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196  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: July 03, 2010, 01:26:29 PM
When I export the vertices to the model, I get "ERROR! Wrong Offset!" D:

I put the MDL0 Offset from the vertex set.

EDIT: Never mind. It worked when I unchecked read offset from file.

Also, mariokart do you mind putting this in the first post?

I made a text tutorial of how to do this since people in the KCMM family thread (in the off-topic board) wanted a detailed one so they can go at their own pace instead of the vid.

I know Yoshiboshi made one, but his is sort of outdated.

How to do the new vertex method without DasDonkey Vertex Box
(+ Without Patching)

In this tutorial I'm going to be making Ness' head bigger. You can do whatever you want, but this is just an example. Mariokart's new script makes it so DasDonkey Vertex box isn't needed anymore, and the only tutorials that mariokart has up are videos, so this is for people who want to take things at their own pace. The reason why it's good to not use DasDonkey Vertex Box anymore, is that vertex sets that previously didn't work (Peach's crown, Pokemon Trainer's hat/hair, etc) should work now.

First, export the .brres of the first model data.



You'll need to download AiS which converts the .brres into a .dae, so you can open it in 3DS max. For this to work, make sure that the .brres contains a model which is unedited. If it is edited, then AiS will not work and will simply make a log file. You can download AiS here: http://cid-c59ea3c98a300f31.skydrive.live.com/self.aspx/.Public/Programs/ais0.1.3.zip

Next, export the vertex group that you want to edit in Brawlbox.



Now open 3DS Max 8 (and note that this only works in Max 8 not 9, 2008, 2009 or 2010), and run mariokart64n's script:

Code:
fn readBEshort fstream = (
short = readshort fstream #unsigned
short = bit.swapBytes short 1 2
return short
)
fn readBElong fstream = (
long = readlong fstream
long = bit.swapBytes long 1 4
long = bit.swapBytes long 2 3
return long
)
fn ReadBEfloat fstream = (
fpt=readfloat fstream
itger = bit.floatAsInt fpt
hih = bit.intashex itger
while hih.count < 8 do hih = "0" + hih
shn = (substring hih 7 2) + \
(substring hih 5 2) + \
(substring hih 3 2) + \
(substring hih 1 2)
bit.intAsFloat (bit.hexasint shn)
)
-- fn floatSwap2 f = (
-- i = bit.floatAsInt f
-- h = bit.intashex i
-- while h.count < 8 do h = "0" + h
-- s = (substring h 7 2) + (substring h 5 2) + (substring h 3 2) + (substring h 1 2)
-- bit.intAsFloat (bit.hexasint s)
-- )
fn WriteBEFloat fnum = (
intgr = bit.floatAsInt fnum
honey = bit.intashex intgr
while honey.count < 8
do honey = "0" + honey
sign = (substring honey 7 2) + \
(substring honey 5 2) + \
(substring honey 3 2) + \
(substring honey 1 2)
xintgr=bit.intAsFloat (bit.hexasint sign)
return xintgr
)

rollout DDV "Vertex Modding Patcher" width:311 height:257
(
button btn1 "Import Verts" pos:[8,12] width:144 height:40
button btn3 "Create Patch" pos:[8,108] width:144 height:40
button btn4 "Patch Model" pos:[8,156] width:144 height:40
label lbl0 "-Mario_Kart64n, (June22, 2010)" pos:[153,238] width:156 height:23
button btn5 "Fix AiS Import" pos:[8,204] width:144 height:40
checkbox chk6 "Checkbox" pos:[165,202] width:14 height:13
label lbl6 "Scale AIS Import" pos:[182,201] width:111 height:15
button btn2 "Export Verts" pos:[8,60] width:144 height:40
checkbox chk1 "Checkbox" pos:[165,55] width:14 height:13 enabled:false checked:false
label lbl1 "Save as 3DS File" pos:[182,54] width:119 height:15 enabled:false
checkbox chk2 "Checkbox" pos:[165,72] width:14 height:13 enabled:false checked:false
label lbl2 "Save As Seperate Files" pos:[182,71] width:119 height:15 enabled:false
checkbox chk3 "Checkbox" pos:[165,90] width:14 height:13 enabled:true checked:true
label lbl3 "Save Changes to MDL0" pos:[180,89] width:119 height:15
checkbox chk4 "Checkbox" pos:[165,108] width:14 height:13 enabled:true checked:true
label lbl4 "Read Offset from File" pos:[180,107] width:119 height:15
groupBox grp3 "Other Options" pos:[157,185] width:143 height:51
editText edt1 " MDL0 Offset:" pos:[162,125] width:130 height:16
checkbox chk7 "Checkbox" pos:[165,218] width:14 height:13 enabled:false checked:false
label lbl7 "Rotate AIS Import" pos:[181,217] width:111 height:15 enabled:false
label lbl5 "Don't Use EditPoly" pos:[181,164] width:119 height:15 enabled:false
groupBox grp2 "Import Options" pos:[157,148] width:143 height:37
groupBox grp1 "Export Options" pos:[157,7] width:143 height:140
checkbox chk5 "Checkbox" pos:[165,165] width:14 height:13 enabled:false checked:false
radioButtons rdo1 "" pos:[165,21] width:125 height:32 labels:#("Vertices", "Texture Corrdinates") default:1 columns:1

local typedOffset=""

on edt1 entered txt do(
if txt != "" do(
typedOffset=txt as float
if typedOffset<=0 do(
typedOffset=typedOffset*-1
)
local typedOffset
)
)

on btn1 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Import" types: \
"All files (*.*)|*.*|"
f= fopen fsource "rb"
fpath= getFilenamePath fsource
fname = getFilenameFile fsource

vertArray=#()
uvwArray=#()
faceArray=#()

fSize=readBElong f
mdlOffset=readBElong f
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numVertices=readBEshort f
eMinX=readBEfloat f
eMinY=readBEfloat f
eMinZ=readBEfloat f
eMaxX=readBEfloat f
eMaxY=readBEfloat f
eMaxZ=readBEfloat f
pad=readBElong f
pad=readBElong f


if entryStride==12 then(
for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=readBEfloat f
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)
)
else(
for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=0
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)
)


msh = mesh vertices:vertArray faces:faceArray   --build mesh
msh.numTVerts = vertArray.count
msh.name=fname
buildTVfaces msh
select msh

 messageBox "Done !"
 
 
gc()
fclose f
)

on btn2 pressed do(
doVerts=chk5.checked
doUVs=rdo1.state
do3DS=chk1.checked
doDUMP=chk2.checked
doMDL=chk3.checked
doOffset=chk4.checked
if doUVs==1 do(
obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
local mdlSize=""
local mdlOffset=""
local numEntrtices=""
--
if doOffset==true then(
fsource = GetOpenFileName \
caption:"Select UVSet to Replace" types: \
"All files (*.*)|*.*|"
f=fopen fsource "rb"
mdlSize=readBElong f-64
mdlOffset=(readBElong f*-1)+64
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numEntrtices=readBEshort f
fclose f

)
else(

for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

mdlSize=(num_verts*12)+64
mdlOffset= typedOffset+64
numEntrtices=num_verts

delete tmesh
)

)

--
fsource = GetOpenFileName \
caption:"Select the MDL0 to inject to" types: \
"MDL0(*mdl0)|*.mdl0|All files (*.*)|*.*|"

fext= getFilenameType fsource
fsize= getFileSize fsource
fpath= getFilenamePath fsource
fname= getFilenameFile fsource
fclose f

--
deleteFile (fpath+fname+"_backup"+fext)
copyFile fsource (fpath+fname+"_backup"+fext)
f=fopen (fpath+fname+"_backup"+fext) "rb"
s = fopen fsource "wb"

print "ffff"
print mdlOffset
for wr = 1 to mdlOffset do(
read=readbyte f
write=writebyte s read
)

fseek f -34 #seek_cur
lenCheck=readBEshort f
fseek f 32 #seek_cur


if numEntrtices==lenCheck then(



for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

padding=((mdlSize/8)-numEntrtices)



for t = 1 to numEntrtices do(
tv=getVert tmesh t
nSwap=writeBEfloat tv[1]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[2]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[3]
write=writelong s (bit.floatasint nSwap)
)



-- for p = 1 to padding do(
-- write=writelong s 0
-- write=writelong s 0
-- )

delete tmesh
)

fseek f (mdlOffset+(numEntrtices*12)) #seek_set
for wr = 1 to (fsize-(mdlOffset+(numEntrtices*12))) do(
read=readbyte f #unsigned
write=writebyte s read
)
messageBox "DONE!"
)
else(
gc()
fclose f
fclose s
deleteFile (fpath+fname+fext)
renameFile (fpath+fname+"_backup"+fext) (fpath+fname+fext)
messageBox "ERROR! Wrong Offset?"
)



)
if doUVs==2 do(
obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0

--
if doOffset==true then(
fsource = GetOpenFileName \
caption:"Select UVSet to Replace" types: \
"All files (*.*)|*.*|"
f=fopen fsource "rb"
mdlSize=readBElong f-64
mdlOffset=(readBElong f*-1)+64
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numEntrtices=readBEshort f
fclose f

)
else(

for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

padding=((mdlSize/8)-numEntrtices)


mdlSize=num_verts*8
mdlOffset= typedOffset+64
numEntrtices=num_verts

delete tmesh
)

)

--
fsource = GetOpenFileName \
caption:"Select the MDL0 to inject to" types: \
"MDL0(*mdl0)|*.mdl0|All files (*.*)|*.*|"

fext= getFilenameType fsource
fsize= getFileSize fsource
fpath= getFilenamePath fsource
fname= getFilenameFile fsource
fclose f

--
deleteFile (fpath+fname+"_backup"+fext)
copyFile fsource (fpath+fname+"_backup"+fext)
f=fopen (fpath+fname+"_backup"+fext) "rb"
s = fopen fsource "wb"

print "ffff"
print mdlOffset
for wr = 1 to mdlOffset do(
read=readbyte f
write=writebyte s read
)


for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

padding=((mdlSize/8)-numEntrtices)


if num_uvws!=0 then(
for t = 1 to numEntrtices do(
tv=getTVert tmesh t
nSwap=writeBEfloat tv[1]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[2]
write=writelong s (bit.floatasint nSwap)
)
)
else(
for t = 1 to numEntrtices do(
tv=getVert tmesh t
nSwap=writeBEfloat tv[1]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[2]
write=writelong s (bit.floatasint nSwap)
)
)



-- for p = 1 to padding do(
-- write=writelong s 0
-- write=writelong s 0
-- )

delete tmesh
)

fseek f (mdlOffset+(numEntrtices*8)) #seek_set
for wr = 1 to (fsize-(mdlOffset+(numEntrtices*8))) do(
read=readbyte f #unsigned
write=writebyte s read
)


)
gc()
fclose f
fclose s
)


on btn3 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Import" types: \
"All files (*.*)|*.*|"
f= fopen fsource "rb"
fpath= getFilenamePath fsource
fname = getFilenameFile fsource

vertArray=#()
uvwArray=#()
faceArray=#()

fSize=readBElong f
mdlOffset=readBElong f
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numVertices=readBEshort f
eMinX=readBEfloat f
eMinY=readBEfloat f
eMinZ=readBEfloat f
eMaxX=readBEfloat f
eMaxY=readBEfloat f
eMaxZ=readBEfloat f
pad=readBElong f
pad=readBElong f

for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=readBEfloat f
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)

obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
max modify mode
addModifier obj (edit_poly())
subobjectLevel = 1
-- modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
diffArray=#()
directionArray=#()
for x = 1 to numVertices do(
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
$.modifiers[#Edit_Poly].Select #Vertex #{x}
vert=$.modifiers[#Edit_Poly].GetVertex x
-- $.modifiers[#Edit_Poly].SetOperation #Transform


mX=(vertArray[x][1])-(vert[1])
mY=(vertArray[x][2])-(vert[2])
mZ=(vertArray[x][3])-(vert[3])



append diffArray[mX,mY,mZ]

)

deleteModifier obj 1

createFile (fpath+fname+"_patch.pta")
s = fopen (fpath+fname+"_patch.pta") "ab"
vcount=writelong s numVertices
 for x = 1 to numVertices do(
write=writefloat s (diffArray[x][1])
write=writefloat s (diffArray[x][2])
write=writefloat s (diffArray[x][3])
write=writelong s 0x0
 )
 
 messageBox ("Patch Created !"  +"\n"+
"\n"+
"File Saved To:"  +"\n"+
(fpath+fname+"_patch.pta")
)

gc()
fclose s
fclose f
)

on btn4 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Patcher" types: \
"Patch(*pta)|*.pta|All files (*.*)|*.*|"
f= fopen fsource "rb"
fpath= getFilenamePath fsource

vertArray=#()
vcount=readlong f #unsigned
for x = 1 to vcount do(
vX=readfloat f
vY=readfloat f
vZ=readfloat f
dmy=readshort f #unsigned
side=readshort f #unsigned
append vertArray[vX,vY,vZ,side]
)

obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
max modify mode
addModifier obj (edit_poly())
subobjectLevel = 1
--modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
for x = 1 to vcount do(
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
$.modifiers[#Edit_Poly].Select #Vertex #{x}
vert=$.modifiers[#Edit_Poly].GetVertex x
$.modifiers[#Edit_Poly].SetOperation #Transform
mX=(vertArray[x][1])
mY=(vertArray[x][2])
mZ=(vertArray[x][3])
$.modifiers[#Edit_Poly].MoveSelection  [mX,mY,mZ]
$.modifiers[#Edit_Poly].Commit ()
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
)
subobjectLevel = 0
--modPanel.setCurrentObject obj.modifiers[#Edit_Poly]

messageBox "Patched !"

gc()
fclose f
)



on btn5 pressed do(

disableSceneRedraw()
st = timestamp() --get start time in milliseconds
undo off(
geo=$polygon*
-- print geo
for x = 1 to geo.count do(
addModifier geo[x] (Normalmodifier ())
geo[x].modifiers[#Normal].flip = on
addModifier geo[x] (smooth ())
geo[x].modifiers[#Smooth].smoothingBits = 1
collapseStack geo[x]
m2010=chk6.checked
if m2010==true do(
--rotate geo[x] (quat -1 0 0 0)
geo[x].scale = [2.54,2.54,2.54]
)
)
delete $helpers
for x = 1 to geo.count do(
-- aBox = Box length:0.2 width:0.2 height:0.2 name:"dummy"
aBox = Box()
aBox.rotation = quat 0.707107 0 0 0.707107
convertTo aBox TriMeshGeometry
)
dmy=$Box*
myBoxes=#()
myMeshes=#()
for x = 1 to geo.count do(
objA= dmy[x]
objB= geo[x]
append myBoxes objA
append myMeshes objB
)

for x = 1 to geo.count do(
myBoxes[x].name = myMeshes[x].name
attach myBoxes[x] myMeshes[x]
)

for x = 1 to geo.count do(
for i = 1 to 8 do(
delete geo[x].verts[#{1}]
)
addModifier geo[x] (Morpher ())
)

addModifier $Polygon* (Edit_Mesh ())

)
et = timestamp() --get end time in milliseconds
enableSceneRedraw()
gc()
print ("Operation Completed In: "+(((et-st)/60)as string)+" Seconds") --print time to finish
)
)

createDialog DDV

At the top of 3DS max, you'll find that it says MAXScript. Press new script and a box will open up. Copy mariokart's script and paste it in there. Then save it as whatever you like. (I saved it as "vertex"). Now you'll have to run the script and you'll see that a box that says "Vertex Modding Patcher" will open up.



Import the .dae in 3DS max. To do this, you'll need COLLADA which you can download here: http://sourceforge.net/projects/colladamaya/files/COLLADAMax%201.4.1%20plug-ins/ColladaMax_FREE_3.05C.exe/ColladaMax_FREE_3.05C.exe/download



You'll find that the model looks a bit messed up.



However, this can be fixed easily. Make sure that "Scale AIS Import" is selected in the Vertex Modding Patcher and press "Fix AiS Import". Scale AIS Import will correct the size of the model so you don't need to make over exaggerated changes for something to look correct in Brawlbox.



There, the model looks normal now.

Now what you do, is choose the polygon that you want to edit. Since I'm editing Ness' face, I'll right click on his face and press "Hide unselected".



Creepy, eh? XD

Now in the Vertex Modding Patcher, click "Import Verts". Select the vertex set which you previously exported from Brawlbox.



The vertex group is now opened up. They won't show up unless you click the button (the one with the three red dots), but you don't need them to show up anyways.



Now that that's done, on the right you should see something that says "Modifier List". Below that is something that says:

+ Edit Mesh
   Morpher
+ Editable Mesh

Click Morpher. Below, you should see buttons that say "-empty-" and "0.0" beside them.



Right click on the first "-empty-" and press "Pick from scene". Then press "H" on your keyboard.



This box should show up. Select your vertex set, and then press Pick.



There, now leave that as it is. (We'll come back to it later) Above that, click "+ Edit Mesh" and now you can start editing as you wish like you normally would.



Now that we're done with the editing...



Go back to "Morpher" and raise the "0.0" up to 100.



As you can see, the model looks messed up now. Don't worry though, that's normal.

Next, you have to lay the model on it's back. You can either do the hard way or the easy way. The hard way being rotating the model by yourself and making sure the angles at the bottom (X, Y and Z) say 0, or by doing the easy way which is:

Press "B" and then "P" on your keyboard. It changes the view of the window. "B" lays it on it's back, and "P" puts it back into your perspective view.



Now click on your model and on the right side, right click on +Edit Mesh and press Collapse All.



A warning will pop up, but just press "Yes".

Now press "H" on your keyboard and select the vertex set.



Go to Modifier List and then select Morpher. Right click the -empty- like before, but this time click the polygon/model and raise the 0.0 up to 100.



In Brawlbox, export the model (FitNess00 in my case) and check the MDL0 Offset of your vertex set.



Now go back to the Vertex Modding Patcher box and write down the MDL0 Offset in the box. Make sure that Read Offset from file is unchecked or you'll get an error. (in the pic it's not unchecked though, but don't mind that).



Then press Export Verts and choose your model that you exported.



Replace the model in brawlbox, and success! Now you can go edit other parts to make the model look even better.


197  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Katekyo Hitman Reborn on: July 02, 2010, 06:34:34 PM
What part of:
p.s: I am actually entering on the pc secretly... I will only be able to get on officially from the day 07/07 and on, since i doing shool tests... But I will be in mid-school year vacation, so I will enter more frequently (if that is veen possible  Tongue)
you didnt understand?
(I am going secretly again Laugh)

Well I plan to release Viper in 3 days so I needed to know. Tongue

The fantasma you made is not what it should be most representive... but is the best (at least for now Grin)
Maybe it will be easier to make the graphics like it up in a yellow color while doing B^ air then with nothing there...
I got admit by the pics... Is viper alright o.O... but idk... he looks a bit strange... specially with a sword at hands xD

MetaKnight is sensitive to edits. If I remove the sword, I'm positive he'll glitch in one way or another. :| Plus if there's no sword and people don't use your PSA and only my vertex/texture, it would be weird don't you think?

And in-game, he looks fine. He probably just looks strange because of his wings, he's flying and the angle I took the picture in.
198  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Katekyo Hitman Reborn on: July 01, 2010, 01:22:23 PM
Sorry for double post:

I tried making Fantasma again, but this time out of Metaknight's visor. It didn't turn out exactly as planned in-game though...

So should I leave the halo or remove it?



199  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: King Piccolo on: June 30, 2010, 02:15:02 PM
So special beam cannon has nothing to do with this moveset.

Demon King doesn't use it after all.

Yeah, only Piccolo (his son) uses it.
200  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: King Piccolo on: June 30, 2010, 01:42:46 PM
http://dragonball.wikia.com/wiki/King_Piccolo#Special_abilities

That should help.
201  Help & Tutorials / Help / Re: My friends ZSS isnt working on: June 29, 2010, 05:06:03 PM
What do you mean, you can't get ZSS? Does it freeze? Does she just stay Samus?

Be more thorough in your explanation.

This. Also, if it freezes and you have a hack on it then that's probably because you don't have both a .pcs and .pac.
202  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Katekyo Hitman Reborn on: June 29, 2010, 01:56:54 PM
 I tried making Fantasma out of the sword's jewel and it looked good, but failed in-game. So I don't think I can make Fantasma. :|
203  Help & Tutorials / Help / Re: How do I use these stupid brawlvault sigs on: June 28, 2010, 01:33:12 PM
Click Brawlvault
Click siggy
Choose your style
Generate image
Choose the BB code (second box) not HTML
204  Help & Tutorials / Help / Re: Disk Write Protection on: June 27, 2010, 10:45:09 PM
*sigh* tape isnt working, guess Its time I get a new reader or something

Before you do that, you can also try this:

Quote
The SD Cards' "Write Protection" issue is not a software issue or any computer related problem. It is not the problem with your SD card either. The real problem lies in the Card Reader itself, a stuck WRITE PROTECTION SWITCH in the card slot. Peer inside the slot and you can see on the left a copper lever switch. This is the WRITE PROTECT SWITCH.

If your card reader is out of warranty, you might want to do this simple repair yourself to save bucks:

Loosen the screws and open up your card reader. If you can have access to the card slot metal cover, you can see that there is a certain hole on the left just outside the copper switch we mentioned awhile ago. Confirm the location of the switch and if it is in line with this hole by peering once more inside the card slot.

Now insert a needle or a pin inside the hole and push slightly the lever away from the card slot wall, being careful not to breack the switch. This will cause the copper lever to bend slightly inwards from the card slot.

Test if you're successful with this repair. Without the cover on, connect the card reader to the computer and insert the SD card. If you can now manage to manipulate your files by erasing them, or formating your card, then you're done. Replace everything back inside the cover, and your done!
205  Help & Tutorials / Help / Re: Disk Write Protection on: June 27, 2010, 10:02:29 PM
Try this:

Quote
This is not a reader or sofware specific issue..

To fix this issue put a piece of tape over the lock area..

This will resolve write protection issues with your SD Card.

After having this same issue andgoing through all sorts of methods this is the ONLY method that worked.


http://www.tomshardware.com/forum/11414-2-card-reader-card-write-protected
206  Help & Tutorials / Help / Re: Disk Write Protection on: June 27, 2010, 09:56:07 PM
There should be a switch or something on the SD card which makes it protected. Put it back.
207  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Katekyo Hitman Reborn on: June 27, 2010, 09:36:28 PM
just try your best ok, vishkugeta?
btw, dont need to make the snake-form Fantasma... it will only be shown while doing Fantasma Flight... It makes more sense Grin

Mind if I make the snake and keep his wings (or I'll make a winged and wingless version if wingless works)? Viper looks better with them imo, and it says on Wiki that Mammon gets Fantasma when he's in arcobaleno mode (which my texture is since it has the pacifier). If you want, you can remove them with PSA.
208  Help & Tutorials / Help / Re: I can't play... on: June 26, 2010, 11:59:09 AM
I got geko os but I can't figure out how to make it run and be an application on the homebrew channel

There should be a boot.dol, meta file and icon. If you don't already, make an app folder named "apps" in the root of your SD card and then make a folder called Gecko OS. Put the boot.dol, meta file and icon into that folder. Go to the Homebrew channel in your wii, click Gecko OS, check the settings to see if codes are enabled and if it's not then put it on. Then load the game and you're done.
209  Help & Tutorials / Help / Re: problems with vertex box on: June 26, 2010, 09:38:37 AM
You probably have the version of vertex box which doesn't work on anim8or. Download this one:

http://www.mediafire.com/download.php?zm342jjzzmv

(thanks to Mewtwo2000 for the download link)

It should work.
210  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Katekyo Hitman Reborn on: June 25, 2010, 10:06:11 PM
sure, np by you doing gokudera... But do you know how to change articles?? Is very crucial for gokudera....


No, I don't know how to change articles sorry. I'm not making the PSA for Gokudera (since I don't know PSA), just the vertex/texture.


Making tutorials on articles tomorrow morning >.>

And it's easier for someone like you then most PSA hackers since you know how to hex.


Oh, well anyways...

Viper is 80% done now.





90%. Back cape needs to be smaller as well as the legs, and the snake halo needs to be made. I had to change the body to a different polygon since the old one didn't appear in-game and imo this one looks better. Although, the pacifier looks a bit weird and the Varia logo is on the wrong side but meh, I can't fix that so it looks okay to me.
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