Home Gallery Resources The Team Rules chat Login Register
  Show Topics
Pages: [1]
1  Super Smash Bros. 4 Hacking / Help / object diappears while attacking but its visible standing/running/walking? on: June 09, 2017, 10:54:47 PM
as the title says, pls halp
here's what im talking about: I imported this model over Shulk and got it to work butthe cape object stops being visible out of the blue, how do I fix this?



2  Super Smash Bros. 4 Hacking / Help / Bone editing? on: March 06, 2017, 05:21:31 PM
I dont like to deform my models to fit the bonesets, so I prefer to edit the boneset instead.. at least in brawl, I heard it can also be done in sm4sh by editing the model.vbn, but I havent know anything else apart from that
I tried to move some bones in 3ds max and do the same I do for regular model imports (export as fbx, import in noesis, export the dae from noesis to forge) but when I test the animations, this new edited boneset doesnt work with the animations, which makes me think this doesnt work
do anybody here know how to get this done?
I know editing bones makes the import not compatible with online playing but I dont really care about that
3  Help & Tutorials / Help / Does anybody have the link for the font used in the CSS over the CSPs? on: January 27, 2017, 10:06:20 AM
I remember it was called "matisse" or someting but cant really remember..
4  Help & Tutorials / Help / CSS when I'm about to select player 4's character? on: July 13, 2016, 12:12:18 AM
As the title says, I've been messing with my build lately and I noticed I can use 3 simultaneous players but when I try to use  4th one, the game crashes when I move the cursor near to any character...
Anybody knows what causes it? Could it be any setting with brawlex or something inside the sc_selchar?
5  Help & Tutorials / Model Tutorials / Unknown Flag: the way to keep your model's shape and dont affect the bonethree on: February 18, 2015, 09:46:16 PM
Dont you hate it when theres an interesting import in your mind but you have to cancel it because of the character's boneset shape?
brawl character's usually has that annoying gorilla shape in all the characters, and as importers its even sometimes sad to have to deform a character to make it fit in the bones
thats why the 1-slot bone edits were made for, but the main problem with that is the need of deleting/adding bones to keep throwN, HipN and the HaveNs in their place
well, what if I told you theres another option? But its not as simple as editing the model in brawlbox, this requires editing the PSA itself, I know, it sounds exhausting, but its worth it and will save you many problems with other future imports. This is something I discovered thanks to Iwvy when he fixed my suwako import over luigi like more than a year ago
its an unknown flag we can find in smashattacks that allows the animation to get adapted to ANY bonethree as long as its proportions arent affected by the possition of the animation itself
so thats what Im gonna teach you in this tutorial
SO LETS GET STARTED

Step 1: getting the model into the boneset
For this tutorial, im gonna use my Kars import as the example:
As we can see, the bones dont match the model at all D:



So thats what we have to do, move the bones to match the model's proportions, but take careful note of that; you can only move the bones, dont rodate them and dont scale them because the unknown flag doesnt work for rodated or scaled bones, only for translated bones
Once when youre done with the bone's translations, rig it and import it as you would normally do (I aint gonna explain you how to import, this is not an import tutorial, lol)


Step 2: Adding the unknown flag to the PSA
You have to edit the PSA to get this new import to work properly, or else it will look like this



First of, open PSA, then go to subactions


Now go to animation flags


And check this Unknown Flag square; check this flag in every animation of the PSA, I know ,it will take a hella long time (it usually takes me around an hour), but it will be worth it, since you only have to do it once for the character you are going to import over, in my case I chose wolf, which means now I can edit any future wolf import's boneset♫!


Step 3: Results/testing in game
FABULOUS!



Please notice this is friendly with default characters and any other already existing import


Well, thats it for now, if any questions, ask them below, now here are some possitive and negative things about the Unknown Flagged PSA method:


-The import will not work over any other PSA
-Since this option is only in PSA, PSAs edited in brawlbox will be unable to get this done, unless you used  Brawlbox v0.68b
-You have to make a sizemod for the character because most of the time it affect's the character scale and makes it smaller than how it has to be
-You cant test the rig with the animations in brawlbox, you have to test them manually in 3ds max by rodating the bone and turning it back after that



>Any other import of the character which PSA you just edited will work with this
>No need to affect the HaveNs index number anymore
>You can use it for custom PSAs without porting the animations
>You can put an exiting character over another without having to reimport
>You can edit a PSA which was edited with Brawlbox v0.68b with the special program called "PSAMod", it seems it has an unknown flag option as well (thanks to  BraveDragonWolf for letting me know that)


One last thing
I should have posted this when I wrote the tutorial but I think I forgot ros eomthing, anyway here is a link for a pack with the characters I have added the unknown flag to
https://dl.dropboxusercontent.com/u/102142953/asd/Unknown%20Flagged%20PSAs.rar
this incluides:
-Sonic
-Marth
-Lucario
-Peach (with A.B.C's cinematic FS)
-Fox
-Wolf

if you guys add the unknown flag to a PSA, feel free to post it in the comments so I can add the link here and we brign like a small resource thingy
6  Help & Tutorials / Help / game craashes after 2 minutes wat on: February 02, 2015, 09:56:28 AM
Im using SD HC (with a 4 gb SD caard) with pm launcher and for some reason the game crashes after 2 minutes, if it s a 5 minutes match, it crashes somehow after 3 minutes, if its 3 minutes long, it crashes around the last 20 seconds
what is going on?
7  Help & Tutorials / Help / Smash Attacks is flagged as a virus what the.. Please help! on: December 27, 2014, 09:28:39 PM
do somebody know why do my antivirus (avast) takes smash attacks as virus and keeps removing it without even asking?
or what can I do about this?
8  Help & Tutorials / Model Tutorials / MMD .pmd/.pmx importing full guide on: September 19, 2014, 11:07:54 PM
This tutorial was made to help those who keeps wondering how do I import all the anime characters
And maybe that way my anime brawl hacks monopoly will be over D:

What you need:
-3DS MAX (Personally, I use 2011 version)
-This pmd editor
-The .pmd importer script for 3ds max
-The detach ID script
-A character's boneset or A character's .max scene
-A default character's .pcs or .pac
-An MMD model good source 1 good source 2( but be careful in source 2, it's a japanese site and most of the models has passwords you have to research by yourself, theire mostly in the nico douga video of the model's release)
-Time
-Patience
-The previously said thing

Here we go!

Part 1: Getting the model ready to be rigged

Part 1.1: T posing with pmd editor

The model I used on this tutorial had no bones, so this couldn't be explained with the same model, anyway its the same for any model.
First click in the T icon in the model's window



This will open other two windows, one with the model again and a smaller one with many japanese words.
Just select a shoulder bone and while is selected, click on the Z button of the other window, then move the cursor upside to rodate it up, be careful and smooth to rodate it in a position that its the T pose do it with both arms



Save the model to another file, this pmd editor will save it as .pmx even if your model used to be .pmd, but it doesnt matter, I'll tell you how to turn it back to .pmd
To save this, click on the part that ends with (F) and click on the option that ends with (S)
Something like this



Part 1.2: Getting expresions (optional)

In the same window where you T posed,



Mess with the list of transformations and move that thing to activate each one, think about what expresion do you want, in this case Ill make a surprise face



then save the .pmx
Now close everything and open the pmd editor again, now opening the expresion .pmx you just saved.
We go back to the first two windows, in the model window, click in that circled button and it should open you a small window like its shown:



And then click in the last check so the object list will be displayed; go checking/unchecking the objects and select the vertices what is what
go this way until you select all the objects except the face (the face incluides head model, eyes, iris, eyebrows, tonge, lips, and that stuff
once you did it, right click over it and select the option that ends with (P)



this will delete the objects, now that we have that expresion head, save it

do this for all the expresions you want; I recomend you to save a neutral face model and then use the expresions on it to save time deleting the objects again and again

Part 1.3: Converting the .pmx into .pmd
In my case, I'll be using an unrigged .pmx model; and since the pmd script for 3ds max only works for .pmd files, this means we must convert the .pmx into a .pmd model. For this, open the pmd editor and open the .pmx model there



Now click on that thing that ends with the (x) in the man menu



And save the model as anything you want, justremember to type .pmd at the end, if you dont do that, it will be exported as .x



Part 1.4: Getting the .pmd in 3ds max



uncheck all the option boxes, we only want the model mesh, click on import and select your .pmd



this will display the model like this



now run the detach ID script



Name the model mesh to something, the MMD models usually has a weird character name, this can cause somehing with the script, so name it to something that makes sense, then select the model mesh and in the script window click in detach



The model will end looking like this



Part 1.5: Merging with an existing scene to use the skin wrap (Optional but you still have to see this to know how to merge your mesh with the character you want to import it over)
Thats my secret to rig skirts, I use the skin wrap over the model with the default character Im using; since I'll import Akiho Senomiya over Peach, Ill use Peach's .max file



delete the polygons you dont need, I have a reason to keep the skirt polygon (which will be said in the rig tutorial)
you can delete them all pressing the key h
then it will open you a window with everything in the scene, just select the polygons and then delete them
once you have the clean boneset, with the objects you need,
--------merge part, must read------------
click on the main button, now put your mouse over import without clicking on it, this will let you see the extra import optons, once there, click on merge and select the scene you previously saved



then select all the parts of the model except the one which ends with 001 because thats a nulled object and it can cause crash in the game since its not rigged



the model will show up like this, its not flat white now, and thats the idea because the pmd scrip nulls the shaders of the scene; now right click and select "move", then go to the coordinates section and change the x value from 0 to 20 so the model will not be over the boneset



Part 1.6: Setting the materials (textures) in the model
now open the material editor, its that icon with something like a world it will open the material editor window, if it doesnt show these balls, you should change the view to the compact form



now go to your model's folder and make sure he textures are game-friendly sized (256x256 each one, or maybe smaller like 128x128 or something related to those numbers512x512 is normal for regular models, but not for MMD models because that will increase the filesize alot and cause crash)
once the textures are ready, select and drag any of them to one of the material editor's balls



make sure you repeat the process with every material
you can rename it to the texture's names so you wont get confused later in brawlbox but its not necessar
once the textures "are in the balls", you gotta drag them over the objects they belongs to



make sure you have added the correct textures to the objects, you will see the model has objects you wont use suck like tonges, teeh, expresion faces and stuff, you can delete them and keep the objects you will use, thats necessary because it will help to decrease the filesize
If youre using expresions you previously saved, repeat this whole process (its long, thats why not many people puts expresions to MMD imports

Part 1.7: Reducing vertices count

now we have to optimize the model; for this you must select and object; the the detach ID script converts every object into "editable poly", which is necesary,; you must click on the right bar where it says something about modify, then scroll down to where you see whats in the picture and click over the small icon with the red dots



his is the vertex selector, select all the vertices of the object (it defaultly has them selected already, but if it doesnt, just select them by yourself in the viewport)
then scroll to where you see some mofier squares, between them you will see the wield square, click on the check small square on it (no on the button itself, in the small square)
this will wield the model, by default it marks it at 0,1 which will terribly deform the object like in the upper right imagen, you must change it to 0.01, pres enter, and then click on the check thing



now right click on the model, click on "convert to", then to "editable mesh"
once its an editable mesh; go to the modifier list, select pro optimizer, check the square "keep textures" then click on calculate; after that, change the number percentage to the lowest you can but yet keeping the model looking god
once you got the lowest percentage you could get (I recomend to start from 70%), right click and convert to editable mesh again
repeat this process with every object



You must have pro optimized all your polygons for this part; you must be sure that the model doesnt have over 10 000 vertices because that would cause crash in the game
to see how many vertices do you have go to Views > Viewport Configuration... > Statistics > check the boxes: Vertex count and Show statistics in Active view > click ok



You surely have lots of polygons, to make the rigging easier and quicker; you should attach the objects which has the same material, for this:
right click over the object; then go to attach, and then click the object which has the same material, if it coincides in the materials, it will just attach them, but if it doesnt, it will show a window asking you if youre sure to do it



Part 1.8: Fitting the character in the boneset
Remember when we moved the whole model to an "x" possition of 20? Now move it to 0 and here comes the part which for me is the longest part of importing: T posing and preparing the model for rigging...
First, go to modify and spread "selection" now click over the dots iconto edit vertices once again, but this time make sure the object is on "editable mesh", this way you will be able to select vertices as you want and modify them as you want
select the whole model's objects and scale/move them to fit the boneset as good as you can



ow that the model is T posed, it may get wrong possitions, fix that selecting the whole model and translating it to fit the model
now make the shoulders fit the boneset and vice versa, people normally modifies the model's chest and expandes it to make it fit the bone's posigion, in my case I rather move teh shoulderJ bones (LshoulderJ and RshoulderJ)
but if you move those bones, make sure they has exactly the same new coordinates



To make sure the rigging will go flawlessly, make sure this patron is donein the part where two bones are connected theres a small ball, thats the articulation point
make sure there is one line of vertices on each side separated by one, thats what I call "the oposite sides and the neutral side", the neutral side is the vertices line which crosses through the articulation point, it doesnt need to have the full ring of vertices, just a bit, make sure this patron is repeated on every of them



as you see, even the arm bones must go with "the patron"
since I moved the shoulderJ bones, the hand bones are closer, but not close enough, in this case I have no choice but modifying the model's hand, in this case I will resize it and translate it to match the bones of the hand



its a rule, the model's hand must be bigger than the boneset's hand, translate vertices, rodate bones (dont move them) as much as you must to make them fit as much as you can!



this is something important too, the neck; most imports looks weird when they turns they sight because the neck bone is missplace like this, I dont recomend to do it and deal with the deformity, but since i always edit bones, I will move the neckN bone to be in the middle of the model's neck



Part 1.9: Manually T posing (Optional)
Since this model had no MMD bones I could rodate on the pmd editor, Ill have to do it manually; if you could T pose your model on the pmd editor, you wont need these steps, but if you couldnt, then follow them
we start by selecting the whole arm/hand, and just a part of the shoulder, you have to dont select the part of the shoulder which isnt bended



then we rodate it to make the last part we selected look like it hasnt bended, then we translate it to match the rest of the shoulder its barely over after the first rodation, we have to repeat thsi but now excepting the part we just move it



But before that, fix up as many vertices as you can to fix the shoulders



now rodate the other part of the selection to match it, try to search a refference object to make sure its correctly T posed; on this case I will use the sleeve, you must use your visual senses to make imaginary lines in the sleeve and in the rodation tool, then make sure theyre paralel



once youre sure its ok, move it to match the shoulder
repeat this as many times as its needed to make the arm seem like it has no bending at all, incluiding the hand



I recomend to do the same process in the other side, but if you want to save time, you can select all the vertices of the hand/arm/shoulder/half of the bust, and right click, then detach but before detach, check the box that says "detach as a clone", then select the cloned object and go to skin modifier, then select mirror, once its mirrored, right click, convert to editable mesh
now go back to the original mesh, and delete the vertices of the hand-arm-shoulder-half bust of the oposite side you detached from, if you do it right, it will show no holes on the model because you have cloned the other side to match it, if thats so, right click and attach
if it shows holes, select again but now less vertices
to make sure there arent repeated vertices, right click < convert to editable poly < select all vertices < wield < 0.01 again and convert to editable mesh


Part 2: Rigging
Part 2.1: Auto rigging skirts (also works for capes)
Remember that I left Peach's default skirt? this is the reason why; take note of this if you plan on importing a character over Peach or over Zelda; since rigging their skirt is a massacre, this can help your life
first fo to skin modifier, next select skin wrap, now scroll down to a button that says "add", click it and then select the skirt model from the viewport (this wont open a window, you have to select it right infront of your sights)


it may take a little bit to be finished, but once you can move, scroll down to where you see "convert to sking" and once theres a skin modifier, right click over the skin wrap and deete it, we dont need it, what we need is the skin

Part 2.2: Skinning the model
now that we "stole" the rig from the default skirt, we dont need it anymore and we can delete it
then select all the rest of the objects of the model (press ctrl to multiple select) then go to the skin modifier and select skin
once youre at skin, scroll down to a button that says add; then select all the bones from the scene in the window this will show


once you did it, click on "edit envelopes" and check the box that says "vertices", now you can scroll down on the skin thing until you find the weight table icon, its like a tool thing, click it and it should pop up its respective window


zoom out enough to select all the vertices of the model and wight them to 1 over the HeadN bone (find it scrolling on the bones list, you can use any other but I like to start with HeadN)
you weight them to 1 in the weight table window, its the 1 on the right side (the left side is .1)


this is what happens

Part 2.3: Generic bonethree structure
this is a doodle version of the bones we gonna use on its skeletical order, it may differ depending on which character are you using, but its like this on almost all the humanoid characters


Well, now compare

Part 2.4: My rigging method introduction: "Bones A and B"
Now Ill teach you how do I rig; I go for the system of "The Bones A and B"
we will place ourselves between two bones, we see every two bones are separated by a ball, which is what causes the bending



This is how the rig should look like
Remember when we selected all the vertices and weighted them all to 1? well, thats the influence value
what does this mean?
The influence of the bone when its rodated or moved in the model will depend of these values
you sure can see what I am trying to represent with this doodle, a simple view of two bones and its vertices colored by the influences over bone B
these are the values:
Red - 1
Light Red - 0.9
Dark Orange - 0.75
Light Orange - 0.5
Dark Yellow - 0.25
Dark Blue - 0.1
Light Blue - 0.05



Now select RArmJ and start to weightso it looks like this
I think I dont have to remind you to set on 1 everthing in the hand and fingers too
in this part, RArmJ is Bone A and RShoulderJ is bone B
looks pretty similar, doesnt it? this is how the A-B System works


RShoulderJ is the Bone B and it does look like this, compare it with the doodle pics I previously showed you


you can rodate the bone to see how did the rig go, for this for example, I selected RShoulderJ and rodated it, after that pressed ctrl z so the bone went back to its original rodation after that




Part 2.5: Finishing the rig
Just keep rigging using the method I explained in the previous part of the tutorial
this is how HipN should look llike, on this case, HipN is like a big Bone B and the Leg bones are like two Bones A separated by the vag


This is LLegJ, which is one of the two Bone As


keep using the method for the knees, on this case, RLegJ is bone B and RKneeJ is Bone A
I recomend you to use the frontal viewport to select the ring of vertices that it uses and then set to 0 the influences that arent needed there using the Side viewport


Part 2.6: Exporting the .dae from 3ds max
now go to the srtarter button, and click on export
select the Autodest COLLADA .DAE option
3ds max doesnt have this option integrated, you must install the plugin
find the plugin on this page
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775920
download and install the one of yor version
note: if you dont have the plugin installed, save the scene file and close 3ds max, then install it and do this



then save the model .dae; this will pop up some windos, just click ok on them

Part 3: Brawlbox work
Part 3.1:importing the textures
you should have the default files of the character youre making the import over
on my case I have a default FitPeach00.pcs and FitPeachMotionEtc.pac
you can get all the default character files here
http://opensa.dantarion.com/disc/fighter/

now open the .pcs with brawlbox v.067b (newer versions sometimes corrupts the textures, thats why I use this one for importing textures)
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27797
and import the textures


set them to CMPR so the filesize will be reduced, and remember they shouldnt be bigger than 256x256, but if you can make them smaller, the better
import all the textures and save the .pcs somewhere


Now get brawlbox v.068c (there are newer versions now, but I like this one for importing)
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32211
and open the .pcs you just saved, then go to the first model data folder and right click over the mdl0 thing (that gray thing) and click on replace, now go to 3ds max folder > export >your imported character.dae
and check these boxes once you selected it



there it is, our pretty girl! she sure looks more cute here than in 3ds max ewe

Part 3.2:Testing the rig
time to test the rig, for this right click again, but now click on preview
zoom out the model, and spread the upper and lateral windows of brawlbox moderl viewer to see what you see on this image, click over bones, so they will not show and you will be able to see the model alone, now go to the left window and click on load, then select the fighter's motion file


now select any animation (I recomend the wait animation) and see how did the rig go
well,, [censored].. I sensed the skirt was too short to be rigged normally, plus I think I forgot to rig the hands, but dont worry, we are gonna fix that and see the last steps to see our import in brawl


Part 3.3:Fixing the rig
As you remember, the import's rig was wrong, the skirt was wrong rigged because its too short for peach's skirt bones, in this case, I will rig them over the legs, take note of the other of the weight since you can aply it over any other character who has no skirt bones but you rmodel dos
its more like rigging the legs again


another thing we have to see is the filesize of the previous attempt to the import
(that one with the wrong rigged skirt, save it as .pcs so we can see the filesize)
every character has a filesize limit of 200kb bigger than the original one, except peach, for some reason, peach's .pcs filesize limit is 640kb, in this case, the filesize is too [censored]ing big so I will have to reduce the texture's dimensions



once you have corrected the rig, you have to export the .dae from 3ds max again and open brawlbox 68 again and re import the .dae and test the rig witht he motion file again, this time it looks better; the neck and the shoulders just looks weird because of the bones I moved before rigging



I have pro optimized its hair polygon once again and reduced the texture's dimensions so the filesize now is smaller so now we open the .pcs with brawlbox 67 to edit the materials and in my case, the bones


Part 3.4:Material work
lets edit the materials; remember when I told you that the balls in the material editor in 3ds max could be named the same as the textures? well if you did it that way, the material's name in brawlbox will be the same as the textures so you will se them easier
in this case, I will put rim lighting to the bag and the hair textures
this is something important for peach models: the first material must have the first shader, in this case, the first material in the list is the bag texture, so the first shader must be the rim shader because ill add rim material to the texture



every kind of material must have a shader, and if the material is repeated, they can have the same shader, there is no need to add more, in this case, since the shader0 will be the rim one, you replace it with the shader of the rim material



now replace the material with the material of the rim shader
before doing that, I recomend to copy the texture's name and pasting it once the material is replaced so you wont misspell something (and sometimes materials just has weird names lol)



the rim material has 2 texture refference, the first is the texture's name and the secon dis named "Edge" (a texture you must also add to the textures folder in brawlbox)



this is important for rim materials: you must scroll down to where it says has texture matix and change it to yes, it will stay as no if the texture is of a polygon wich is rigged to a single bone, but dont worry, at least try it



once you did it, go back to the material, and scroll up to where it says cull mode, change it to cull none, if you dont do this, the model will be transparent on the inside or the outside



now the next material is something that wont have rim lighting so it needs another shader, right click over the mdl0 and then add new shader ,then change it for the shader of the "normal material", I have added a material that will fix the transparent materials (you must use it if your texture is transparent, if you use brawlbox's defail materials, it will show up black)



once you have fixed the materials, go to the mdl0 and on the right window click on ad auto metal materials, this will give to your model the metal textures when it grabs the metal boxitem; just keep on mind that this will increase your filesize for a bit, if you didnt mess with the bones, youre done and now you can save it



remember to set the LZZZ before you save it as the .pcs, and change it to "None" for saving the .pac
the .pac must be bigger than the .pcs so dont worry





Part 4: Finished! Testing in the game!
ITS DONE!!





This tutorial is so long that even getting to this point feels like a success lol, here is the final product:


9  Super Smash Bros. Brawl Hacking / Project Concepts / Project KAI.: Rebirth on: June 09, 2014, 11:28:33 PM
do you like competitive fighting games? do you like Project M? do you like those tons of regular brawlex packs that incluides the same characters youve seen dozens of times before?
In that case this is not the place for you, get over Melee already lol
Since I changed my username "KAI" has probably no meaning, but you can make up anything you want lol like "Kawaii Anime Imports" or stuff

This thread needed a revival, which is this, the project has been remade from the ashes and the plans has changed completely now: here is it

This is Project KAI
 


info

This is how this part rolls:
- Ready
- Not ready
Mario
PSA:PM balanced Mario with Dual character (Luigi)
00 Mario
01 Mario (fire mario recolor)
02 Mario (Madoka costume)
03 Mario (Jotaro costume)
04 Mary
05 Luigi
06 Luigi (Mr. L)
07 Luigi (Joseph costume)
08 Murasa's Duck Minion
09 THUG Alien

Link
PSA: Default Link with Dual character (Momiji)
00 Link
01 Link (Tengu costume)
02 Link (Fierce Deity)
03 Link (Zora costume)
04 Leonardo
05 Altair
06 Momiji
07 Momiji (Blood)
08 Momiji (Bikini)
09 Momiji (Blue ninja costume)
09 ALTERNATE: Momiji (Nude)

Ray Vivaldi
PSA: Default Marth with Dual character (Youmu)
00 Ray
01 Ray (red)
02 Ray (green)
03 Shura
04 Puss in boots
05 Youmu
06 Youmu (2P)
07 Youmu (undies)
08 Meira
09 Yorihime

Baphomet
PSA: Baphomet PSA
No alts, recolors only

Alicia
PSA: Default Lucas (will be edited to make it far from a clone)
00 Alicia
01 Alicia (red)
02 Alicia (green)
03 Alicia (micro bikini)
04 Daiyousei
05 Yamame
06 Luna Child
07 Bom
08 Bubbles
09 Buttercup

Ryusei
PSA: Default Fox (will be edited) Dual character (Leona/Kiso)
00 Ryusei
01 Ryusei (extra recolor)
02 Ryusei (green)
03 Ryusei (blue)
04 Leona
05 Leona (alt costume)
06 Leona (orochi)
07 Fio
08 Kiso
09 Kiso ni Kai

Miku
PSA: Default Zero Suit Samus (will have an own PSA later)
00 Miku
01 Teto
02 Gumi
03 Neru
04 Calcium
05 Luka
06 Rin
07 Meme-chan
08 Meme-chan (bikini)
09 Meme-chan (alien thing)

Abe
PSA: Captain Snake (will be edited)
Recolors only

Crono
PSA: Crono PSA with Dual character (Tenshi)
00 Crono
01 Crono (red)
02 Crono (extra recolor)
03 Crono (blue recolor)
04 Konngara
05 Angeal
06 Tenshi
07 Tenshi (2P)
08 Tenshi (Bikini)

Joseph Joestar
PSA: Default Snake (will be edited)
Recolors only

Panty
PSA: Gunslinger Samus with Dual character (Mami)
00 Panty
01 Panty (red)
02 Panty (green)
03 Panty (blue)
04 Reisen
05 Mami
06 Mami (red)
07 Mami (green)
08 Mami (blue)

Ryu
PSA: Ryu PSA with Dual character (Shiryu/Meiling)
00 Ryu
01 Ryu (Evil)
02 Ken
03 Dan
04 Ryo
05 Mr. Karate
06 Dohko
07 Meiling
08 Meiling (dress)
09 Meiling (Bikini)

Scott Pilgrim
PSA: Scott Pilgrim PSA
00 Scott
01 Scott (red)
02 Scott (black)
03 Scott (blue)
04 Scott (yellow)
05 Scott (tuxtedo)
06 Barbara
07 Barbara (scott recolor)
08 Barbara (extra recolor)

Bunny
PSA: Non-transform Default Sheik with Dual character (Mai)
00 Bunny
01 Buny (blue)
02 Bunny (green)
03 Chiyuri
04 Mai
05 Mai (green)
06 Mai (blue)
07 Kana
08 Kana (bikini)
09 Yoshika

Tabuu
PSA: Tabuu PSA

00 Tabuu
01 Tabuu (red)
02 Tabuu (green)
03 Tabuu (blue)
04 Tabuu (black)
05 Tabuu (white)
06 Tabuu (yellow)
07 Akuma Homura
08 Akuma Homura (red)
09 Akuma Homura (green)


Special thanks:
Shiro_Neku: Mostly all the BrawlEx stuff and gfx fixes
10  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Giga and company having CSS slots and not by brawlEX??! (See to believe) on: February 22, 2014, 10:50:17 PM



Found it here
http://donarudosama.hatenablog.com/entry/2013/02/03/120744
11  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Kyouma's personal perfect posed CSPs Under Cnstruction on: July 16, 2013, 01:15:22 AM
I am not an expert on making CSPs to give them cool shading effects and stuff, but I just needed some perfect posed CSPs, and looking at how CSP request makers takes forever to make request and I am constantly making new stuff, I cant wait so I decided to make my own
I use named CSPs, but im not posting my named CSPs (unless you people ask me to)
I dont have maaany CSPs because Im still working on them, I just decided to share the CSPs I personally use

Mario CSPs


Link CSPs





Captain Falcon CSPs


Cloud PSA CSPs


Ill add the CSPs Ive made for Samus, Zero Samus, Ike, Luigi and some others tomorrow
(also the named CSPs and BPs)

Named CSPs looks like this in game
Shigeru Miyamoto doesn't want touhou characters for Smash Bros
12  Super Smash Bros. Brawl Hacking / Model Imports / Gamidame_K's thread: Nothing to see here, folks on: March 03, 2013, 11:30:19 PM
It is a new begning again, so the world of the past must be destroyed to leave the path to a new and last world
All the previously made hacks are not going to be shown here anymore since the new plan is remaking everything in a "last course"; this means the new versions of old hacks will be the absolute final ones, so things will get serious from now on
this new age starts with some characters and the family will grow on, some are known faces and some others are new faces so enjoy it all guys
Now I have to split this thread in two parts: one for regular imports and one for Project KAI info
As I've always done in my thread, the dinamic is the same, ordering the characters in their respective series, this will sorta be "unlocking" new series as long as I keep adding characters of new series, so that way will be more fun yay! there we go

Nintendo Characters


Kantai Collection



Mahou Shoujo Lyrical Nanoha


Mahou Shoujo Madoka Magica



Vocaloid


Final Fantasy


Nico Nico Douga Stars


Jojo's Bizarre Adventure


SNK Series


Fate Series


Yu Gi Oh!


Touhou Project


Singles


Meme/Internet Stars


Special Guests




You're welcome to comment anything you want and any doubt you have about my works, I hope you like it
(I don't take requests btw)
13  Help & Tutorials / Help / 3ds max 2011 Blue screen of death's me on: August 25, 2012, 09:46:35 AM
I don't expect many people to answer this since its not very related to brawl hacking, but this is why Ive been inactive on my imports and I need all the help I can get to solve it.
So here's the story:
I installed an antivirus AVG 2012 and when I tried to run max, it blue screened me.
(yes I unistalled and reinstalled it to see if that fixed the problem but no results).
What could the problem be?
14  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / How to make each texture have an own CSS name on: August 23, 2012, 08:22:49 PM
I am sure it's not my own case; we have different characters over one PSA, but when we select one, we see the name of the "original" character, for example: I have Meiling over Ryu, but when I select her on the Character selection screen it shows the name of "Ryu" due to the other Ryu recolor slots.
Well, I found a way to change that.
First than anything, we need to "clean" all the CSS names, this means, deleting them all to replace each one for each texture we have.
Use this black image with these exact proportions
right click and "save image as"  -----><-----
Now open sc_selcharacter_en  (it's inside common5.pac for riivolution users) with brawlbox and spread miscdata30, then go to "textures" and slide down until you can see the CSS names and replace each one with the provided picture I gave you.
Once when you did it, the CSS names are clean and no names will show in brawl at the CSS, so go to char_bust_tex_lz77 and spread it to replace each CSP with a new CSP with a name placed over it.
For example:
This is Kirby's CSP how would show in selection screen now
Has no name now D:!
so we replace it with one with a name on it

NOTE:Be awared of the name's position on this image, because if my calculations are correct, that is the actual brawl's name position, if the name is lower or higher, it could make the CSP look kinda strange (but no freeze danger).
Now do the same with each texture.
Here have my personal Kirby CSP's






That's all about this, thank you for reading, I hope it's useful for you.
15  Super Smash Bros. Brawl Hacking / Model Imports / The Future Gadget Laboratory (Kyouma's thread) FROZE PLANS, 3DS MAX WON'T WORK on: August 23, 2012, 05:13:12 PM
Introduction
I am the mad scientist Kyouma and this is my first official post on the forum, I hope everyone enjoy my imports, I work hard on them (even if it doesn't seem like that). But I will also share my theories and ideas about brawl hacking on this thread.


I am a quick importer, not very experienced, but I do the best I can on every import I do.

This is the imports list plan ordered by series.

Steins;Gate
❒ Okabe Rintaro    -over Snake
❒ Mayuri Shiina     -over Peach
❒ Hashida Itaru     -over Wario
❒ Kurisu Makise     -over Zelda
❒ Moeka Kiryu       -over Zero Suit Samus
❒ Akiha Rumiho      -over Peach
❒ Suzuha Amane    -over Sheik

Jigoku Shoujo
❒ Ai Enma                -Not decided yet
❒ Ren Ichimoku       -over Sheik
❒ Hone-Onna          -over Zelda

Gegege No Kitaro
❒ Kitaro                  -over Lucas
❒ Neko Musume     -over Peach
❒ Backbeard          -over jigglipuff or Kirby
❒ Beako                 -over Sonic (shadow PSA) still pending

Mahou Shoujo Madoka Magica
❒ Madoka Kaname            -over Pit
❒ Homura Akemi               -over Snake
❒ Mami Tomoe                  -over Zero Suit Samus
❒ Kyouko Sakura              -over Ike
❒ Charlotte                       -over T-rex PSA
✔ Kyubey                          -over Ganondorf http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28008

Touhou
PC 98
❒ Kasen     -over Lucario (Buu PSA)
✔ Mima       -over Ganondorf http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28177
✔ Elly          -over Ike http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28223
❒ Yumeko   -over Sheik
❒ Shinki      -over Zelda
❒ Mai          -over Zelda
❒ Yuki         -over Sheik
❒ Orange    -Not decided yet

Embodiment of Scarlet Devil
✔ Cirno                            -over Peach http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28336
✔ Hong Meiling                -over Capt. Falcon (Ryu PSA) http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28319
✔ Patchoulli Knowledge  -over Peach http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28317
✔ Sakuya Izayoi              -over Sheik http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28355
✔ Remilia Scarlet             -over Zelda http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28356
✔ Flandre Scarlet             -over Pit http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28164

Perfect Cherry Blosom
❒ Letty Whiterock        -over Zelda
❒ Alice Margatroid        -over Peach
❒ Youmu Konpaku        -over Marth
❒ Yuyuko Saigyouji      -over Peach
❒ Youki Konpaku          -over Ike
❒ Ran Yakumo              -over Zelda
❒ Yukari Yakumo          -Not decided yet  

Imperishable Night
❒ Mystia Lorelei                      -Not decided yet
❒ Keine Kamishirasawa (EX)   -over Wolf
❒ Reisen Udongein Inaba       -over Zero suit samus
❒ Eirin Yagokoro                     -over Sheik
❒ Kaguya Houraisan               -over Zelda
❒ Fujiwara No Mokou              -over Ike (Takahisa Tajima PSA that PSA is pure epicness)

Phantasmagoria of Flower View
❒ Yuuka Kazami                 -over Wolf (Vegeta PSA)
❒ Komachi Onozuka           -over Ike
❒ Shikieiki Yamaxanadu     -over Marth

Mountain of faith
❒ Hina Kagiyama             -over Peach
❒ Nitori Kwashiro            -over Snake
❒ Momiji Inubashiri          -over Link
❒ Sanae Kochiya             -over Peach
✔ Suwako Moriya            -over Mario http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28134

Subterranean Animism
❒ Satori Komeiji              -over Zelda
❒ Rin Kaenbyou              -over Sheik
❒ Utusho Reiuji               -over Samus

Other Series
❒ Calcium (vocaloid)                              -over Bowser
❒ Edward the head (Iron Maiden)         -Not decided yet
✔ The Winged Dragon of Ra                  -over Giga Bowser http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28229
❒ CJ (GTA SA)                                        -over Snake
✔ Ronald McDonald (Maddonald's)        -over Captain Falcon http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27991
❒ Colonel Santers (KFC)                        -over Pit, Captain Falcon or Ganondorf
✔ Abe Takakazu (Kuso Miso Technique)-over Snake http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27926
✔ Eduard Khil (Mr. Trololol)                    -over Captain Falcon and Ganondorf http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28028
❒ Duke Nukem (Duke Nukem Series)     -over Snake

The upcoming imports
I am still having the BSOD problem everytime I run 3ds max, and now its worse, so all the projects will be froze until I send my computer to get reseted and I re-install max 11 then.

I give more priority to requests, so I will finish my pending requests before finishing my planed priorities
 so I'll order them by date they were requested:
** Shikieiki Yamaxanadu High prority, it's a birthday gift for some friend of mine
1) Aki Minoriko - over Peach request
2) Tony Hawk (THPS model) - over Captain Falcon request
3) Phoenix Ikki - over Ike (takahisa tajima psa) request
4) Komachi Onozuka - over Ike
4) Rin Kagamine - over Zelda  (I am not sure which one should I start first).

Recycle Bin
Bat winged Mima



Custom Ai Enma model


Custom Kitaro over Mario


Keine Kamishirasawa


Custom Neko Musume model over wolf






This is everything by now, I will be updating the main post again and again, so please feel free to ask whatever you want, give your opinions and stuff.


El psy congroo.
Pages: [1]