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1  Help & Tutorials / A/A Tutorials / Re: How to Nullify an Action Override or Exit and Save for Later Use (Brawlbox) on: December 10, 2018, 04:14:56 PM
I've modified the OP to let people know they should use this tutorial only with Brawlbox, and that PSA can simplify the process quite easily.
2  Help & Tutorials / A/A Tutorials / Re: How to Nullify an Action Override or Exit and Save for Later Use on: December 09, 2018, 08:30:44 AM
I'm sorry to say, but the tutorial you linked (and by extension, this tutorial) is outdated (I have since unstickied the other thread).

Here's a more up to date tutorial for adding Action Overrides: http://forums.kc-mm.com/index.php?topic=78868.0

For removing an Override with the updated method, just go to the Override tab, select your desired list (Entry or Exit), select your desired Override, right click, and click Remove.


Ohhh, I didn't know! I've been using Brawlbox v0.68b, and I did this because my file couldn't open in PSA for some reason, and a thread you made says Ness can't be edited in Brawlbox, but this fixed the problem. I wasn't aware how recent other software for editIng PSAs were (should've figured since they're called PSAs and not Brawlboxes).
Dang I didn't know it was that easy now! XD Would you like me to remove this tutorial?
3  Help & Tutorials / A/A Tutorials / How to Nullify an Action Override or Exit and Save for Later Use (Brawlbox) on: December 08, 2018, 03:47:57 PM
Hello! To figure this out, I had to use this tutorial as a reference:
http://forums.kc-mm.com/index.php?topic=65585.0

Only use this tutorial if you're editing your file with Brawlbox. PSA offers many features, one of which makes this process much more simple.

An action override is rather self-explanatory. It overrides the normal execution of code with its own to achieve special effects. Simply removing the code in an action override won't remove it, it will cause the character to freeze in place when that action is reached.

There's a tutorial for creating an action override for a character that doesn't have one, and there's a tutorial for creating action overrides for a character that already has one, but what if you needed to remove an action override?

This became a concern for me while I was working on a PSA over Ness. I found that after importing my new model that I could no longer charge my up and down smash attacks. I deduced that since Ness has unique smash attacks, that action overrides were most likely causing the problem (beside bone references), and since I don't plan to use the yo-yo, I tried this out. I think this can work with other characters that experience similar problems.

This tutorial will show how to nullify interfering action overrides until you need them for something else, if ever. If you end up using all of them, you should still be able to use the other tutorials on how to add more. Nullifying them is much easier!

What you need:
- Tabuu Alpha 3: https://www.dropbox.com/s/iymz8d0ja9bie4i/Tabuu%20Alpha%203.zip?dl=0
- Hex Editor: https://mh-nexus.de/en/hxd/
- FitCharacter.pac
- No Brawlbox or PSA!


Open up your FitCharacter.pac with Tabuu. I will be using FitNess.pac. Then open MiscData[0] --> sections and click statusAnimCmdDisguiseList for action override or statusAnimCmdExitDisguiseList for action exit. I will be choosing action overrides. If you don't see one or either of these folders then your character doesn't have them, and this tutorial isn't for you. I opened up the folder for Ness' action overrides and found a bunch of them. Clicking one will reveal the ActionID it overrides. The last action override should be empty because it actually marks the end of the list of action overrides.


You can use this link to find what number correlates to each action:
http://opensa.dantarion.com/wiki/Actions_(Brawl)

I actually don't need to keep any of these but the last two (excluding the end of list "override"), but I showed the first one that relates to the problem I was having.

Right click  statusAnimCmdDisguiseList and click open hex view (content). Once you're inside, notice that each override is 8 bytes long and they're color coded. The first 4 represent the action ID and the last 4 represent the location of the code it reads. I recommend copying all these values to notepad because we will be reorganizing them in the hex editor. You can also keep a copy of your FitCharacter.pac file to have Tabuu open while you make edits to the other in the hex editor.

Now open the file in your hex editor (you should close Tabuu if you didn't copy your file). At the top click Search ---> Find. Change the Datatype to hex values. Then type the data for the first action override. In this case, mine is 00000029 00018538, but all I need to type is 00018538 and search. You should see the same code as in Tabuu.

Now we have to reorganize the action overrides. In notepad, make a list of action overrides you want to keep and one for overrides you want to omit. However, you have to make sure that they are organized in chronological order in regards to the command location offset.

In my example, the two overrides I want to keep happen to be right next to each other already, so there are no overrides in between them I want to omit. If that's not the case for you, place the ones you want to keep in chronological order like normal, but if you want to reuse one of the unused overrides later, make sure you still place it in chronological order and not at the end of the list. This way if you happen to use all the overrides, it should end up in the original order.

After you have your overrides organized, copy all the overrides you want to keep. Click on the very first override offset, and right click, and choose paste WRITE. Do NOT choose paste insert, this will improperly increase the file size and corrupt the file. Remember the "override" in Tabuu that actually ends the list? It looks like FFFFFFFF 00000000. Type that line immediately after the list of overrides to keep. Now you want to copy all the values for the overrides you're not keeping, and place it immediately after those bytes. Make sure you do not replace the 00000000.

What you have just done is tell the file to stop reading the overrides that you placed after FFFFFFFF 00000000, and the offsets after it aren't read unless you put them before that line. I think technically the omitted overrides don't have to be in order, but its more clean to keep them that way in case you need any of them again.

After you're done, save and open it back up with Tabuu!! (HxD will automatically create a backup for you)
And WAH LAAA!! Those extra action overrides won't hinder you again! To re-purpose an action override or exit just place it accordingly before the FFFFFFFF 00000000 bytes and change the action ID to the one you need, and then recode the commands in brawlbox or psa!


Thanks for listening to my tutorial! If this was helpful, or you found issues, or if it's irrelevant because people barely mod the game anymore, please give feedback!
4  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: November 03, 2018, 09:45:20 PM
Hey everyone, progress update! I've just finished re-rigging the new version of the model, and now I'm dabbling with his default costume textures, trying to make them resemble his Mother 3 appearance more, although I believe NintenDS may be able to make the textures as well. I also made a few edits to his machine UVs, so I'll be remaking the texture in an area, the back of his mech.
5  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 22, 2018, 07:35:55 PM
Thank you!

Hey guys just a progress update on what's going on. So in Maya I ran into a small rigging problem where scaling bones no longer reacted like the original model did.

My version of the rig:

The original version of the rig:

You can see that scaling that joint in the original also scaled the children bones, but not in my rig. However after importing it into brawlbox the problem mostly disappeared by itself.

Now the problem is that the interface is kinda glitchy. Manually typing in a scale value for an axis on a bone will work fine, but trying to use the scale tool to scale the bone will cause the other axes to be affected for some (I'm guessing most) bones.I'm trying to figure out why this happened, and I have an idea. It might end up in me restarting the rig...
but that's fine because most of this mesh isn't hard to rig anyways.
6  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 17, 2018, 10:28:11 AM
I did anticipate people who find this thread are searching for a project that's already completed. That being said, I've joined the discord, but I believe it would still be best to post here frequently so viewers know that the project is still in motion.

I would've loved to produce mods back during Brawl Vault's glory days XD but I was a kid when I found out about this place and I didn't have the skills to do anything. Now that I do, it seems most people have moved on, but that's okay.
7  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 17, 2018, 12:21:08 AM
Yeah, it's going to be difficult programming individual entities for some of his attacks, because as far as I know we can only use as many as the original character has, and I don't know to what extent we can modify the attributes of these entites. We could go for a middle ground and make pseudo-projectiles. They're basically animations that appear to be a separate entity but aren't. The problem with this is that for some attacks, Porky can move before the projectile and it's hit box disappears, and I don't think that can be achieved through pseudo-projectiles. However in one case, that's a good thing. In Crusade Porky actally has an infinite combo with his puke attack. And maybe his up air would be too spammable this way too. We'd probably have to make a different version of that attack where maybe the orb moves faster but travels less distance before disappering. Since his back air is a fart attack, it wouldn't follow the mech as it falls. I think we'll either have to program these moves as different entities or create entirely new moves that are simpler to code. But optimally we could make new versions of the original moves that work with pseudo-projectiles without appearing low quality or flimsy.
8  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 14, 2018, 05:31:26 PM
I was actually going to suggest this, but I decided to let you do things at your own pace. If you think you're ready to tackle the rigging now, I'd greatly appreciate it!

Alright,  I'll give it a shot once I can!

So I'm in the process of preparing Porky's skeleton before I rig it. There are several "Landform" bones that aren't rigged to anything but are placed in specific locations. Does anyone know what these are for? I could just delete those, but we could also use them to place graphic effects on when we're programming. For example his up air, the energy orb that shoots up, we can animate one of the landform bones to match the path of the orb, then attach the orb graphic effect to it later. The orb wouldn't be in the FitPorky00.pac file, it would be found in the FitPorky.pac file. Even so, do we need all six of them?

Post Merge: October 15, 2018, 09:35:18 PM
I believe I've finished the skeleton now, there are just a few lingering bones that I haven't decided to delete in case we need them for graphic effects. If you're seeing this you may have already seen that I renovated the original post thus seen the screenshots relating to the new skeleton, but I'll show them here as well as a time stamp:




Wow these screenshots look a lot worse now that I look back. Oh well!
9  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 14, 2018, 10:57:52 AM
Here's the render concept I had in mind. I messed up a bit and Porky's looking directly into the camera but that will be fixed when the actual model is done so I can finish the render. I couldn't get the Mecha-Porkies' lights or reflection working, I just kinda don't know how to do that in Blender.

The Mecha-Porky in the back isn't supposed to look into the camera either.

That would be the actual CSP, but here's how the STC (I believe it's the one used in the results screen?) and the BP would look like:


Gonna be honest, I actually really like this one! I like how Porky's looking into the camera also. Maybe if you keep Porly's angle and pose but change the mech's pose to be more compact somehow? When it comes to the render that will be used in-game, the Mecha-Porkies will most likely have to be excluded. But you could definitely make a version of the same render with Mecha-Porkies when people would see the entire image outside of the game, and I encourage you to just have fun with these poses.

About the texturing progress right now, I know PigMaskColonel is eager to start animating, and I don't know how much time he'll have until he won't have time anymore. So I'm thinking, since I've finished the UVs, what if I rig the model now so you can start animating, while I continue texturing the new clothes? It just means you'll be animating Porky with Lucas' colored shirt and distorted suspenders until I finish the textures. Because rigging is still a big process. The mech fortunately won't be very hard, but since Porky is an organic object that will take more work.
10  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 13, 2018, 11:09:17 AM
Hey guys sorry I haven't updated you all on progress so far! So I've had to recreate the UVs on his pants and thus the texture for that area will be entirely remade. I also had to remake his shirt texture because the UVs of his old shirt and Lucas' shirt weren't composed the same way. So essentially I'm retexturing all his clothes, and I ran into a problem earlier that broke my texture file so I had to restart that.

Anyway, his clothes are looking a little different now. His suspenders are more of a pale light-blueish color because in my opinion it resembles Mother 3 Porky more that the brawl Porky. There's only one strap on each side now instead of each one splitting toward the bottom when it reaches the top of his pants.

I know I don't have a picture yet but what do you guys think about this?
11  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 06, 2018, 07:47:35 PM
Mecha-porky is found right with Porky's other boss files, and that's found somewhere within all the story mode stage files... and there's a bunch of them. PigMask might be able to tell you which one he found it in XD.

But I'm not done with textures yet. Although most of the Uvs worked, I've moved them so they use the same texture map. I've finished UV unwrapping the pants, but now I'm trying to bake an ambient occlusion to its texture map so it will look nicer. I'm currently having issues though.
12  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 06, 2018, 04:34:41 PM
The only thing that bothers me is that you didn't make changes to the legs and face, because the legs would be necessary to do his spankety taunt if we decide to do so, and the face, to at least smile

About the legs, no need to worry about those. The problem with the legs wasn't that it needed more faces (I compared the density of the his legs to Lucas', and they're about the same). The problem with the legs was that it didn't have any bones to actually move it, which I will change once it comes time to rig the model.

About the face though, that's the really tricky part to me. His face itself isn't rigged to a jaw bone, so changing facial expression would require some kind of deformation animation. I think the term used for it in brawl's files is SHP0 or VIS0 or something like that. And it would be rather difficult to change his facial expression given the odd nature of his face to begin with, so unfortunately I'm not so sure how different facial expressions will work yet. However, we could animate the mech's jaw instead to imply a certain facial expression.

Regarding his pants, I made the pant sleeve smaller toward the end because Porky will be sitting in his mech more tilted like in Mother 3 and Crusade, so I wanted to avoid the player seeing the inside of his pants when playing... If you and others still want it to be wider, then I'll change it back.

And I just decided that I'm going to do UVs before the rigging process. This is because when experimenting I found out that even after modifying the model, virtually all the UVs are still intact, which is amazing! The only UVs I have to refurbish are the ones for his pants! Afterward, I can combine the Uvs for Lucas' modified body and Porky's body into one or two texture maps, then we can modify his skin and clothes on Lucas' part of the model to match Porky!
Then there's also that weird texture distortion you noticed in that red structure on his mech, I'll look into that too.

As for Business Porky alts, I can do that after we get his primary costume working. I think its more important to get his primary costume going before we start alternative costumes, unless they're recolors or retextures. The difference for Business Porky is that he may require some model modifications, which will require re-rigging parts of the model and modifying the UVs once again.
13  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 06, 2018, 03:25:10 PM
I believe that right now we may not need people to help us, right? I have yet to be replied by CaliburTek, still, and I mainly have to notify him via his YouTube channel apparently due to him not receiving notifications via email or not having time when sent, so I was wondering if I should already contact him, or if I should wait. I don't exactly know but I think he's about animating, don't know if he can code. Speaking about coding, perhaps any of you could contact KingJigglyPuff in the future to help us when the model and some moves are done? I may also try to contact some more people later on.

I also tried messaging CaliburTek, but I didn't get a response yet, but that's okay, I think we're doing okay for now. Regarding coding, I should be able to manage most of it, so I don't think its necessary to call KJP right away XD, if we can get his attention to this project.

I want to show everyone progress on remodeling Porky. As a matter of fact, I might be done with the remodeling. Now I have to recreate the UVs (some are salvageable) and rig him over a new skeleton. Check out the screenshots I made! I'll update the OP with this as well:

https://imgur.com/a/HQN0cS5

This isn't shown in the screenshot, but the skeleton for Porky and the rest of his mech now match the resize PigMaskColonel made properly, rather than forcing the animations to resize it. I have to add more bones to Porky first before rigging otherwise the whole remodeling process is pointless.

I'm wondering though, should I rig him first, or start working on his UVs? What do you think I should do?
14  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 04, 2018, 01:06:45 PM
I like the texture edits you made to the mech. And that blue-is light on his head always bothered me XD. BUT for now don't go too crazy on editing textures for Porky himself (the mech should be fine) because I'm in the process of remodeling him, so the UVs are bound to change, meaning the texture map may look different afterwards.

PigMaskColonel also made an idle stance similar to yours in the sense that he's more tilted back, but the legs are closer to the mech like in Crusade, which hopefully in the end will avoid making his hurt box larger than it needs to be, or appear bigger than it is.
15  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 04, 2018, 07:51:54 AM
Well, after all all I have experience with is textures, so I guess I shouldn't be talking about coding or anything.
I've added the images to the renders album, so here they are plus some previews  I decided to do for my twitter: https://imgur.com/a/bV45tBe

The only problem with Porky's model is the legs and arms, and if this is easier I think we can stick with this model, soon I'll try to show you some improved textures.

No worries, just because you don't know about coding doesn't mean you can't make suggestions. And WOW you've done a lot of recolor, nice!

However I've decided that before we start animations that the model needs some work before that can happen. The Porky 3D model isnt very high quality because game devs only planned on the mech moving, so I'm now making changes to the model and skeleton.

So far I've unbinded the skin and skeleton, and reduced both of them separately to their appropriate size according to the scale PigMaskColonel made. After I adjust Porky himself, I'll freeze the transformations on both the skeleton and the mesh so it cleans up everything. This should stop Porky from reverting back to original size for every animation that's incomplete, because we no longer have to scale him down through animations.

I'll be using Lucas' model to rework parts of Porky (suggested by PigMaskColonel). I'm going to add more bones to Porky's body allowing for more control, and by default he will be posed a little different than he was before (his arms will just be T-posed instead because his shirt sleeve cuts into his torso in his normal pose, which will be hard to re_rig). And since I'm adding bones to Porky's model that will actually be used, I can delete the previously made UselessBones I added initially to get him compatible. However, we can expect that his bone indexes will shift, so graphic effects, and the bone that picks up an item, will more than likely be in the wrong place. We'll have to go in there and change the bones these effects use later on.

One final important thing to note about reworking Porky is his textures. His textures WERE fine, but since we're modifying his model, I may have to remake his UV wrapper and textures.
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