situration. :P


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on May 05, 2012, 12:42:59 PM
well, that is one way to do it, but of course that requires some extra steps, like re-rigging the model to not use certain bones.  you've got to remember too that i wrote this guide 2 years ago, so a lot of the new ways with model rigging aren't included.  but yeah, if you can get a bone that isn't rigged to anything to be in the same index as the HaveN and ThrowN bones, then the glitches won't be there. 

i really need to re-write this guide....  again...  even if at this point it isn't too necessary.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: StupidMarioFan1 on May 05, 2012, 12:46:18 PM
Oh I forgot you can move the bone, like say the RHaveN bone is two bone indexes more than it should be, and Mario's R4thNa is in the RHaveN's right index, if you move the RHaveN infront of the R4thNa bone, it'll be in the right index and it won't jack up the finger. So if it's a situration like that, then you can fix. Now of course I haven't tried this with every character or with every bone, so you might not get the desired result. :|


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Mortimer on May 13, 2012, 01:50:35 PM
A question here. When you port a character over another, do we must use the original fit(char).pac and motionetc files from the ported char, or we must export all animations and insert them into the motion file of the replaced char and fix all bones, attacks etc..in the replaced char's pac file?

And also, what is the advantage of .rel porting and when it can be done?

Sorry if it was answered before, is pretty hard to find infos in this huge thread.  :P


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on May 13, 2012, 04:27:06 PM
no, i agree, some stuff can be kind of hard to find in here. 

A question here. When you port a character over another, do we must use the original fit(char).pac and motionetc files from the ported char, or we must export all animations and insert them into the motion file of the replaced char and fix all bones, attacks etc..in the replaced char's pac file?

for this, exporting the original animations and replacing them into the new MotionEtc is usually the best option.  if you just use the original MotionEtc, some pretty random issues can occur.  as for the FitChar.pac, always use the new one, never use the original, it'll cause much fewer issues.  you'll have to change a lot of the PSA stuff though.

And also, what is the advantage of .rel porting and when it can be done?

for the .rel porting, it basically allows you to take all of a characters files and use it over another without the need to export all the animations and re-make the PSA that you otherwise would have to do.  as far as i know, it can only be done with Ike, Marth, Jigglypuff, and Metaknight right now, but also using very specific codes and files to make them work.  and i'm not too familiar with .rel porting, but i know there's a few threads around that have all the stuff you'd need in it.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Mortimer on May 13, 2012, 09:10:21 PM
Ok, thanks for the answer. I was curious about this because I saw somewhere each character has some "reserved" memory to use inside the game, and we can never pass that limit, but I believe porting considerable bigger characters over those that almost can't be changed may have unpleasant results.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: That BattleToad PSA Guy on May 25, 2012, 05:01:41 PM
Snoop, I just wanted to drop by to say...THANK YOU! You have NO IDEA how much this is going to help me and ShadowMarth finish our long-overdue BattleToads PSA.

Should I bump into any problems, I'll take a good look at the instructions. If they don't see to help, I'll post what I need help with.

EDIT: OK, First problem. I can't seem to find Ganon's HaveN, but he DOES have an animation in the MotionPac called "ItemHandHave". Originally, it looked all shoved in the arm, but I managed to fix its appearance by copying the RHandN of the original model , and then going back to the ItemHandHave animation, and hit "Paste only Trans".

Something tells me this is wrong! If so, what should I do?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on May 26, 2012, 12:52:24 AM
honestly, it's been way to long since i've messed with animations to remember what all of them do, so it may work, or it may not.  but Ganondorf's HaveN bones are at index 41 for the LHaveN, and 65 for the RHaveN. 

and i'm glad that this giude still has some use for a few people.  since rigging is relatively easy, and you generally don't have to worry about random glitches and oddities, simple model swapping isn't used too much anymore.  but hey, it's just how hacking works, always improving upon older methods.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: That BattleToad PSA Guy on May 26, 2012, 02:09:43 PM
OK, so apparently that DIDN'T work. He STILL cannot throw players or grab items without the game freezing...

In addition, I tried to work on another character port (Captain Falcon over Fox). The character model looked somewhat strange and scrunched when I previewed it in BrawlBox with the MotionPac.

What should I do in reguards to both problems?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on May 26, 2012, 02:54:18 PM
the first issue is an incorrect HaveN reference.  check section 3, part F for that.  it'll require using Tabuu and hexing to fix it. 

for the second issue, that's pretty standard.  it's applying the Fox's animations to Falcon's boneset, which tha animations obviously weren't made for.  to fix it, either export all of Falcon's animations into a clean FitFoxMotionEtc.pac, or just rename a FitFalconMotionEtc to FitFox and it should work decently.  the first method will help reduce the chances of random freezes, but both will work.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: That BattleToad PSA Guy on May 26, 2012, 03:24:29 PM
the first issue is an incorrect HaveN reference.  check section 3, part F for that.  it'll require using Tabuu and hexing to fix it.

I was afraid it would come to Hex Editing.

Don't get me wrong, I'll gladly do it, but my hex editor only shows 2-Digit codes, whereas the one in the tutorial shows 8-Digit codes.

Which Hex Editor do you use anyway, Snoop?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on May 26, 2012, 10:20:50 PM
it's called HxD.  it's free, and it has a setting to change the view to show different bit sets.  i prefer the 8 bit view, obviously, but it's not too hard to see the same in 2 bit view.  hex editing isn't bad, and i step through exactly what you need to do in the guide.  it's quite literally just 9 things you need to change, which are all grouped together. 


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: That BattleToad PSA Guy on May 28, 2012, 11:34:38 PM
it's called HxD.  it's free, and it has a setting to change the view to show different bit sets.  i prefer the 8 bit view, obviously, but it's not too hard to see the same in 2 bit view.  hex editing isn't bad, and i step through exactly what you need to do in the guide.  it's quite literally just 9 things you need to change, which are all grouped together. 

Oh, OK. I have HxD, too, but for some reason, I can only see two digits at a time. Now I know about the alternative option. Thanks, dude...

EDIT: OK, Hopefully this is the LAST report! I found all 9 things I need to fix. The Bone Index I want to replace is "54". According to the walkthrough, it tells me to apply "54" (The number of my characters' RHaveN) to the 9 standard digits.

Is this accurate, or am I missing something?

BTW, I have all the useful things:

21AB4 - The number in Tabuu's FileOffset
65 - The value given in Tabuu
54 - The BoneIndex for Ganon's "RHaveN"
000021B10 - The row where the 9 digits first begin in HxD

The only downside? I have no idea how to apply them, and I've reading the tutorial pretty hard. The last instruction mystifies me...


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on May 29, 2012, 02:00:14 PM
well, convert the 54 to hex before you apply it, so you'll put in 36 in HxD.  and it's not the same value for all 9 spots, there's actually 3 different bones there.  this pic should help.

(http://img593.imageshack.us/img593/8357/havenfixpic.jpg)

the red ones are the HaveN reference, the blue ones are the HandN reference, and the green one is the ThrowN reference.  so for yours, replace the 00000041 (65 in decimal) with 00000036 (54 in decimal) to the red spots.  then you'll need to do the same with the HandN and ThrowN references.  but after that, you're done, and it's fully adjusted to fit the new model.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: KingJigglypuff on June 03, 2012, 04:54:14 PM
Hi Snoopy, I have another question. Since Wario has 2 different costumes, what would I have to do in order to fix up import glitches if I port a different character over onto Wario?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on June 03, 2012, 05:41:56 PM
hm, that's actually a good question...  what i would personally do first is line up everything to the WarioWare costume, since it has more bones than the regular costume, that way the model should work over any of Wario's costume slots. 


okay, so from what i can tell, the FitWario.pac references the WarioWare costume, but for some reason adds a 4 to all the bone references.  like the TransN reference is 402 instead of 2, and the HaveN reference is 467 instead of 67.  and from the looks of it, it doesn't have a second area for the regular costume bone references.  so basically, you should just be able to make the references fit the WarioWare costume, and it should work, or just edit then like normally, but making sure the 4 is there.

stupid Wario always screwing things up and causing weird issues like this.  if it doesn't work, you can send me the files and i'll test a few things with it, since i've actually never tried this with him.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Novarek on June 29, 2012, 01:12:46 PM
I have a little question about the HaveN glitch.

In my case, the item are apparently grabbed by the good bone (the item are in the hand), but the item are not in the good direction when grabbed, for exemple, when i grab the beam sword, the blade are in the opposite direction (on ground direction).

Should i use your solution for the HaveN glitch, or the probleme come from a other source ?

EDIT: hmm apparently it's a animation probleme, the animation "ItemHandGrip" (the one with the hand close when holding a item) does not execute when i take a item, the hand stay always open, this is maybe why the item are corretly in the hand but not in the good position.

Prety strange because all seems to be good in the PSA and animation data.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on June 29, 2012, 05:06:47 PM
well, the cause of that may be that it's using a different bone for the HaveN reference, hence the odd angle for holding items.  i would suggest looking at the new model's HaveN bone, and see if it matches where the FitCharacter.pac is looking.  if they match, then it certainly could be a different issue, but i'm pretty much sure it's a bone other than the HaveN that's being used.



also, for anyone that cares, i'll be completely re-writing this guide once BrawlBox .67 comes out, since it'll be able to do everything that's necessary to fix the issues this guide covers.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Novarek on June 29, 2012, 06:38:21 PM
well, the cause of that may be that it's using a different bone for the HaveN reference, hence the odd angle for holding items.  i would suggest looking at the new model's HaveN bone, and see if it matches where the FitCharacter.pac is looking.  if they match, then it certainly could be a different issue, but i'm pretty much sure it's a bone other than the HaveN that's being used.


Apparently you have right, the value are not the same, but i have a strange result...

In Brawlbox, the bone index value of RhaveN from the new model are 76.
In Tabuu the file offset of 0x000 are 20FA0 and the value are 70.
For the 0x001 the offset are 20FA4 and the value 63.

I open HxD and put the "Fit...pac" to edit, going on the offset 20FA0, and the value i find is 00 ?!

wtf ?! :p


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Snoopy on June 29, 2012, 10:16:56 PM
well, Tabuu doesn't show the index quite properly... in HxD, use the search tool and put in ' 00000046 00000046 ', and it will take you right to where you need to make the changes.  also, you'll need the indexes for the RHandN and the ThrowN bones in order to correct for all the items.  there's the pic in the guide that you can see how it's set up, and what the different parts are.  remember though to convert the numbers to hex before putting them into HxD, so instead of 76, you'd put in 4C.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide
Post by: Novarek on June 30, 2012, 06:08:44 PM
well, Tabuu doesn't show the index quite properly... in HxD, use the search tool and put in ' 00000046 00000046 ',

Find, but they are in the offset 21008 and 2100C and... that all :p, if i check your pic, i should find another 46 in the area, but nothing.

I also see two 4C in the area (the hex value of the ThrowN bone from the old model), why two ???
It's the FitKoopa.pac, maybe it's normal on him ?

And finaly and the only one who are normal, the four 3F (hex value from the RHandN from the old model) all together.

I start the change, see what hapend.

EDIT: It's work !!!

A BIG BIG BIG THANK YOU ! ^^



Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: Snoopy on July 28, 2012, 12:23:56 AM
ahem, yes.  complete re-write for the use of BrawlBox .67.  trust me, it makes everything soooo much easier to do.  literally, the only program you need to use now is BB, which is why a re-write was necessary.  no more hexing, no more Tabuu, just BB.  i haven't tested all the fixes in game, mainly because i don't have projects to try it on, but i'm confident that it'll work.  everything that Tabuu did, BB can do, and it's almost the same set up, but doesn't deal with hex numbers.  just remember, BB does everything in decimal, no hex. 

i also have the basics about moving bones around, but i have a more in depth guide and how it can be used in rigging to achieve better results and making bone mods work for the model, like a few of my rigs have (unreleased as of writing this...).


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: KingJigglypuff on July 28, 2012, 12:49:21 AM
Neat. o.o

But also...I'm wondering. I have a character who has Final Smash eyes. I model ported this character over onto Meta Knight (who does not have Final Smash eyes). I fixed all glitches, but there one question. Is it possible for me to give Meta Knight Final Smash eyes so that my model port's Final Smash eyes won't always show?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: Snoopy on July 28, 2012, 01:47:41 AM
well... i honestly have no idea how that would work.  i know that it has something to do with the Model Visibility in the FitCharacter.pac, but i'm not sure if you could just copy paste the data over and have it work.  that's why my rigs over Metaknight and Falcon don't have the yellow eyes, because they don't have it and i have no idea if it's possible to add or not.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: ZX_BraveSol_ZX on April 26, 2013, 03:58:37 PM
I'm sorry for bump but has anyone here tackled the freezing in subspace emissary problem yet?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: Snoopy on April 27, 2013, 01:59:20 PM
oh yeah... that was one thing i was supposed to look into at one point...  do you have a particular file that won't work?  i'd like to try with a file that we know doesn't work and go from there.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: Firelis on June 01, 2013, 10:36:04 AM
I perfectly know how to fix the sse freeze : just start with the .pac of the original char and save it as a .pac FIRST or it will freeze : .pac can be converted to .pcs perfectly but the invert doesn't work.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: Chep9450 on December 07, 2013, 08:56:16 AM
Um I have a question, I got a .mqo file, I don't know how to convert it to .mdl0, can someone help me? Thanks.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: Gamma Ridley on December 07, 2013, 10:34:13 AM
Um I have a question, I got a .mqo file, I don't know how to convert it to .mdl0, can someone help me? Thanks.


Not the appropriate place to ask, but you'll need to find a way to get the .mqo file into 3ds Max. From there, rig it, export it as a DAE, then import it using the latest Brawl Box.

Any more questions, feel free to ask them here (http://forums.kc-mm.com/index.php?board=11.0).


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: Chep9450 on December 07, 2013, 12:33:23 PM
Thank you mate, i'll begin searching for that right away.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: BraveDragonWolf on May 05, 2014, 12:57:25 PM
There's a major glitch when editing a certain character's moveset with brawlbox 68.
When testing the edited moveset file in-game the character won't be able to do certain special moves like
down B or side B. The neutral B isn't affected but the up B move works but not as expected.

Is there a way to fix those problems?


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: KingJigglypuff on May 05, 2014, 02:28:14 PM
There's a major glitch when editing a certain character's moveset with brawlbox 68.
When testing the edited moveset file in-game the character won't be able to do certain special moves like
down B or side B. The neutral B isn't affected but the up B move works but not as expected.

Is there a way to fix those problems?
Nice 4 month Necro. :v

BrawlBox versions that allow moveset editing don't support Bowser, Ice Climbers, King Dedede, Yoshi, Giga Bowser, Kirby, and Samus. Editing those characters with BrawlBox will result in guaranteed glitches and/or crashes.

You're better off using PSA. But if it's not any of the aforementioned characters, then you should make a Help Thread.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: Mortimer on May 18, 2014, 09:30:51 AM
Does anyone here know which bone reference cause the curry shot to not spawn? I'm not even sure that's the problem, but I can't see what else could be doing this.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: Snoopy on May 18, 2014, 10:49:59 AM
There's a major glitch when editing a certain character's moveset with brawlbox 68.
When testing the edited moveset file in-game the character won't be able to do certain special moves like
down B or side B. The neutral B isn't affected but the up B move works but not as expected.

Is there a way to fix those problems?

well, that's basically why the more recent versions of BrawlBox removed the moveset editor, because it often corrupted the files.  if it does corrupt it, then you'll need to use PSA, and then a hex editor/Tabuu for correcting the stuff this guide actually covers. 


Does anyone here know which bone reference cause the curry shot to not spawn? I'm not even sure that's the problem, but I can't see what else could be doing this.

as a matter of fact, i actually do.  i just found them a few days ago.  in BrawlBox (.67 to .68b), open the FitCharacter.pac, go into the MoveDef -> Sections -> data.  there will be a section called Bone Floats 1, which will have 3 references, one for the character's BustN area, and 2 for the general HeadN area.  the first is where Brawl puts the Franklin Badge and Screw Attack.  the second one is for the Bunny Hood and Lip's Stick flower.  the third is the Spicy Curry fire, which is the one your looking for.  each has which Bone it refers to, with the rest (i'm assuming, as i have yet to test this part) is the X Y and Z coordinates to put it from the base of the bone.  so try changing those to match the new character's bones, and see if that makes a difference.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: Mortimer on May 18, 2014, 12:15:01 PM
as a matter of fact, i actually do.  i just found them a few days ago.  in BrawlBox (.67 to .68b), open the FitCharacter.pac, go into the MoveDef -> Sections -> data.  there will be a section called Bone Floats 1, which will have 3 references, one for the character's BustN area, and 2 for the general HeadN area.  the first is where Brawl puts the Franklin Badge and Screw Attack.  the second one is for the Bunny Hood and Lip's Stick flower.  the third is the Spicy Curry fire, which is the one your looking for.  each has which Bone it refers to, with the rest (i'm assuming, as i have yet to test this part) is the X Y and Z coordinates to put it from the base of the bone.  so try changing those to match the new character's bones, and see if that makes a difference.

Well, that's interesting. I had changed that values but had no success. And actually, I didn't realize the badges and bunny hood were not appearing. I managed to make the badges and bunny hood appear by changing the "unk2" value on the "Misc item bones" section. They were spawning on the bone id described on that value, 200 and 201. Maybe because the model has too many bones, it used those values instead of the bone floats. But still, I noticed the curry shots are also spawning there. I didn't see it before because the bone was too far away, and only noticed when I saw a franklin badge falling from the sky.  :P
The curry shots were not fixed by changing the bone floats neither the misc item values, and I didn't find other values that could be doing that.


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: BronzeGreekGod on July 16, 2014, 12:03:34 AM
Hey guys. So ive done a character swap mod where im using Lucarios PSA with ganons model and motion files. I'm getting some decent progress and am semi successful, but i'm having problems with a couple of things.

I've looked through as many bone references in lucarios psa and changed them to ganondorfs reference numbers. I'm not sure if im missing some, but here are the 2 issues im bumping into:

1. My character cant be grabbed. When catch collisions connect with him the game freezes. Ive fixed the HipN bone and a whole bunch of others but am still getting this freeze. I dont know what else to do..

2. this isnt so much an "issue" as it is an aesthetic preference (and a necessity cause if i dont fix this it will look stupid). Does anyone know how to change what bone the aura sphere appears on? Right now it appears on ganondorfs shoulder. I want it to be on one of his "HaveN" bones or on the ThrowN bone. Any ideas on this?

If someone can help i will be eternally greatful!

Thanks :)


Title: Re: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67
Post by: Lasercraft32 on April 25, 2018, 12:52:52 PM
How  do I swap marth and snakes models?