You can combine some of them with Gimp or Photoshop; technically, you can combine all of them, but if you want the reflections, I recommend not merging those textures with the other textures; does SFM natively support reflections, like Unity does?
Pardon my ignorance, but what's a model reflection? :/
check in brawlbox the objects tab, find the mesh youre looking for, check the material assigned to it, go to the materials tab and there you go, if you cant seem to find the object, open the model in brawlbox's model viewer and hide texture by texture until you find the one youre looking for, then disable object by object until you find the object
I found the materials, FitSheik00EyeL and FitSheikEyeR. These are their materials: FitSheik00EyeHigh FitSheik00EyeShadow FitSheik00EyeIris FitSheik00EyeWhite Edge Blender only imported one texture for each: FitSheik00EyeHigh
Also, not sure if Blender or SFM support materials with multiple textures assigned, so you might have to copy the polygon and change the texture for each copy
I might have to do that. And with 0.78, I can see the iris when I preview the model. And yeah, it's safe to assume Blender only imports one material for polygons.
Just toggle wireframe and select various polygons until you figure out which one it is
I did what you said, no polygons have it assigned. With that said, when I untoggle FitSheik00EyeIris in the Model Viewer in Brawlbox, EyeShadow and EyeHigh are untoggled as well, and the other way around.
Just making sure, you need to rename your BRSTM files to the ones you want to replace. 608 and 609 won't be detected by Brawl. If you want to add songs instead you'll need the Custom Sound Engine v3.0 - Currently in Public Testing Phase and related codes.
Additionally, you're probably experiencing https://bugs.dolphin-emu.org/issues/10636 Dolphin incorrectly treated 2 GiB SD cards as SDHC. This should be fixed in Dolphin 5.0-5821 and later.
Answering yes to my second question indicates an issue that will be difficult to debug. If you want, you can upload your SD contents (before inserting the problematic BRSTMs) to a file sharing service and post the link here. Include a .txt file with the codes included in your .gct and the two BRSTM files in the root of your SD card. I'll insert the BRSTM files myself.
Ok, there's a few possibilities for the cause of your problem.
Test these on Dolphin 5.0-5810:
Are there still audio issues with the files you made if you use them to replace a different BRSTM?
Are there still audio issues if you replace one of the problematic BRSTMs with a different one that is known to not have issues (like any of the other music included in the game)?
And can you post the contents of your log once audio problems occur?
Yes, and yes.
And here's the log: 03:04:226 HW\EXI_DeviceIPL.cpp:339 N[OSREPORT]: [34m File Read (SD): Open failed (/private/wii/app/RSBE/pf/sound/strm/G04.brstm) [00m 03:05:394 HW\EXI_DeviceIPL.cpp:339 N[OSREPORT]: [34m File Read (SD): Open failed (/private/wii/app/RSBE/pf/sound/strm/G05.brstm) [00m 03:06:579 HW\EXI_DeviceIPL.cpp:339 N[OSREPORT]: [34m File Read (SD): Open failed (/private/wii/app/RSBE/pf/sound/strm/G07.brstm) [00m 03:08:430 HW\EXI_DeviceIPL.cpp:339 N[OSREPORT]: [34m File Read (SD): Open failed (/private/wii/app/RSBE/pf/sound/strm/G08.brstm) [00m
Using Brawlex with File Patch Code File Patch Code v3.5.1 can cause the problem you describe. Use File Patch Code v3.5.1b instead, which can be found in the original Brawlex download.
If it's not that, enable logging in Dolphin and see if it shows anything abnormal when playing your files. They worked fine for me in Dolphin.
Sorry for the late reply. I used the code you gave me and tried playing the game with logging enabled, and then without it. Same result.
Try the Atama material and Shader1; also, instead of directly replacing the material and shader, right click the mdl0 and add a new shader and a new material and replace the new ones with the exported ones, and delete the old ones (and reattach the new shader to the new material and the new material to the polygons; also make sure that the texture set to the material is the right texture
This should work, because I have only ever run into problems when directly replacing materials and shaders, but I have not yet had problems with replacing completely newly created ones
Went back to the file and changed the material's assigned texture to WolfFur, and got the same result.
HOWEVER, I found what the problem was... for real this time, I went and looked at the basic FitWolf00 Head texture, and exported that. As it turns out, BrawlBox cut out parts of the texture, making areas of the png file transparent. So I filled those two holes up with paint.net, and it worked. (This was done with v 0.71)
Hmm, maybe it's not maegami, then; I know one of them works on any model, though, because I've tested it; what's the material associated with the texture attached to her ponytail part of her hair? Post Merge: August 05, 2017, 08:23:30 PM AKA, can't really check right now, cause I'm on mobile atm
Right, I found it: It was called pony. I extracted the pony file and the shader associated with it (Shader1), replaced Wolf's fur material and his shader2 with shader1, and I got the same result the same this time. What if I leave Wolf's shader alone?