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1  Help & Tutorials / Stage Tutorials / Menu Editing Turorial (CSS) on: May 10, 2019, 12:10:25 PM
I was asked to experiment with brawl menus and document my findings in an easy tutorial form so others can find it. This thread will be updated with more findings I find, ranging from easy to hard in my own personal scale.

What you need:
Brawl Crate: https://github.com/soopercool101/BrawlCrate/releases
Im using my own menu since its already made to be easily editable: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=217638

Lets begin.

Section 1: CSS (Character Selection Screen) [sc_selcharacter]
You usually find this file in pf\menu2.

Basic Level:

1.Changing the Colors on The BG
Download and Install Brawl Crate. Once done, open Brawl Crate to get this window:


Click File and Open, select the menu file:

Youll end up with this:


Now open misc data [30] by clicking + or double clicking, continue and open up 3d  models and select the model shown here:

This is the menu BG. You can preview it by right clicking and selecting preview model:

A new window pops up, use the mousewheel or ctrl- to zoom out:

Now keep both windows open, expand the model tab, then materials, and select the material shown here:

Now go to the far right window and select Color0, youll see an arrow, click it:

Select a color, and select OK, Im going with this value myself:

Next to change the sky itself select this material and do the same thing:

And thats it! Save by clicking file save or ctrl+s on the main window.
Then test it:

Thats how you change the menu BG's colors.

2. Changing textures
Follow the steps in (1.) on downloading, installing and opening the menu in brawl crate.

Now open the menus tab until you reach this point in this model:

Here youll find all the textures, say you want to change the logo, you can find the logo here:

First view the texture resolutions here:

Dont worry about the format for now, but try to make your logo or textures in that same resolution if possible.
Right click the texture file and click replace:

Look for your texture or logo, and select it, this window will pop up:

As you can see, I selected one with wrong resolutions, to fix it, just place the correct resolution on the window, click apply and check if its still the same format as the original:

Then click ok, then save, proceed to change other textures if desired.

Test ingame:


Thats it, you can also replace any texture in the game this way, although on other .pacs, these are found in a file called texturedata[0] or [1]. Ill make a tutorial on that on a separate thread.

3. Removing Objects by Culling:
There are 3 types of object removal. 2 of which just makes them invisible, Scale, culling, and deletion. Deletion on menus is kinda risky and scale will be touched in the animations sections once we reach it. Lets focus on culling for now.

Follow the steps on how to download and install Brawl Crate from step (1.) Open the menu file:

Touch any material, in this case "Icon", and expand it, select the reference to see what texture it actually is.

Now click the main material and head to the culling section:

This here determines which side of the model is culled(invisible) if you make it cullAll, it makes everything is invisible. In my opinion this is the safest way to hide something, although it doesnt cut MB size, it keeps it the same.

Lets go ahead and make the grids invisible too.

Thats it, save and test.

4. Transferring the BG onto other CSS'es
Follow the steps in (1.) on downloading, installing and opening the menu in brawl crate.

If you want to transfer bg assets from one menu to another, this part of the guide is for you. We may thread in a bit of advanced levels to mod, so please be sure to check the past steps since they also help you learn to navigate Brawl Crates interface and needed functions. Here we are using my Sky tears menu BG, we are gonna move it on to another (Im using Legacys Vanilla menu). This will also teach you what the files are and how to replace them.

On the .pac please extract the following assets from the Sky Menu CSS.pac

This is the model, export as .mld0

This is the animation.


And all of these are the extra textures.

Thats all you need. Now on your own sc_character you are gonna replace things:

Replace this with the model you exported earlier.

Same with the CHR animation file.

As for the textures, replace those that where on the menu, making sure the settings stay the same as the "OG sky tear menu". These textures varies with each other, so make sure to double check that the formats and resolution are the same as in my menu.


And for new textures that are added to the menu:


Thats it, save and test! Thanks to DesiacX for recommending me to add this part!

Intermediate Level:

1. BG Animation basics

This one will take a while to write down, sit tight! Just a heads up, you will need to understand the previous steps since I wont repeat the same steps to set these up.
2  Help & Tutorials / General Tutorials / Nezha's Uploading Tips #3: Download Cards (UPDATED FOR IMGUR BETA) on: February 28, 2019, 06:13:17 PM
This is if you are using IMGUR Beta, if you are not using IMGUR beta, go here:

http://forums.kc-mm.com/index.php?topic=69284.msg1278482#msg1278482

Updated 4/12/2023 Specifying new minimum mod preview resolution sizes for Pending mods Uploaded from 2013 and onwards.

Fancy for some fancy cards? Its easy, however be sure you read my other two tutorials for an easier understanding! (link below)

WARNING: DOING THESE INCORRECTLY WILL GUARANTEE YOU A REPORT ON YOUR ENTRY. FOLLOW THIS TUTORIAL TO AVOID SAID CONFLICT.

A good and fair resolution for download cards are: 460x150

Lets begin:  

1. Make an Imgur account.

2. Once done click new Post:


3. On the new window, grab multiple images of your mod, including the download card, and upload them in a single bulk:

Video Example Link

4. You will now obtain a url at the top, this is the album URL:


5. Save it, dont loose it. Then open another tab, go to edit your mod or submit your mod window, go to where the images section is and clear everything:


6. On the Images and Video section, you are gonna post the album Link:




7. On the Thumbnail Section post the direct link (ends in png or the like) of the download card (right click>copy Image address from the download card in the album):




8. Confirm that the download card show (it shows on the preview and clicking it sends you to the album:


9. Once everything is done, click submit.

And done, that is how download cards like these are made:

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=217416

Note:
Upon 2023, mods uploaded with custom cards must have a resolution of 460x150 or lower to avoid issues with users flooding pages with mods that have slightly bigger sizes. You may think its small, but it does stack.

Additional Flairs pngs, and extra images has to total to 460x150 or smaller if you wish to advertise addons like textures or additional previews.




Scout's Uploading Tips #1: Ingame Pictures
Scout's Uploading Tips #2: Broken Thumbnails
3  Help & Tutorials / Stage Tutorials / Scout's Collection of Tutorials- Boundaries on: May 09, 2015, 09:21:15 PM
Welcome to my tutorial thread!

Here I'll compile the stage making tutorials I write on my free time. This thread will be updated as soon as a tutorial is done.

So, yadadada introduction. Let's start:


Chapter 1: Stage Boundaries

Whatcha need?
-> Brawl Box (these are the one's I use for stage editing: .73b and .75b, but all version "b"'s and above are cool.      After .71, you get a bunch of symbols that help you find stuff easier)
-> A stage, I'll be using Theytah's 20XX Rainbow FD for comedic purposes: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207651

That's it, lets begin!

Part 1- Where are the boundary settings and how can I preview them?

Well firstly, you need to open your stage in Brawl Box. You need to look, in the jumbled mess inside these .pacs a model that is usually called "StgPosition". Modders are usually kind enough to  store them in the last few "ModelData" folders:



You know what it is, so keep in mind this... you really don't need yo touch it, since previewing it shows everything blank. Instead you need to preview the main arc file.




So after that you might need to enable the following data.



Zoom out so you can see the whole thing.



You see a bunch of pretty circles and rectangles now, I'll briefly explain what they all mean.
Blue: Is where the camera never goes, it stops following the player and instead shows the player through a scope.
Red: You die if you touch this.
Green Spheres: These are the spawn point of your characters in a beginning of a match, these need to be close to a floor or other wise it will show red instead, meaning the character will glitch his or her entrance.
Gray Spheres: This are the item spawn zones. Items spawn out of it. Cool. (in this stage is not shown must be a small visual Brawl Box glitch)

Part 2: Edit them Boundaries

So, what can we do with FD? Well, for one, I am annoyed that Fox's upsmash kills me all the time. So lets boost the sky box!

First select the "Stg Position" model on the tab above and open the side window.



Now lets find the dead zone for the ceiling!
The bone responsible for it is named "Dead0N", fitting name.



Open the bottom window



This tells you the current location of that Death line, lets rise it up juuust a bit.



Perfect! Now Fox can't kill ya with that annoying Up smash. You see I boosted the "Y" coordinates by small amounts.
But, I'm also annoyed getting kneed to the side death boundaries. So lets boost "X" a bit as well.



Nice! But its now uneven... better fix the other border then!
The other border is called Dead1N. Lets do the same to these coordinates!



But, I realized that I would like to see my character flying from the great beyond! So lets fix those as well. The name of these coordinates are CamLimit0N and 1N.



Lets give the camera guy some more work, he slacks alot.



Good, now do the same to N1



Peeeerfecto! Now your characters and the Lakitu have more space to work with. Save the settings and test.



Perfect!



Perfecter!



Perfectest!


Chapter 2: Spawn Points

----soon----

Chapter (un-numbered atm): Shadows in stages
http://forums.kc-mm.com/index.php?topic=73802.msg1333696#msg1333696
4  Help & Tutorials / Stage Tutorials / Shadow Tutorial- Easy (Stage shadows, not that hedgehog) on: April 09, 2015, 06:31:35 PM
Alright, can we skip intros? No? Fine.

Howdy there, if you’re here that means that you want to give your stages some shadows the easy way. And since all other tutorials are outdated or too complex to understand. I might as well show you guys my bootleg method of shadow placing that I called “Shadow Rip”.

Pros and cons:
+ Easy
+ Takes Minutes to do
+You can have as many separate shadow models anywhere as you wish per platform, easy for moving around when you have to edit
+ Can easily be reshaped if there’s no need to add sides or curves.
- You are limited to the shape of the shadow you find
- This tutorial won’t show you how to make your own shadow model
- The shadows are disconnected from the platforms, meaning these will have to be animated as well if the platforms are moving (If you know about animations, you can rename the bones accordingly to follow the animation)

Stuff you need:
-> Your custom stage that works to your liking
*For this tutorial I’ll be using this stage: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208213
-> A shadow model, here I’ll offer a “rectangular” model… I’ll mention how you can acquire other shaped shadows or this one if the link ever breaks: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208216
-> A shadow texture, you can find this in any of the brawl files:
-> Brawl Box v0.70- 0.73b (Im gonna use 0.73b, as it’s the best for stage making)

If you got the stuff, let’s move to the good stuff.

1- Ripping your shadow model:

Let’s say your stage is not rectangular or squared, or the link of my shadow model is dead. What now? Well this is the part where you have to dig deep on the vaults, the brawl vaults: foru

Once in, you have to find a custom stage that already has shadows on it, say like this one:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207659

Cookie Country has excellent rectangular shaped shadow models, shaped like the stage I’m about to shadow, which means this stage has a perfect shadow model we can use. (In your case, since you got this from my stage I prefer you not to give me credit for it).

Grab the stage and open it on Brawl Box, search through the files until you find a shadow model:


If you are wondering why I label mine differently, it’s because it helps me classify shadows to find it easier. MShadows are the main platform shadows and PShadows are for platform shadows, but they are all the same, just a different name. What you do now is export it:

Also, export the texture if you don’t have it:


You can name it whatever, but just be sure to update the model information with it. If you don’t know how to do it, keep the name the same. And done, you got your model, now let’s apply it to the stage.

2- Import

Import the model just like you do with any other anywhere on your .pac (but I prefer to place them near the platform models they are connected with, but that is if the models are placed correctly here as they are in game like it occurred in Cookie Country. In my case, the models are not in the same place so I have to use the collisions instead to place them as its more accurate), depending on how many different sized surfaces you have, it’s the amounts of shadow models you need to import, the stage I’m working with has 3 floors, then 3 are required, one main platform and two platforms.

Lets do one at a time:

Again, you can place these any modeldata you like, and the shadow texture too. It’s invisible for now, but that’s because we have to edit some settings. Now, let’s open the model viewer (preview Mshadow by right click and preview or ctrl+P). First off you need to restore its location to normal:

Make sure it’s those exact values. After that, you had successfully put a shadow on your stage.

3- Apply

Exit the viewer and right click the main arc data and select “preview all models”.


When you do, clear all the clutter by clicking multiple times “bones and polygons”, until you have a blank stage, make sure the tiny windows says “all” and the collisions are on (no worries, this will hide it in Brawl Box, it won’t delete or hide it in-game, to revert the effect, do the same until all reappear):


The once in, select your shadow model you gonna edit, activate its polygon, bones and enable the texture, be sure to have the bone selected:


You can see the shadow now! All you gonna do is relocate the shadow just like you would with any other model to be just 1 pixel above the collision. And resize it any way you like to fix the length and the width of the collision!


Save the location in any of the existing CHR (animation files) by pressing copy, selecting the CHR, paste the values, then save.



Done! Your main platform has shadows now! Now just rinse and repeat with the rest of the surfaces.
Be sure to rename the models and bones accordingly.





Go and test in game! While ingame you see that the shadow crops midway when your character jumps, you need to expand the shadows to fully fit the floor, like I did on Cookie country:


I don’t have ingames yet, but that’s because I can't set up dolphin, pictures will be up later!

Have fun!

Oh! Almost forgot, the angle and cast distance your shadow does is dependant on your stage lightning, remember that!

Txt version available on the download of the shadow model.
5  Help & Tutorials / Help / A updated shadows tutorial for custom stages (I solved it myself like a badass) on: January 01, 2015, 05:40:33 PM
Is anyone here willing to share their knowledge on how to make shadows in custom stages? I been reading the tutorials found here but its too hard to understand or is too sumarized. A knowledge like this could be extremely helpfull for stagers. If I learn it I could keep updating it myself later...

Edit: I learned how to do it myself. Yay!
6  Help & Tutorials / Model Tutorials / Scout's Smash 3 Rimlight Tutorial/ Glitchy FS eyes fix tutorial on: October 03, 2014, 12:57:26 PM
This tutorial is outdated, please use the Smashboards thread of this tutorial since its more updated than this one!

Smashboards Thread




This tutorial on Smashboards.
Table of contents:
1. Introduction
2. What you need
3. Rimlight phase one: Preparing your model
     3a. Materials 1
     3b. Shaders
     3c. Materials 2
4. Rimlight phase two: Finishing and testing
5. Glitch Fixing:
     5a. Delphino Glitch
     5b. FS eyes glitch
     5c. Misscode glitch
6. Non Samsh3 tactics
     6a. Edge intensity
     6b. Double Edge
     6c. Unrimlight
     6d. Custom Edge textures
7. Conclusion
8. FAQ
9. Other Tutorials I Made

1. Introduction:
  
Hello, I'm Scout, I'm the rimlighter of the Smash 3 Team. If you are here that means you are interested in knowing the basic and somewhat advanced tricks to make your own unglitched rimlit model for smash 3 or anything else in general.
   First off, the smash 3 team is already or gonna release the rimlight textures from the vBrawl cast plus Mewtwo and Roy, so if you plan to make those specific characters, you can use those, unless you are up for the challenge and rimlight it yourself, if so, I like your motivation.
   Second, Mewtwo2k's tutorial and this tutorial will be very similar to one another, so if you already learned Mewtwo2k's way, you can incorporate that tutorial with this one since mine its updated with all discovered glitch fixes, I follow a different order, but for the convenience of learning, we follow his until a specific moment. In general, I will be covering most of what the other tutorial already showed and more.
   The biggest difference however, I don't use extra tools, only brawl box. It is better since you can feel like you have a more direct control over your characters and its better for glitch finding in general, so try to not use the tool for this tutorial unless you know how to jump in. A FAQ will be available, and I'm ready to help out as much as I can, so be sure to ask for help!

Note: Mewtwo wants to upload the rim versions of the unedited textured vBrawl cast, do him that favor will ya? Don't upload rimlit models without an texture edit alright?

2. What you need
-> A fully functional way to launch modded brawl.
-> Brawl Box, v0.70 and above works great for rimlight!
-> Your model you want rimlit, in this tutorial I'll be using the Unmasked Lucas from PM3.02: "FitLucas06.pac" get one and save a backup, follow along with this one so you can get the idea.
-> This thing, saved on .png labeled "Edge":
PSD of it: https://www.dropbox.com/s/4d5mhd5vlgw5g7f/Edge.psd?dl=0

3. Rimlight phase one: Preparing your model
   Once you gathered everything, you are ready to begin. Lets go shall we?

3a. Materials 1
Open your model on Brawl Box (I'll call it BB for now on), it should look like this:



This is what the it looks like when opened, next expand the modeldata the contains the model you wish to be rimlit, continue extracting until you extracted your "materials" folder.



Now these here, are the material files, if you notice, expanding one of these gives you texture names. Here you need to plan what textures you would like to be rimlit, and those you would like to avoid. The Ext Mtl files are the metal box textures, rimlighting those are a bad idea. If you have textures that are light, smoke and electric effects, you do not wanna rimlight those either. So, in my case I'll avoid rimlighting the stick as well (its not a stick, its a sword with light in this model), so in the end, the only materials you'll work with are these:



That narrows it down by a ton! Now begins the editing! without expanding, select EyeL and do a right click+add new reference (or ctrl+alt+n) you'll create a new material called "NewRef":



Do that to the rest of the texture you would like rimlit:



Your done with that for now, close the material folder and head to the texture folder, upon expanding it, you'll notice the same texture "NewRef":



Rename it to edge by right click+rename, then save the .pac and close it:



Open it again and check the materials, you'll notice that all "NewRef" magically changed to edge!



That is it for this section, onto the next.

3b. Shaders
This is the most complex step, however, everything is a pattern... so once you memorize the patterns, you are god of applying shiny coats to 3d models, that's a... pretty useful god I guess?
First off, you need to know what shader are you gonna edit and what are you gonna avoid... and how do you figure it out you ask? Well, check your material folder again and and look at this little info here:



See that? Shader 0, that is getting an edit, also, you might have noticed that the sword is part of shader 0, that's okay... since you did not added an edge material to the sword it may be unaffected. The same occurs with the thunder on shader 1. If an error occurs, then you need to add an edge material to fix it later, the same way it was covered in the previous section.

So you need to write down what shaders are you gonna edit by viewing the materials with "edge" in it, remember to avoid light and metal shaders.
Shaders that need edited:
Shaders 0 and 1
And avoid the rest.
Certain characters may have 5 or more shaders, those are a true pain.

With that in mind, go here:



These are Lucas' shaders, pay really close attention now!
Expand shader 0:



These are the stages for that shader, scroll down until you find the first stage that contains a "raster color" value (you can expand the right window for convenience):



This is what I call: "the base stage", you only need to change one setting on this one:




This value needs to be reduce by half:
MultiplyBy4 -> MultiplyBy2
MultiplyBy2-> MultiplyBy1
MultiplyBy1->DivideBy2

This value is "MultiplyBy4" so it needs to be reduced to "MultiplyBy2":



Next select "Shader0" making sure its the only one highlighted, make a right click to it and select "Add New Stage"



You'll end up with this extra stage:



This is called the "rimlight stage".
Now you must relocate it, highlight the "rimlight stage" and use ctrl+UP and ctrl+DOWN to relocate it tobe beneath the Base Stage. The numbers automatically updates when you do this. IT IS NECESSARY TO DO THIS!



With that you are ready to edit the rimlight stage. Watch closely:



These are the ones that needs to be changed. The rest leave it be.
I'll change the values that are always the same for rimlighting first,  in other words, these values settings are constant it doesn't differ no matter the character. In order:

KonstantColorSelection: KSel_0_Value
KonstantAlphaSelection: KSel_0_Alpha

Skip TextureMapID and TextureCoord for now. These values differs per characters.

TextureEnabled: True
ColorChannel: ColorChannel0

ColorSelectionB: TextureColor
ColorSelectionC: RaterColor
ColorSelectionD: PreviousColor
ColorScale: MultiplyBy2

AlphaSelectionA: PreviousAlpha

Those are the settings that never differs. You'll have something like this if done correctly:



So what do we do with TextureMapID and TextureCoord? What are the correct values for them? Simple, first go to Shader0 again and look at this part of the values:



What you need to do here is change THE FIRST false, to true! And depending on the number that belonged to that changed value, its your new TextureMapID and TextureCoord number!



In this case is 1! Pretty neat huh?
Go back to your rimlight stage and change the TextureMapID and TextureCoord values to TexMap1 and TexCoord1



And done, shader 0 is now rimlit.

Repeat the same steps to shader1.
If done correctly, you'll end up with this:



Take a coffee break, cuz you just finished the hardest part of the rimlight process.

3c. Materials 2
You can finally close that dreaded shader folder, and now you can return to your material folder.
Select the first edge material, here you will edit the values now:



Just like part of the shader values, these edge values will not differ between characters. So again, everything is just patterns. Here goes!



The HasTextureMatrix can be either True or False,sometimes, its set to true, if so, continue. If its False, check if it gives you the chance to set it to true, if not, let it be.

MapMode: EnvCamera

UWrapMode: Clamp
VWrapMode: Clamp

Projection: STQ
InputForm: ABC1
Coordinates: Normals
Normalize: True

You'll end up with this:



Repeat the same for all other Edge Materials, and you finished the rimlight progress! Now you have a rimlit model! Now all that's left is to input the edge texture itself.

4. Rimlight phase two: Finishing and testing
Remember this thing?


Now you have to import it to your .pac or .pcs, so go here and select import and texture:



Look for your edge texture and select, this window will pop up.


Make sure the settings of your imported edge are the same as mine, then click ok.

SAVE EVERYTHING AND GET READY TO TEST IT INGAME!

Results:
Congrats, if you made it this far, that means you successfully completed rimlighting... or did you?

----------------(AREA BELOW IS MOSTLY UNDER CONSTRUCTION)--------------

5. Glitch Fixing:

5a. Delphino Glitch
The bane of all rimlighters  >: [   Fix discovered by Mewtwo2000
Delphino is special, it requires something extra for your characters in order for the rimlight to work properly. So in order to fix this, you must create an EXTRA stage in each of your edited rimlit shaders. This extra stage is the Delphino Stage. This stage will always be relocated to be stage 1, no exceptions. This overpowers the priority over the rimlit stage. So if your rimlight stage is on stage 1, it gets moved to stage 2. On the delphino stage, edit the values like this:

Credit to Mewtwo2k for this picture.
UPDATE:
The delphino stage, the AlphaSelectionA has to have the Previous Alpha, not previous AlphaSelectionD.

5b. FS eyes glitch
Also known for the Glitchy Final Smash Eyes. Looks like your character never slept huh? This glitch happens both with texturing AND rimlighting certain characters like Pikachu and Kirby, this will fix it for both scenarios.
Fix discovered by Shun_One


Ugly, Isn't it? Well he actually supposed to look like this:


Wait? This isn't a rimlight issue! Of course it isn't, this is a texture issue! This occurs with characters that have transparent yellow eyes textures, modifying the body color has glitchy effects for these characters when they get the smashball. Rimlight modifies the body color to make it look gy, so the issue happens as well.

You can make this fix before and after rimlight, so no worries.

So lets fix this:

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35320
^download this and follow along, use it as backup as well.

As you can see, I already created non transparent FS(Final Smash) textures for the eyes, so the next step will be skipped.

Step one: create non transparent eye textures, as in remove any transparent areas. Simple actually, overlay the yellow FS eyes over the normal eye textures and then replace them on Brawl Vault.

Step Two: In the material folder "Export" the two normal eyes materials, keeping the names the same and putting them in a place easy to find later for importing, in this case these two materials are your normal eye materials.




Once you extracted both of them, expand one of the yellow eyes materials, copy the name of the texture found within, like so:




Don't loose that name!
Next prepare to repair the materials! First replace EyeyellowL Material with EyeL:




Do the same for the YellowEyeR replaced with EyeR.
Next rename the texture within the new YellowEyeMaterials with the original name you copied from before:





Materials fixed!
Then fix the shaders, first, look for the shader names that are linked with your eye and yelloweye materials.

In this case:
EyeL and EyeR are from shader 0



YellowEyeL and YellowEyeR are in Shader 1:



Now, you must replace the Eye Shaders with the YellowEye Shaders, so export Shader 0:



And replace it with shader 1:


And with that, the characters no longer glitch out when they are in their FS state!

Error occurs upon saving when you do a step wrong or did it too slow. So don't give up!

Download link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206517

6. Non Smash3 tactics
Other stuff you can do with rimlight.


6a. Edge intensity
The closer the edge texture is to white, the more intense the rimlight will be!
 ->
Try different brightness to nail the effect you wish!

6b. Double Edge

6c. Unrimlight

6d. Custom Edge textures

7. Conclusion
I'll upload Lucas on KC-MM once he is ready, everyone is free to use him, but be sure to collab me if uploaded and properly credit the PMBR, any questions, be sure to ask...
The rimlight process may seem complicated, but believe me, it gets shorter and easier as you develop and learn the pattern. That is all I got to share, best of luck.
"Mirror rimlight doesn't equal good."

8. FAQ
-Rimlight not appearing:
Question: So after three attempts of rim lighting my Marth model, I got one that followed your tutorial exactly. However, for some reason, the rim lighting does not show up anywhere on the model in-game. He has the exact same edge texture from this tutorial, and the materials and shaders have been adjusted to have the appropriate rim lighting, but I still can't see anything.
Solution: Now the errors lies in the shaders and the texture import.

All of the rimlight stages have this misscode, change it to ColorChannel_0.



The format of the edge texture must be CMPR.



That's should fix it.

9. Other Tutorials I Made:
- Scout's Uploading Tips #1: Ingame Pictures
- Scout's Uploading Tips #2: Broken Thumbnails
- Scout's Uploading Tips #3: Download Cards
7  Help & Tutorials / General Tutorials / Scout's Uploading Tips #3: Download Cards (For non IMGUR beta) on: July 06, 2014, 06:16:12 PM
This is if you are not using IMGUR Beta, if you are using IMGUR beta, go here:

http://forums.kc-mm.com/index.php?topic=80232.msg1376310#msg1376310

Fancy for some fancy cards? Its easy, however be sure you read my other two tutorials for an easier understanding! (link below)

WARNING: DOING THESE INCORRECTLY WILL GUARANTEE YOU A REPORT ON YOUR ENTRY. FOLLOW THIS TUTORIAL TO AVOID SAID CONFLICT.

A good and fair resolution for download cards are: 458x131

1. Create albums, one for every stage you have and include all the pictures you wanna show of the stage: it makes thing tidy as well, pretty convenient as you see:


2. The album itself will have direct link for you already, all you gonna do is open it... and copy the url...


And paste it here:


It is really important to do this in the exact order, or else it will not work.

3. The picture will look empty, no worries, copy the direct link of this
and paste it on the thumbnail:


And done, that is how download cards like these are made:

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202650



Scout's Uploading Tips #1: Ingame Pictures
Scout's Uploading Tips #2: Broken Thumbnails
8  Help & Tutorials / General Tutorials / Nezha's Uploading Tips #1: Ingame Pictures on: July 06, 2014, 06:10:21 PM
So I decided to write a tutorial on how to export pictures with “bin2JPG”! Almost everyone uses this method for its 4-step simplicity.

This progress works with geko and Riivo users for both USB and Disk methods of launching a modded brawl, however riivo takes another approach (read below).

A fair warning, this doesn’t work for mac.
Stuff you need:
  • Bin2JPG
  • Brawl (duh)
  • Sd card, any size

Step 1:
Download the Zip file and extract it to the folder. You'll have something like this:

Now leave it be, turn on brawl.

Step 2:
Take the pictures you want to take in brawl (pause + z button), be sure to save the pictures on the SD card.

Step 3:
Remove the SD card from the wii, and plug it on the computer. The pictures are in .bin format, they will be located as followed:

vBrawl: SD\private\wii\app\RSBE\al
Project: SD\projectm\AL
Riivo: Locate the “al” folder

Here’s an example, I took 12 pictures, therefore 12 .bin files are found.  I’ll show 4 of them since the rest are stuff I’m working on:

Copy them all and move to the next step.

Step 4:
After copying the .bin files, paste them all inside the extracted zip folder from step one. You have something like this:

You’re almost done, now double click here and give permission so the program can launch, and you get a command prompt showing you the conversion …


You’ll end up with this:


All of your .bin files had been copied to .jpeg They will all be sized perfectly, not too big and not too small. Once you are done, delete all the .bin files paying close attention in not deleting any program. And done! Simple as that! You will not get some annoying reports anymore.


FAQ:

Riivolution problems:
I don't know if this is just for me or not; I'm sure other people have the same problem:
Problem: When trying to save a snapshot onto the SD card, it will act as if there is no SD plugged in, not letting you click on the "Save to SD" button.
Fix: Save it the Wii, and then go into NORMAL Brawl(NOT hacked Brawl), and Move or Copy the files onto the SD from there.

Are you using Riivolution? Because afaik, it doesn't happen when I used Gecko, but all the time with Riivo. That's bebause, iirc, Riivo disables the sd slot or something like that.
I was just about to say that. Your SD card becomes one with the disc with Riivolution, so you can't use your SD card with Brawl when using Riivolution.


SD can't be read:
That only happens when your SD device is on lock.


Dolphin is special:
I use dolphin and the images come out as a scrambled mess.
For dolphin just press f9 and it will automatically put a png screenshot in your /dolphin emulator/screenshots/"game id" folder.




Scout's Uploading Tips #2: Broken Thumbnails
Scout's Uploading Tips #3: Download Cards
9  Help & Tutorials / General Tutorials / Nezha's Uploading Tips #2: Broken Thumbnails on: July 06, 2014, 06:08:01 PM
Disclaimer: DrobBox does not work for previewing pictures, is a defect on their part, don't use it for that perticular function. Only way it would work if you use download cards..

Most of us use Igmur for our pictures. Once you registered upload a picture and then look at this:


Copy that link and:


Paste it here, and only here, the thumbnails are automatically activated once done correctly.
Do the same for the other two slots you have.

Thats it. Nothing else.



Scout's Uploading Tips #1: Ingame Pictures
Scout's Uploading Tips #3: Download Cards
10  Help & Tutorials / Programming Tutorials / Guide for using bin2JPG for extracting pictures from brawl on: December 18, 2013, 01:29:19 PM
During the start of my participation in the vaults, I took my time in taking pictures for the hacks with broken preview links… I even ended in helping most people with reports of “this needs in-game previews and whatnot” because they really do not know how to do so, I understand that.  So I decided to write a tutorial on how to export pictures with “bin2JPG”! Almost everyone uses this method for its 4-step simplicity.

This progress works with geko and Riivo users for both USB and Disk methods of launching a modded brawl .

A fair warning, this doesn’t work for mac.
Stuff you need:
  • Bin2JPG
  • Brawl (duh)
  • Sd card, any size

Step 1:
Download the Zip file and extract it to the folder. You'll have something like this:

Now leave it be, turn on brawl.

Step 2:
Take the pictures you want to take in brawl (pause + z button), be sure to save the pictures on the SD card.

Step 3:
Remove the SD card from the wii, and plug it on the computer. The pictures are in .bin format, they will be located as followed:

vBrawl: SD\private\wii\app\RSBE\al
Project: SD\projectm\AL
Riivo: Locate the “al” folder

Here’s an example, I took 12 pictures, therefore 12 .bin files are found.  I’ll show 4 of them since the rest are stuff I’m working on:

Copy them all and move to the next step.

Step 4:
After copying the .bin files, paste them all inside the extracted zip folder from step one. You have something like this:

You’re almost done, now double click here and give permission so the program can launch, and you get a command prompt showing you the conversion …
Dragging the .bin files over the bin2jpgall file will convert them all as well.



You’ll end up with this:


All of your .bin files had been copied to .jpeg They will all be sized perfectly, not too big and not too small. Once you are done, delete all the .bin files paying close attention in not deleting any program. And done! Simple as that! You will not get some annoying reports anymore.

Share this thread to the others who doesn’t know via pm, they will be grateful if you do. I know I will.
11  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Project R: The BV revival project on: December 07, 2013, 03:02:27 PM
Welcome to the official Project R thread!

What is this?
Project R is a community project. Our goal lies in making old gold new again. By merely using the visual aids offered by texture hacks with broken downloads, they must recreated by adding a "modern" touch to it (such as fixing the hack, adding details, etc.) while still maintaining the idea of what the hack supposed to be, offering both a pac and a pcs files and giving a nice CPS and BP with it.

Can I join?
You CAN but the rules are a bit strict...

Rules in choosing/making:
  • Check the "Hacks in Need of Your Help" spoiler in the Brawl Vault Community Support, look for the character (or stage) with a broken download (preferably texture, no imports unless they are recolors) that dates from 2012 or less and has more than 100 downloads (or they are good looking) that you would like to recreate. (you can search for broken hacks from other websites too, but make sure they were made between years 2012 and 2010, the download count rule does not apply here)
  • Copy that link paste it here with a picture of it to "Claim" it. The link and your name will be posted in a "claimed section" so none else can do said hack as well.
  • Make the hacks as close as possible to the original, but if you find something wrong (commonly saturation, or lacks something) you may alter it, if a part of a hack's body is not shown in the pictures... go creative.

Rules in uploading:
  • Make sure you have a CPS and BP included in your download as well as the pac and pcs, if not, we would make them for you (I'm slow at it though), or I can teach you... it not hard to learn the process.
  • The third preview picture must have the insignia layered on it to identify it as one of the project.
  • Give credit to the maker of the previous version, plus give a link of the previous hack in your description box.

Update!
-You can now make custom poses for your character's menu assets, only rule is to make 'em nice!
-You can now use a "preview card" instead of the basic in game pictures to show off fanciness.

Usually, this makes lazy people run in the opposite direction.
Contents: Moved to second post

Hacks Claimed:*alphabetized*                                        
Blue Ninja Toon Link -Scout
BWG -RoboticCyborg
Mob Boss Ganon -Dio
Nebula Samus -AndIQuote
Punisher Snake -Dio
Purple Ganondorf -Dio
Tron Samus -ShadowLuigi

Data:
Total Hacks Revived: 40
Scout: 22
RoboticCyborg: 12
Dio: 7
Pici-Hime: 1
erickcire95: 1
chillj: 1
AquaGamingMinecraft: 1
Request Center:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=6607
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=4797
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=10741
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=10740
12  Super Smash Bros. Brawl Hacking / Interface Misc. / Custom Geko backgrounds, strap menus and stages! on: July 30, 2013, 06:30:38 PM
--- Update 11-26-13 ---
Some pokemony stuff

Geko Backgrounds
To download all of each and to see other previews of them, click the link found in the bottom of each spoiler.

NEW! Pokemon

The very awesomely epic background collection by scout

Star Fox and Street fighter

Mario

Zelda

Sonic

Fate Series (Requested!)

Strap Menus
Note: Verify which country your Wii is from before using my Custom Strap. If you have an Europian Wii, depending of your country, use StrapFr, StrapEs or StrapEn. If you have a American Wii, depending of your country, use StrapEn or StrapEs.

Animated
Credit to AS1nk for these since I used his original strap menu as base:

New!Animated strap pack

Project M specific
LISTEN
These only work for project m

Download link found below each spoiler.

28 Zelda Strap Menus:

31 Mario Strap Menus:

33 Fate Series Strap Menus (Requested!):

Credit to the Project M team for the original strap menus and Geko backgrounds.

What I am going to do next?

Eat Smiley
13  Help & Tutorials / Help / Model website? on: July 20, 2013, 06:03:08 PM
Hello. I will try to be clear in this and I hope my English is not confusing...

Recently I been working with models and such. But lately my only model resource website,
model-resource.com, constantly faces problems with loading the webpage, it does restores itself in a day... but the problem repeats itself constantly.

In other words, this website is great and all, but it always has technical problems. And having an extra model website could be useful for searching certain models while my main one is in repairs.

What I am asking is for another model resource website, so I can work when the other is unavailable, and to have a wider selection of models available.

Thanks in advanced. I hope I asked this right  Embarrassed
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