I want to add some ropes hanging from his belt and maybe a couple more little details. Not sure if I'm going to be doing the fur as a multi-layered mesh like it is in Brawl or just leaving it as is. I'd like to have the layered fur, but it seems just a tad too troublesome. I might attempt it, though.
So I followed the tutorial on the first page to give a brawlex clone 10 costumes, and I thought I did everything right, but something went weird.
Basically, all the texture assets loaded fine - All 10 Character Select Portraits, Battle Portraits and Result Screen Portraits loaded fine for each character and correctly for each character. However..
For some reason, the actual costumes don't load for the extra costumes added on (slots 7-10). Instead, the default costume (No.1) is loaded anytime the additional slots are. And I have no clue as to why. The costume files (in this case, FitMarisa06-FitMarisa09 pac and pcs files) are all correctly named, are different costumes (so not copies of the first costume).
Any ideas?
Hmm, I've seen that error happen when I forgot to check the costumes in the Fighter Config file. Maybe double check that?
Sorry for being annoying, but I'm stuck. I made a topic in the help section, but I figure maybe the OP (ShinF) might know the answer, so I'll try here too.
How do you make Battle Portraits for the last two costumes (No. 11 & 12) for the characters who have 12 costumes? The ones I tried to make are crashing my game, and are the only issue I need to fix up
Just to make sure it's the Battle Portraits and not something else, is it a beep freeze or a silent freeze?
I've personally never tried going over 10, but I think you would just continue numbering it the same way you do for other costumes. Like, I think Ganondorf's starts at 191, so you'd go up to 120 for his first ten costumes and then costumes 11 and 12 would be 121 and 122. Theoretically, at least.
Also, just to be sure, when you set up the CSS Config files, you did use 0A and 0B for the extra costumes, right?
So it is arranged to match the cbilss portrait order? Awesome - that'll help a lot!
A few more I just though of:
- I never touch Game and Watches files. So long as I don't move any of it's config files (I'll check the phantomwings graphic to find out what his id is), I should be fine right? - I need to include all the extra files for some specific characters that came with the cbilss download, don't I? Things like Peach's entry files, and pkmn trainer's final smash files, etc.
Otherwise, I think I'm set! Thanks so much for getting back to me
Yeah, you'll need things like entry files and such for characters who have them for every costume. Game & Watch has also been expanded to use 10 costumes. I think cBliss already comes with a set of FitGameWatch00 files with 10 costumes, so he'll work just the same as he does with cBliss as well.
I downloaded your stock files, although I'm still thinking about doing it myself. Just a few quick questions:
- Does Wario still have 12 costumes, or only 10 now? - I got 2 different CSSSlotConfig folders in the download. One of them is called 'CSSSlotConfiig (cbliss order)', whereas the other one is just 'CSSSlotConfig'. Does the cbliss folder one match the cbliss sc_selcharacter.pac file included in the orginal cbliss download (i.e portrait 00 = default, 01 = red team, 02 = green team, 03 = blue team, 04-09 = rest). I just want to know if I should start a whole new sc_selcharacter.pac file, or if I can use the cbliss pac file as a template/guide.
Thanks for the files and tutorial! They're going to help a lot
It's been a while since I've looked at them.
Wario does still have 12 costumes, and I think the two CSSSlotConfig folders are the same. One of them was just the CSSSlot by itself in case people already had the Fighter Config, and one of them was zipped with the Fighter Configs in case they wanted to download them both together.
And yes, you can use the files that came with cBliss as a base. I arranged them to match the cBliss portraits. If you're using the BrawlEx CSS expansion, though, you have to modify the sc_selcharacter PhantomWings provided. You can just export the char_bust_tex from the cBliss sc_selcharacter and import it into it, though, which only takes a second.
Feel free to let me know if you have any more question.
All you should have to do, iirc, is add the following code to your codeset (and not the Individual Victory Theme code) and put the victory themes you want to use in pf/sound/sfx/ .
Name the file something like 00003000.brstm (any number between that and 0000FFFF works), and then go into the Slot Config of the character you want and change the number I circled in my last post to match the number the file is named. That should be it.
It didn't work for me though. Even with that code. And the tutorial I found is hard to understand.
I actually remember how to do this. You can use the CSE to add new songs to the game, and then use the Slot Config to change an individual character's victory theme to use the newly added songs. I think there was a problem where one of the ExSlots (43 I think?) would work oddly with CSE songs, but the rest were fine.
That's where the new song's ID goes. The number you use is the same as the name you give the music file.
I'm not clear on how to change the victory fanfare for K. Rool in his SlotConfig file. The offset 0x20 is all 0's, and IDK what ID DK's victory fanfare has...
DK's is 0000283E, I think. That's what it is in his default Slot config, at least.
So after putting it off for a while, I figured it was finally time to give ten costume slots to each of the default characters, and I decided to use the stock files in the first post. I did a few (Mario, Link, Marth, several others) and they worked perfectly fine. Then I came to Peach and Bowser, and simply cannot get them to work. I've tried with the stock files from this thread and edited files from PW's "Configs Templates" folder, but no luck. It isn't the method I'm using to load the game (Gecko, Riivo, and Dolphin all freeze) or the costumes I chose (I've even tried renaming default costumes). No matter what, the game silent freezes upon selecting a stage if I pick a costume above 06 for those two. Is there anything special about Peach and Bowser specifically that I could be missing?
For Peach, you need to be sure that all her costume files have an Entry file, but I'm not sure why Bowser would be freezing. If you're using it with Project M, you might need to give him some extra Giga Bowser costume files, but otherwise, he should work just like any other character.
Hey, sorry I've been gone a while but my attention got caught up in other things I wanted to do. I've made some slight adjustments to Bowser, though. Any thoughts on him?
How much would it cost for BrawlBox to have a feature where you can import a model without changing the original's materials or shaders? Like, say you're working on an import and you've got all of its materials and shaders fixed up, but then you notice a rigging problem in-game, and you want to import a newly rigged model without having to redo the material and shader work again. Would a feature like that be possible?
The more you can have without conflicting is 10 costume slots per character (excluding Wario who has 12).
For example:
You want Mario to have 12 costumes. Only 10 will be possible because the next 2 costume slots are already used by Donkey Kong.
I've been thinking about this. We can reassign character cosmetic slots via Cosmetic Config, right? The same way we assign Clones their own cosmetic slots. What if we did that for each default character?
Like, Mario is slot 00, but instead of giving DK the normal 01, we give him cosmetic 02. That way, Mario has room for 12 slots without conflicting with DK. Of course, moving DK to 02 means we'd need to move Link to 03, Samus to 04 and so on. We'd increment each characters' cosmetic slots by 1. To take the idea further, though, what if we could increment by two so that every character can have 12 costumes? IE assign Mario 00, DK to 02, Link to 04, Samus to 06, and so on. The only thing is, I'm not sure if there's a limit to the number of cosmetic slot IDs in the game...
Eh, just something I've been thinking about and thought I'd mention it.
What is odd is that Peach's hex file is so much different than Mario's that I do not know where to start editing... I cannot find it neither in Wario's file nor on G&W's...
Are you sure you're looking at the right files? The CSSSlot Config files all have the same exact format. The Fighter Config files can just be edited in the Config Utility tool. Those don't need to be touched in a hex editor.
I have been trying to give Peach 10 costume slots, giving G&W 6 slots and reduce Wario's slots to 6, but I am stuck with the Hex editing... Which Hex editor is used in this tutorial?
Any Hex editor should work just fine. You could just Google it and you'd come up with plenty of results, but the one used here is Hex Fiend. I'm on Mac, so I'm not sure if there's a Windows version of that app or not.