It's been done a couple of days. It's uploaded now.
Also now done is -
I'll be updating the OP in a sec, as well as the poll. Since Pit already has the next highest number of votes, I'm going to do him next, so I'll remove both him and Samus from the poll to determine who comes after him.
These texture sets will end up overflowing the OP. I don't want to seem rude, as they're great textures, but I'd reeeealllly like to avoid these. Maybe I shouldn't add them to the OP, but allow people to post them anyway.
Meh, it's up to you. I really don't particularly mind either way, just posted them in case you added a texture section like you were thinking about. If you don't, then that's fine too.
Are there any other numbers one could use? And does that mean your BRSTM is named, in your case, 2A?
Announcer calls aren't brstms, they're sound effects (.sanwd) files. While the default announcer calls are 20xx, that doesn't necessarily mean that your added ones will be 20xx, as you're replacing sounds that are not announcer calls in order to add them.
Roy's call in ASF's pack, for instance, is 1EF3. I don't actually know how to get the hex ID, since the ID of the sound he replaced in his sawnd file was different than the ID he used. (Group ID 220, Collection ID 463, WAV ID 1). Which is why I just used the same ID (given to me by SonicBrawler) to give all my Clones the same Fighting Alloy Team call. (The sawnd IDs of the Fighting Alloy Team don't match the hex ID, either, by the way. Theirs is Group ID 223, Collection ID 799, Wav ID 40 - none of which match the Hex ID used in the Cosmetic Config, 202A.)
Is there a tutorial on how to edit the Cosmetic Config and set it up with the sfx you want it to use for the announcer call?
Looks quite helpful. I look forward to when it is finished.
I know that the announcer call is the set of bits that say 20xx in the Cosmetic Config.
202A, which is what all of mine are set to, is the Fighting Alloy Team call. I'm not sure about any of the others' IDs, but that's where you edit it. If you really care to give an announcer call to each character, you could look at ASF1nk's for the IDs he used.
okay, the crash isn't exactly caused by any specific code. because i use an 8gig card and i use the SDHC code. it might be the problem
i decided to get the Phantom wing's stage roster expansion code and Eternal Yoshi's Maxed out SSS code. turn any of those two one, even if i'm using the Project M launcher. it will load. stop and not exactly crash as moreso boot back to the wii menu. if i use a USB loader, it loads without codes.
so i'm just not going to use expanded stages. cause i'm already over my 2 gig limit on mods. (tons of costumes, and music)
That's strange, because Stage Expansion works perfectly with my build, and that works fine through PM Launcher on a 32 gig card. Would you like me to upload it? It's got like 10 characters added atm. I have an older one already uploaded that has 7 added, but I figure you'd want the updated one. It also has cBliss on it, as well.
KidCraft made a modified PM Mewtwo that has working Shadow Balls, but he removed the Hover and ability to act out of Teleport, plus gave him Lucario's jab to fix the t-posing. I also uploaded some BrawlEx files and his soundbank with them here. Maybe you can figure out how he got the Shadow Ball working properly by looking at it?
Sorry for the late reply here he be, it's a bit hard to find admittedly I had to search for Gray Fox, rather than search for MK PSAs http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34870 I enjoy it and so far it hasn't crashed on the Result screen which MK clones were reported to do sometimes.
I believe that was an error in code. I think it happened when Meta Knight Ex Modules were added to ASF's pack, because his camera fix code didn't have the new character added to the code.
speaking of working on..i'm programming a tool for BrawlEx...though to be honest i have never programmed in c# before, only c++. so it may be a bit, but for NOW i have the beginnings of a validater / tool.. in the future though, HOPEFULLY it will be able to completely automate the process of making and adding clones. including making the increased 'cBliss style' expanded costumes.
EDIT: and possibly custom cosmetics...maybe...that part requires using brawlib and i'm just not experienced enough in c# to do that......yet ;P
That's really awesome! It'll definitely help people who can't quite get how to do it. I would love to be able to program in C++ or C#. Or to create modules. The most I ever learned was HTML5, CSS, Actionscript, and a bit of Javascript and PHP.
Ok so I have two spots on the roster for BrawlExpanded [the pack I'm making] and I can't find anything worth including, so I'm gonna leave it up to KC:MM users to help me decide these last two places...
So now I have to ask... Who do you want to see?
A lot of people really like the Scott Pilgrim PSA, so I think that would be a good choice.
can't there be some way to unify all stock icons, in-battle portraits, victory portraits, etc...?
like, make them automatically load a specific file, even if they are all the same, heck i wouldnt even care if they are completely gone...
That would be pretty cool for the Stock Icons for me. That's easily the most tedious part. I just stopped adding them after like my 3rd or 4th character. (You don't actually need them unless using single player modes)
It kinda looks like he's tipping his hat. Which looks really cool.
Lol, I liked that about it, too. When I applied my pose to him in Brawlbox, the hat was actually facing downward over his face, so I tilted it up some and it just fit into the spot perfectly.