Alright. I've uploaded my Black Alloy. If anyone wants to go for it, I'd love to see him actually added in as a new Alloy character, but that would probably require a full PSA and editing of animations, so... yeah.
Also keep in mind that while I've made the stomach section solid, it's supposed to be lines like the others (I couldn't keep the UV mapping while making them just lines in Blender), so you'll either need to find a way to reduce it to lines, or hack a copy of Yellow's polygon5 to move them to the vertex positions.
I understand that Alloys aren't popular, but thought this would be a unique hack anyway.
I've asked this a little back, but has somebody tested Classic or All-Star modes without freezing at the end?
I suppose nobody's gonna try, so we'll never know. Just like nobody knows even to this day why playing as Alloys crashes the game in Multi-Man Brawl when it tries to load the 25th spawn.
Seems to be spot on, except any characters that go below the base line (g,y,etc) are moved up so that they end before going below the line on the original names textures. I figure they must've manually edited that themselves, because all otherwise it's the same font. Looks much better though even if you don't fix it up like they did.
Is there a program that writes in Brawl's CSS Names (The Ones Under The CSPs)? Several people have perfect ones in their characters, and I want to know how they do it.
You need a particular font. Google "DFMinE_0.ttc" and "DFMinc_1.ttc", and you should be able to find them.
After that, there's a tutorial over on SmashBoards that will let you make your own names.
So, I've decided to try my hand at making a model that will hopefully A) fit Brawl's style, and B) get hacked into the game.
I've even gone so far as to make a shadow model, just so he fits in better.
He's Black Alloy, intended to use DK's animations and basic moves, with the 'internal name' zakobeast. He's obviously supposed to fill the "big guy" spot, heh.
(Note: Blender images at the moment, but I can send them to someone who has the tools necessary to import him into Brawl format)
My only hope is that we've advanced far enough with imports that we can actually handle linestrips and mirror modes with UV data.
Just keep in mind Dolphin reacts a bit differently than a real Wii will.
For example, I added the Alloys to my select screen with full CSPs and names, and everything, except only the one CSP for each. In Dolphin, a second person attempting to select, say, Red Alloy gets just a blank CSP. On a Wii, however, it crashes.
Of course, Dolphin STILL crashed when attempting to load a stage with two Red alloys selected, as apparently, it was looking for FitZakoBoy_01.pac/.pcs, which didn't exist on my SD card.
So, after getting into the game with hooktype AXNextFrame (which normally doesn't happen), I went in and tried to test Alloys in Multi-Man Brawl.
1) Textures were still messed up on things like controller icons, and more importantly,
2) Game crashed (buzz of death) after about 10 KOs in 100-Man Brawl with Red Alloy (I'm guessing it was starting to determine what character to load in the 25th slot).
Do we know what causes this crash, and is there any way to fix it?
Now, stupid question time, but regarding the v2.0.0.x fix:
Quote
- Completing Classic or AllStar for characters with Slot Id 2C and up will simply return the player to the CSS instead of crashing.
I'm guessing it crashes because Brawl doesn't know what to do with the cutscene with these characters.
How exactly is this scene done, anyway? Is it an animation the character has in their files? Is there a list of what trophies are to be awarded somewhere?
Reason I ask is since trophies (mostly) exist for the characters up to slot 31 (Green Alloy) (probably would have to use the FS trophies for Giga/Wario Man), if it's just a matter of assigning them and putting the 'earned' trophy at the top of the roll, I wouldn't mind seeing the cutoff extended to include the Alloys and Giga Bowser/Wario Man.
I had that same issue the other day, turned out my StrapEn file got corrupted. Replaced it and it worked perfectly again. You should try that, it might not necessarily be that same file though so just try all the stuff your replacing that has to do with the first few menu's.
Except I'm not doing anything regarding the strap screen itself. It gets -PAST- (just so everyone sees this word) it fine, it only dies AFTER.
Because with AXNextFrame, I can't even get the game to load. It gets past the strap screen, and then locks up at 'Now Loading...'. No matter how many times I try, it just will not go any further.
One thing that let me actually GET to the character select screen (I've been having TONS of problems even getting past the loading after the strap screen) was changing my hooktype to GXDraw.
Now, though, it... REALLY looks weird. Get parts of textures showing in ALL the wrong places. At least it doesn't crash, though.
It seems the E is the perfect match. The difference is stroke weights, I think. Probably more noticeable in the japanese characters, but not so much for the latin ones.