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16  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlex Character marks? on: May 30, 2016, 01:54:16 AM
So did it work for you? I'd like to know how easy it was to implement, and see what might be improved upon in my instructions.

I might also go and make a real tutorial for making and adding a mark the 'proper' way like this. I hope to cover every step, from creating the model to rigging and inserting into Brawl (with a neat little trick I use to make the texture from the model).
17  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlex Character marks? on: May 27, 2016, 10:56:57 PM
First off, have you looked here and grabbed everything you'd need?

You should follow the instructions in those zip files to start, and then come back if you have any issues.
18  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlex Character marks? on: May 27, 2016, 03:31:23 PM
As someone that's managed to get new marks added, I can help. Just let me know what you're trying to accomplish, and I'll let you know how to do it.
19  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cali Kingz Projects on: May 10, 2016, 07:33:38 PM
Oh, I'm very familiar with Jin. I'm just not sure if he's a good fit for the Smash games, is all.

As for a transforming Mac? Hell yes! I'd love to see that released.
20  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cali Kingz Projects on: May 06, 2016, 10:06:41 PM
So, did anything get updated on Ryu since the YT preview was made? I'd really love to see his air Tatsu changed to match his Smash 4 version (more arc-based), and some animation enhancements (mostly during Smash charge). Usually, when a character charges, there's some 'wobble' as the animation plays.

Same with Little Mac, outside the reactions his Final Smash causes on his opponent. Those are really the only things stopping me from calling these a must-download.

Or, put another way, with just a little bit of extra polish, these could be as good as legit characters.
21  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: May 06, 2016, 11:52:45 AM
Why should you need any more than about 65? There can't be that many really good characters out there... why flood the roster with a bunch of janky garbage?

But maybe I'm too much of a stickler for quality. Hell, I'm considering not adding stuff like Cali's Little Mac and Ryu because I notice issues that would cause them to stick out among the rest of the cast (when you're putting so much effort into things, the smaller stuff sticks out so much more).
22  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: Custom Marks? Sure! on: April 29, 2016, 06:45:16 PM
Well, since I got half of 'em, why not finish up the rest of the Smash 4 marks? Like usual, just click the image to download it:




Edit: Since there were 5 imports and an original, have an original to complement this set and make it an even dozen.
23  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 28, 2016, 03:31:36 PM
Okay, so, I went through all of the CSSRoster .dat files while referencing sc_selcharacter.pac, and found out a pretty good pattern that you can use:

00 - Red
01 - Blue
02 - Yellow
03 - Green
04 - Purple
05 - "Alternate Blue" (Cyan, Navy, etc.)
06 - Pink
07 - Brown
08 - Black
09 - White
0A - Orange
0B - (I saw this a couple times, but didn't manage to find any pattern to nail it down to any color)

24  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 28, 2016, 12:56:08 PM
So, help me understand the Team Color bytes in CSSSlotConfig...

Here's Lucario's unedited list:

0100 0001 0504 0905 0302 0C00

I know that 0C00 means "end of color list, wrap between first and last".
I also know that "0001" is use FitLucario01.pac/pcs for Red Team, "0100" means use FitLucario00.pac/pcs for Blue Team, and that "0302" makes the game load FitLucario02.pac/pcs for Green Team.
But what are "Team Colors" 05 and 09? Has anyone made a list of what the extra colors correspond to?
25  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Custom Marks? Sure! on: April 26, 2016, 06:38:04 PM
This is a fairly little-appreciated facet of Brawl hacking, but it's very possible to add new marks (also called franchise icons, but they're called marks internally, so I use that term instead) into the game, even modeled ones like used on the results screen.

Now, keeping with BrawlEx's theme of 'easily-aligned slots', best practices say start with mark 24. This is because 21 to 23 are spoken for by sc_selmap.pac (I've actually got 21 assigned in one of these packs, but that's because it matches 21 in sc_selmap.pac).

Just click a mark below to download the pack that has everything you need and instructions to add them.






As you can see, the last one is actually custom, a 'generic Nintendo' mark that might fit for more traditional Miis and maybe R.O.B., being that he's actually hardware, and not from any game.

Now, because of space limitations, you may need some room made in the various info files. Don't worry. I've got you covered. Get your reduced-size info files here.

If there's any questions or issues not covered by the troubleshooter, or requests for custom marks, post up.
26  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 20, 2016, 12:21:27 PM
I'm having that same issue with my own added mark. The pat0 has 35 frames, so there's no reason it should be crashing because it can't find it.

Edit: it seems like it's a file size issue, at least for mine. It's at 392KB, and it should be no bigger than 390 apparently.


Edit 2: Yes, it's a file size issue. Your best bet is to go into MiscData[40], and lower the sizes of the textures for the words "SUDDEN" and "DEATH" from the enormous size and quality. That should give you about 20KB of space to work with.

For the _mg ones, there's a pretty healthy-sized texture in MiscData[50], InfCntCompBase that you should be able to reduce the size on without much quality .
27  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 20, 2016, 11:51:25 AM
Well, of course. That's why you need simpler marks. If you can find another that would fit the series, it'd be better to use that.
28  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 20, 2016, 11:22:09 AM
I used an actual model in the shape of the result mark. You can check it out in this STGRESULT.pac.

I ended up using a temporary .brres file to load the model and .col0 into, then exported both to import into STGRESULT.
29  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 20, 2016, 07:30:00 AM
I just (finally) got my imported modeled franchise mark to look right in BrawlBox and tested it in Brawl itself.

IT WORKS.

...at least it does on the Results screen and character select.

Despite my adding the new mark to info.brres, info.pac, info_mg.pac, info_training.pac and info_training_mg.pac, it either crashes (with the files in place), or shows the Smash mark in-battle.


Edit: Dustinvgmaster, I made a Mega Man mark set (modeled and textured) for your hack. Everything is in this zip file. Just change any instances of 'RM' to the mark number you'd want to use (again, I recommend starting from 24, and using mark 0x17 in the CosmeticConfig .dat files), and import them. They should work flawlessly.
30  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: April 19, 2016, 03:49:06 PM
I forgot, I'm using a workaround which makes the result portrait display properly for added portraits. The InfResultMark##_TopN now depends on a texture by editing the model's materials. Although the result portrait shows up grey in the previously mentioned area it displays properly elsewhere. It uses this setup: http://i.imgur.com/bkPyTbu.png


Ah, I see now. I think the texture workaround you're using is somehow getting overlaid by the results panel, resulting in the color being obscured and making it look "too dark".

Try this for me, if you're using BrawlBox 0.76b:

1) Go to InfResultMark22_TopN > Objects > Polygon0
2) Check settings in the bottom right.
3) Change them to the following:
--Draw Pass: XLU
--Draw Priority: 251
4) Re-test in Brawl
5) Let me know the results.

Ideally, though, you probably should try to get new marks made into models instead of relying on the texture hack.

Before I go into more details has anybody found a different method for ADDING results portraits to the game? Simply copying and properly naming an original InfResultMark##_TopN with lambert2 materials didn't work.


I'm just about to do that, actually. I have a test case ready to try importing, and I want to see if it will actually work. I plan to add a 'generic Nintendo' mark as MenSelchrMark.24 and InfResultMark24_TopN, to see if it'll work if I assign it to ROB.

I'll let you know how it turns out.

Just for reference, if you want to keep the mark numbering consistent between all files, start at MenSelchrMark.24 (Franchise Icon 17 in CosmeticConfig). This is because sc_selmap.pac uses 21, 22 and 23 for Animal Crossing, DS (Pictochat), and Electroplankton, respectively.
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