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1  Super Smash Bros. Brawl Hacking / General Hacking Discussion / The Random Animation Hacks Thread! on: December 11, 2009, 11:47:52 AM
I'm curious what people have been doing with BB's animation editor, but every little animation doesn't deserve it's own thread, so...  This is the thread for smaller animation edits that don't really deserve their own thread.  I'll start off with my noobish edits:

Fierce Deity Link Wait 1 (Based on his MM standing position):

I plan on making some more Fierce Deity animations as well as making more frames for the Wait 1.  I have now made a full animation for this, all though he moves like an animatronic and it doesn't look too good.  But hey, it's my first.
The full animation goes: He just stands, after a while he looks down, nods his head, adjusts his sword arm and goes back to his normal position.

Fierce Deity Link Wait 2:

Plan for when fully animated: FD lifts his sword up in front of him before swinging it down, back into his Wait 1 position.

Fierce Deity Link Wait 3:

I'm currently working on the full animation for this, so far so good. Smiley
Plan for when fully animated: FD lifts his hand and looks at it, then he clenches it swings it back down, lifts his sword up a little and goes back to his normal stand.

Everyone seems to think Ike should be a hand-to-hand fighter, maybe it's because it looks like he's wearing brass knuckles, anyway, I jumped on that bandwagon.  This was my first edit, so it's not very good.  (This is also a Wait 1)


Squall Wait 1:

This one took a while, but I'm quite proud of it.  Expect more Dissidia-style Squall animations soon!
This is now fully animated.  It's quite simply animated, but it looks way better than my FD one.  Once I do Wait 2 and 3 I'll make a video.

This is actually just a small edit of Marth's RunTurnBrake, but you have to admit it makes a good Dash Attack:


This one isn't much of an animation edit, but...

Eep.

I recommend using the 3 view format that I used here, videos are good too. Smiley  I hope to see some cool stuff from you guys and gals.
2  Help & Tutorials / Help / Working And Nonworking Replacable Stages on: November 05, 2009, 03:40:20 PM
So, I was just wondering if anybody knew of some nonworking (or working) stages for replacing with SSE stages.  I'd like to save myself a bit of time and trial and error if possible.  If I get a good enough list going, I'll make a new thread as a list.
3  Help & Tutorials / Help / SSE Stages on: November 05, 2009, 10:25:38 AM
Hey, I was wondering if someone could provide me with the system files, especially Common5?  The download from the MM download everything thread doesn't work and I can't find them elsewhere.

Thanks! ^^

EDIT: While I'm at it, does anyone have a download for the SSE stages?  I lost mine. >.>
4  Super Smash Bros. Brawl Hacking / General Hacking Discussion / File Patcher V4 on: October 29, 2009, 06:37:14 AM
Yes, this week totally rules for hackers.  Phantom Wings' File Patcher v4 has been released!  It now has the ability to replace sounds and voices.  See the original post for more info.
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Blademaster Marth-Animation Swap Moveset! [*V0.2*] on: October 28, 2009, 01:36:08 PM
So, I've recently started playing around with animation swapping with BrawlBox and I decided to make a PSA using a bunch of animations from various characters and assist trophies.  Every move but the second hit of his neutral A and his dash attack has been changed.  See if you can figure out what's from what character. ^^

Current Version: 0.2 (Playable version!)
Download

Legacy Versions:
0.1 (Rushed release edition!)

Blademaster Marth

Normal Attacks


Neutral Combo
Jab >  Slash: Marth does a quick jab with his left hand and then slashes upwards.


Up Tilt
Crescent Slash: Marth swings his sword in a wide arc over his head.  Not too fast, but fairly powerful.


Down Tilt
Low Punch: Marth does a very quick sweep with his left hand.  Extremely weak attack, but fast.

(No image because of corrupted pic)
Forward Tilt
Thrust: Marth does a fast lunge forward.  Pretty long range, pretty fast, pretty strong.  An all around good attack.

Aerials


Neutral
Circular Slash: Marth spins his sword in a circle around his body.  Medium speed, but hits all around you.


Up Tilt
Flip Kick: Marth does a dramatic flip while kicking.  This attack is a good launcher and a nice finisher for combos.


Down Tilt
Corkscrew Slash: Blademaster Marth's former Up Aerial is now his Down, the hitbox is now on the sword.  It's a good move for disrupting enemies' recovery or poking people, just beware as it lasts fairly long.  Thanks to Eldiran for this idea! Cheesy


Forward Tilt
Drop Kick: Marth lifts his leg up very high and kicks downwards.  This attack's pretty slow, but it's powerful and spikes.


Back Tilt
Double Kick: Marth kicks twice behind, ending up facing the other way.  Hits twice, but is pretty weak.

Smash Attacks


Up Smash
Hop Stab: Marth jumps into the air and stabs upwards.  This is a great attack.  It has large vertical range, and will launch up any enemies next to him as well.


Down Smash
Sweep Kick: Marth does a kick two each side of himself.  This attack does a lot of damage, and can hit twice if you aim it right.


Forward Smash
Blade Dance: Marth does two spinning slash kicks forward.  There's a hitbox on both the sword and Marth's foot.

Specials

No change so far.

Final Smash

No change so far.

Other Stuff


Idle Position


Second Jump (Forward)

Change Log

v0.2:
  • Fixed the hitboxes on the up smash.
  • Fixed assorted hitboxes.  I'm pretty sure all the moves work now.
  • Changed Up Aerial.  It's now a flip kick.
  • Changed Down Aerial.  It's now the former up aerial, but with a hitbox on the sword.
  • Fixed the SFX.

v0.1:
  • Original rushed release edition.
6  Help & Tutorials / Help / SSE Stages/Naming on: October 28, 2009, 07:33:53 AM
Hey, could someone plz provide the link for the Subspace Stages?  I lost mine.

Also, is there a partial or full naming guide for SSE Stages so I don't have to figure it out through trial and error?

EDIT: While I'm at it, could someone please upload some of the non-character trophies, plz?  Thanks. ^^
7  Help & Tutorials / Texture and Portrait Tutorials / An Intro To Hacking Part 2: Advanced Texuring on: October 21, 2009, 10:01:35 AM
Yes, I've finally made the second part of my intro to hacking guide series.  This will be more of a list of advanced techniques and tricks that'll help you make textures.

An Intro To Hacking Part 2: Advanced Texturing

Needed
  • Photoshop (This tutorial will be written for Photoshop 7.0 but it should work with most programs)
  • ASH
  • ntcompress and texconv.  These can be found in the Revolution SDK which I cannot provide a link to.
  • Character .pacs
  • Basic Photoshop Knowledge (Mainly what the polygonal lasso is)
  • Basic Texure Hacking Knowledge

Advanced Techniques
(Click thumbnail for full picture)

+1 and +2 Textures

1. You'll often come across a texture with +1 or +2 in its name.  These textures require indexing or ASH will return an error.

2. For my example we'll use Ike's hair, so extract an Ike .pac and open the tga in Fit_Ike_Hair.


3. Edit whatever you feel like in Ike's hair.  In my case I turned it bright red.


4. Go to Image>Mode>Indexed Color.  Only do this when you're completely done editing the texture.


5. Set the pallet to Local (Perceptual, uncheck transparency and type the amount of colors the texture can have in the color box.


     5a. To find the color limit for a texture, run ASH.  It'll ask you the index textures first, so just press no until you come to the texture you're editing.  It says the colors allowed under the name.

6. Compile normally and you're done!

Transparency In +2 Textures
(This is copied from a guide I made a while ago.)

Step 1: Open your chosen +2 texture in Photoshop.  For my example we'll use Ike's hair.

Step 2: Edit whatever you wish about the texture.  In my example, I applied the chrome filter.

Step 3: Click on the color picker for the foreground and change it to 255,0,255.  Press ok.

Step 4: Select the brush tool and draw a little bit of magenta in an area where it's not touching any of your texture.



Step 5: If you haven't already, select the texture by control clicking the layer with your texture on it.  Go to Image>Mode>Indexed Color.  Set the pallet to local(perceptual), uncheck transparency and type the amount of colors the texture has in the color box (in Ike's case, 256).



Step 6: Almost done.  Press ctrl+shift+I (Windows) to invert your selection.  Go to Edit>Fill and choose foreground color (make sure the magenta is still set as your foreground color).



Step 7: Done!  Now save it and compile it using ASH, and poof!  No magenta outline!

Blending Modes

1. If done correctly, blending modes can help your texture look a lot better.

2.  Since we already have Ike open, let's use him again.  I opened up Ike01, created a new layer, and plopped down a random brush.


3.  Looks pretty bad, right?  Well let's try using blending modes to make it blend in more.  The blending modes drop down box is circled.


4.  I recommend just randomly selecting options until you find something that looks good, but here are some of my more commonly used ones:

Lighten:


Darken:


Soft Light:


Hard Light (You can't see the difference here, but try it with other stuff):


Overlay (You can't see the difference here, but try it with other stuff):


Difference (This can create some cool effects, but use it selectively):




Tips
-It's not dishonorable to use premade textures!  Look online for a good texture site that has cloth, metal, or whatever else you need and add it into your textures.  Just beware of making your texture look to busy and be aware that it may be stretched out.

Next up: Stage textures!

If anybody has something to add to this guide, post and I'll add it.
8  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Gaz's Textures of Awesomeness (All my MeowMix textures are now here!) on: August 12, 2009, 06:24:13 AM
I couldn't find my old texture topic, so I'm making a new one. Mario Facepalm

Updates
-August 12th: Added all my MeowMix Textures

These textures are somewhat chronological, but may not be completely.

Texture Time!(Click on Thumbnail For Full Image)

Blood Umbra Sheik
(Texture by litterais!)
Download


The Onett That Never Was
Download


Crystal Planet Stage Parts
Download


Tetris Stage Parts
Download


Triforce Link (Effects Included!)
Download


Dark Castle Stage Parts
Download

(Greyness at the bottom is because of slightly corrupted pic, not stage bg.)

Download for Cartoonish Ike, Pit, and Marth.

Cartoonish Pit


Cartoonish Ike


Cartoonish Marth


Sol(ish) Ike
(This was originally intended to be Sol from Lost Kingdoms 2, but it doesn't really look like him.)
Download


Marth2 (Random Dark-looking Marth)
Download


Dark Meta Knight
Download

9  Super Smash Bros. Brawl Hacking / Attacks and Animations / Gaz's PSA Stuffz (August 10th: Squall Preview) on: August 09, 2009, 10:15:48 AM
I am currently working on a custom moveset for Ike and I finally made a somewhat significant change so I figured show a preview.

Squall Leonhart:

An actual moveset that I'm attempting, based on Squall from Final Fantasy VIII.  The Squall texture I'm using is by Dhragen.  I'm not too close to a first release, but I felt like giving a preview anyway.  Overall, Squall is going to be abit faster and more agile than Ike, but with less straight up power.  Of course, he'll have a bunch of altered moves as well.

Preview Images:
                   

Blazing Ike:

Blazing Ike is my practice character, a firey moveset for Ike.  His sword is constantly flaming, an indicator of his new power.  I plan to make him good but not too overpowered.  Once I make some more changes I'll post up a download.

Jab Combo:
Ike's jab is not so much a jab anymore.

                   
The first blow is a fairly powerful downwards slash.  Then he does a low slash which pulls the enemy back towards him.  Finally, he finishes with a powerful spinning slash that hits all around him.  It can be hard to land all three hits on enemies with higher percentages because of the knockback of the first blow, but it is quite easy (and useful) at lower percentages.  The first attack is pretty good as a single blow as well.

I'm going to work on Blazing Ike on and off.  After realizing that Great aether is really similar to Lionheart, I'm going to try to make a Squall moveset.
10  Help & Tutorials / General Tutorials / How To Install The Homebrew Channel on: August 06, 2009, 05:09:52 AM
How to Install The Homebrew Channel Using BannerBomb

Needed
  • A Wii that has a serial number less than LU64
  • An SD card

Instructions

Step 1: Plug your SD card into the computer. If it has a "private" directory rename it (ex. to "privateload").

Step 2: Download this and extract it to the root of your SD card.

Step 3: Download the HackMii Installer and put it in the root of your SD card as boot.elf.

Step 4: Insert your SD card into your Wii and go to Data Management, Channels, SD.  Make sure there are no discs in the disc drive!

Step 5: A pop up will appear saying "Load boot.dol/elf", say yes.

Step 6: You will be brought into the HackMii installer, choose to install the HomBrew Channel.  you may also install BootMii and DVDx at this point.

Step 7: The HomeBrew Channel is now installed to your system menu.  To use Homebrew apps, simply put them in the apps folder on the root of your SD card.

After the HBC is installed, you should delete the BannerBomb private folder and rename your original back to private.

If your Wii froze  on Step 5, download a different version of BannerBomb from here.

Post any questions you may have.
11  Help & Tutorials / Texture and Portrait Tutorials / Shiny & Non-Shiny Emerald Textures on: August 06, 2009, 05:08:58 AM
Some of you may have seen this awesome texture by plasma kirby:
Link
And I bet you've wondered, "Woah, how'd he get Kirby to be shiny and non-shiny?"  He posted a guide on Smashers' Inc. and now, with his permission, I bring you this guide.

(Credit to PlasmaKirby for original guide)

How to Make Partly Shiny Emerald Textures on Kirby (and maybe Lucas and Ness)

This may work on Lucas and Ness but only has been tried with Kirby.  I'll experiment with Lucas and Ness later.

Needed
Instructions
(Click on the thumbnail for full image)

Step 1: Open PlyKirby5kEye.1.


Step 2: You'll notice everything but Kirby's eye is transparent.  Anything that you leave transparent will be shiny, anything not transparent will be like a normal texture.  Edit the eye as you wish with this in mind.  In my example I added black stars to Kirby.


Step 3: Save and repeat the process with the other eyes.


Step 4: Compile and load like normal and enjoy your new awesome Kirby texture!

As usual, post if you have a question.
12  Help & Tutorials / Texture and Portrait Tutorials / An Intro To Hacking Part 1: Making Your First Texture on: August 06, 2009, 05:07:51 AM
This is the first part in my intro to hacking series.  It takes you through the creation of your first texture.  I'll try to get part 2 up soon.

An Intro To Hacking (Part 1)

Needed
  • Photoshop (This tutorial will be written for Photoshop 7.0 but it should work with most programs)
  • ASH
  • ntcompress and texconv.  These can be found in the Revolution SDK which I cannot provide a link to.
  • Character .pacs
  • Basic Photoshop Knowledge (Mainly what the polygonal lasso is)
  • (Optional) Visual ASH
ASH and the character .pacs can be downloaded from The Download Everything Thread.

Instructions
(Click thumbnail for full picture)

Step 1: Place ASH in its own folder somewhere on your computer.  Unzip FitMetaKnight00.pac into the same folder.  Place ntcompress and texconv also in the ASH folder.


Step 2: Whether through VASH or manually, run step1_extract.bat.  When it prompts you, type in the name of the .pac you want extract.  In this case, FitMetaKnight00.pac.


Step 3: Once ASH closes, open up your chosen image editing program (in my case Photoshop) and navigate to 03metaknight_body within the ASH folder and open the .tga it contains.


Step 4: What you see displayed in front of you are the textures for MK's gloves, mask, shoulder pads, and body.


Step 5: Select the polygonal lasso tool and draw a rough outline around the main mask texture as well as the other stuff I've selected (observe picture).


Step 6: Go to Image>Adjustments>Hue/Saturation.


Step 7: Check the colorize box in the lower right of the Hue/Saturation Window and drag around the Hue, Lightness, and Saturation sliders until you find a color you like.  In my case I went with a nice blue.


Step 8: If you feel the need, do other stuff with the texture (draw on it, add text, etc.).  In my example, I added a G to the shoulder pads and some lines to the mask and reduced the Opacity.  (Opacity and Blending styles won't be covered in depth here.)


Step 9: File>Save As.  Navigate to 03metaknight_body in the ASH folder, make sure Targa is selected as the File Format and double click the original file (tex#00_14.pac in this case).  When it asks you if you want to overwrite, click yes.  When it asks you the Targa Options, be sure to choose 32 Bits/Pixel.


Step 10: Run step2_create.bat in the ASH folder.  Type "y" for the textures you edited (in this case 03metaknight_body) and type anything else for textures you didn't edit.


Step 11: Wait for ASH to finish and move the resulting _new.pac and _new.pcs files somewhere else.  Rename them to FitMetaKnight##.pac and FitMetaKnight##.pcs.  Replace the ## with the number of the costume you want to replace.  The list of costumes can be found here.


Step 12: Observe my Dynamic SD Loader guide for info on how to get it into your game.





Tips:
  • There must only be one file (the tga) in each ASH folder.
  • Use the Character Page at the Dojo for refreshers on what the character looks like.
  • Don't use fully saturated colors! (255, 0, 0, or 0,255,0, or 0, 0, 255) it'll make all our eyes burn!  Even with black or white, use a dark or light grey instead.  It'll improve your textures immensely.

Next up: Indexing and other advanced character texture stuff!

Questions?  Comments?  Stuff to add to the tips?  Post here!
13  Help & Tutorials / General Tutorials / How To Use The SDLoader on: August 06, 2009, 05:04:57 AM
I'm going to be transferring over all my MeowMix guides, starting with this one.

How To Load Textures Using The Dynamic SD Loader

Needed
  • A Wii
  • An SD Card
  • A copy of Brawl
  • The Homebrew Channel installed and ready to use

Step 1: Download Gecko OS and drag the Gecko1901 folder into the apps directory on your SD card.

Step 2: Make a codes folder on the root of your SD card and place this file into it.

Step 3: Navigate to private>Wii>RSBE and make a folder called pf.

Step 4: Inside pf, make a folder called Fighter and a folder called Stage.

Step 5: Inside Stage make a folder called melee and a folder called adventure.  Inside Fighter make a folder for each character(or just the ones that have textures you want to use).  Observe this list for proper character names for the folders.

Step 6: Take your texture and place it into the appropriate folder.  If it not named correctly, rename it.  You must name a file Fit[CharacterName]XX.pac, where the XX stands for the costume you want to replace.  This list gives you the numbers for each costume.  As an example, if you wanted to replace red Kirby, you would name it FitKirby01.pac.

Step 7:  Turn on your Wii, go the HBc and load Gecko OS.  Make sure Brawl is in the disc drive and choose start game.

Step 8: If you want to play it safe watch the opening movie, if not you can skip it.  Go to character selection, select the costume you replaced and wait 3-5 seconds.  Then simply start the Brawl and bask in the glow of the awesome textures, you're done!

Post here with any questions.
14  Help & Tutorials / Help / Gecko OS Problem... on: July 28, 2009, 07:54:43 AM
So, recently, I've started having a problem with Gecko OS.  For some reason not all of my recent codes are being applied, only some of them are.  This has only started happening since I started using the gameconfig.txt, but I don't know why that would be a problem.  The codes that aren't working are:
  • Hold L For Level Freeze
  • Glide Stop
  • Teleport

Any ideas?

*This was also posted at MM*
15  Help & Tutorials / Texture and Portrait Tutorials / How to Use Magenta For Transparency in +2 Textures on: June 26, 2009, 06:47:37 PM
This was originally a MeowMix forum guide, but I figured this should hopefully stem some questions so I decided to post it here.

How to Properly Use Magenta For Transparency in +2 Files

I've noticed that several people have asked for help about how to stop a magenta outline appearing on textures indexed with magenta, so I've decided to step in and squash those questions!  (This applies for CSPs too)

Needed
  • Adobe Photoshop (I use 7.0 but it should work on any version as long as you can index.)
  • A +2 texture to edit.
  • Basic Knowledge of Photoshop (Able to recognize brush tool, etc.)

Instructions
(Click on a thumbnail to see the full picture.)

Step 1: Open your chosen +2 texture in Photoshop.  For my example we'll use Ike's hair.

Step 2: Edit whatever you wish about the texture.  In my example, I applied the chrome filter.

Step 3: Click on the color picker for the foreground and change it to 255,0,255.  Press ok.

Step 4: Select the brush tool and draw a little bit of magenta in an area where it's not touching any of your texture.



Step 5: If you haven't already, select the texture by control clicking the layer with your texture on it.  Go to Image>Mode>Indexed Color.  Set the pallet to local(perceptual), uncheck transparency and type the amount of colors the texture has in the color box (in Ike's case, 256).



Step 6: Almost done.  Press ctrl+shift+I (Windows) to invert your selection.  Go to Edit>Fill and choose foreground color (make sure the magenta is still set as your foreground color).



Step 7: Done!  Now save it and compile it using ASH, and poof!  No magenta outline!

If you have a question, post away!
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