The main problem I have with using Wiiscrubber or any method that involves modifying the original ISO is that I have to repack it every time and make a new copy whenever I want make any modification, or just test anything. It's not really an efficient setup for quickly testing mods.
On an unrelated note, I would like to know how you shortened the length of the sword. Was it via one-slot resize? And if it was with that, which axis did you use, and was there an additional thing to it or just the basic thing of renaming/reparenting the EyeYellowM bone and/or renaming the YRotN bone?
In regards to the sword's size, the sword model's just kinda shorter than the original, I didn't modify any of the bones ¯\_(ツ)_/¯
I can confirm that this is true; Dolphin doesn't support using a physical SD card or a folder. I test in Dolphin frequently with a virtual SD card image before testing on to hardware. Other file replacements are loading like they should, including music, and other character mods. Additionally, I'm using an unmodified vBrawl ISO.
Hi, I've been working on a relatively low-poly character model import recently, and while everything shows up correctly in BrawlBox, seemingly without any file corruption, my mod just won't load in-game. I've tried reimporting the model, the textures; everything. An earlier version of the model initially loaded just fine in-game, but as soon as I tried importing my final model and polished everything, Brawl just seemingly decides not to load it.
I've looked at the system log in dolphin, and it simply says it "failed to load" my file from the SD card. I'm using the file patch code, and the mod is supposed to be for Ike. All of my files are in the correct location, and I don't really know what to do now. I'm using BrawlBox v0.78
Not sure if anyone's posted something like this, but I figured I'd post it in the feedback thread.
Have KC-MM's site operators considered the possibility of adding a "Sm4sh Vault" section? Specifically, something that's exactly like the Brawlvault, only pertaining to Sm4sh mods instead. I certainly think it would be a good idea, seeing as modding for the game has really been picking up traction as of late; I definitely prefer Brawlvault's functionality/organisation over sites like Gamebanana.
I should probably update this thread by saying I've found a solution to the problem. Importing a model with both spec and normal maps causes problems with the mesh; the spec map wasn't needed. After I got rid of that, I was able to edit my model's lighting by setting the vertex colors before importing. However, now I'm having trouble actually changing the brightness of the model.
Recently, I've resumed working on my first import for Sm4sh, and I've finally gotten the model to show up correctly after fixing the UVs. The final step I need some guidance with is fixing the materials so it's not super-bright ingame. My model has both a spec map, and a normal map; how can I edit the model's materials to apply both of these effects?
The maximum amount of characters at the same time that actually seems to work with gameplay might be 7 (using multi-man brawl as an example). I'm not sure on the technical details regarding how it works/what the limitations are. However, there's an old video of all the characters in the Mario Bros. stage at once: https://www.youtube.com/watch?v=XgBlOlOj3us I don't even know where one would go about starting to mess with this stuff.
Has anyone created a Gecko code that prevents song titles from showing up at the start of the match? I'm too lazy to edit song names every time I put in a bunch of new BGMs.
Sorry to bump an ancient thread, but I'm in the same situation as the previous poster. How are we supposed to use the program if it doesn't come with the required files? I've been able to find the DLL files, but I can't find sndconv.exe at all anymore. I used to have it on my old PC, but I lost all of my data due to a hard drive failure..
I've seen quite a few imports on the vault that alter the proportions of characters without requiring the replacement of said characters' FitMotion file. After searching around, I can only find guides that pertain to earlier BrawlBox versions, and using FitMotionEtc. Could anyone give me a general rundown of what's required to resize a character without animation editing? Thanks.
I've been away from Brawl modding for quite a bit, so I recently decided to mess with it again. After 2 days of tinkering, I finally figured out how to get BrawlEx working and clone characters. However, any time I've tried adding custom cosmetic graphics, it just doesn't work.
Basically, the custom CSP, Name, and Selection portrait all show up on the CSS, but then when I go to the Stage Select screen, the stock icons are question marks. Choosing a stage makes the game just sorta stop. It doesn't exactly crash, it just stops at the loading fade, after the audience sound plays. I'm able to press both the home button to bring up the menu, or the reset button to reload the game without codes applied.
I've added the all the necessary files: battle portraits, result portaits, even stock icons; I'm currently using the most up to date release of the Clone Engine, along with the the filepatch code and the CSS expansion. I have no idea what I could be doing wrong.. the characters work just fine with the default cosmetic .DAT files.
I have a Lucas clone on slot 3F (cosmetic 110), and a Ness clone on 40 (cosmetic 111).
edit: I tested even further and tried swapping out my files with ones from a premade modpack and it still just soft locks after "Ready to Fight!" appears on the stage selection screen.
update: I've figured out the problem. Apparently, using the Sammi's older Clone Tool corrupted the hell outta my Brawlex files. Long story short, recreating the slots from scratch fixed pretty much everything. On top of that, some of my portraits had the wrong internal names [MenSelchrChrFaceB.xxx in char_bust_tex portraits should've been just MenSelchrFaceB.xxx, MenSelchrChrFace.xxx in the BP's should've just been InfFace.xxx]