If you find the fix by yourself, please make a post detailing the fix and then label the thread as [Solved]. Who knows how many people you would be helping.
The model to add must have all the bones of the character it's going over.
For this example, I'll be using these 2:
Models to add (Grip and Blade are 2 separate objects in the same DAE, labelled BraveSword.DAE):
Character to which the sword is going to be added to:
So, what we will be doing for this example is this:
1. Adding a new sword by merging the new sword's mdl0 with the character's mdl0. 2. Removing the old sword. 3. Set up materials. Step 1: Preparing the model
1> Import the DAE into BrawlBox. In this case, I'll be importing BraveSword.DAE, which is the sword's grip and blade objects I exported as DAE from 3DSMax:
2> On the Import Settings window, make sure you have these settings:
The Sword will replace the model, with it ending up being like this:
3> Right click the Mdl0 (In this case, it's named FitMia) and click "Export". You have to export it as a mdl0:
Now you have converted the DAE into a ready-to-import mdl0.
Step 2: Merging the models
1> Open the model you want to merge this mdl0 with. Right Click it and select "Import New Object":
2> On the window that pops up, use these settings:
3> Now, we need to go into the MDL0>Objects, and delete the old sword's polygons (You can easily spot them just by viewing which polygon is what in the previewer to the right)
4> We'll also need to delete the old sword's texture(s) and add the new sword's texture(s). For this, just go under TextureData[0] and import the new texture files, and delete the old texture files. This is not BrawlBox 101, you should know this before attempting to merge models.
Now, we are set! Now we need to set the materials.
Step 3: Setting up the materials
There are several ways to do this. In this case, I just went to the new Objects and, on the settings to the right, went to OpaMaterial, and set it to the old sword's materials. It saves up work as metal materials won't [censored] up this way. To do this:
1> Go into the MDL0>Objects, and select the new object (Must be at the bottom).
2> To the panel on the right, find OpaMaterial:
3> Set the material to the old sword's material (In my case, Alondite_Blade)
As you can see, the texture is wrong. That is because that material is using the old sword's texture. Now we need to go to this material, expand it, and we'll have this:
I need to rename Alondite_Blade to Brave_Sword (The old sword's texture was named Alondite_Blade. The new sword's is Brave_Sword, so what I'm doing is: making the material call the new texture):
Now my sword's blade will be using the correct texture:
BJax, when you import an object from another model, along with it's texture, and it does show up fine in brawlbox but not at all ingame, what could be the cause?
The last model exploded in-game but looked fine in Brawlbox because the imported objects were weighted and rebuilt with texture matrices due to the metal materials, but didn't have their assets set in float. They also didn't have a linked color node when the shader and material called for one.
I linked the one color node to all the objects (go to the object's properties, click on the empty slot for ColorNode0, choose a color node in the dropdown) and converted all the imported assets (vertices, uvs, normals) to float by setting ForceRebuild and ForceFloat to true on the node.
An alternate solution from the one above would be to go into the imported materials' properties, go to LightChannel1, set the ColorSource to Register and set the MaterialColor to a color like 128,128,128,255 or whatever you have set in the color node. Then go to the last texture reference in each metal material and make sure HasTextureMatrix is set to false. Then you can either go back to each one and turn them back to true (this forces the assets to be rewritten in float automatically) or delete the metal materials, if you don't want the metal box to work.
Bottom line: I'm willing to update the tutorial on parts you guys feel I need to further clarify.
Plagiarism will not be tolerated. Anyone found to be plagiarizing another's work will be banned indefinitely from submitting to Brawl Vault.
Minor edits to others' work are allowed to an extent. For example, if you create a night/rain/snow version of someone’s stage or change a character’s shirt from green to blue and want to post it on the Vault, you have to collaborate the creator of the original hack.*1
Your hack must have working preview pictures (Thumbnails can not be bigger than 460x150) .
The following must have in-game pictures:
Model Imports
Stages
The following must have either in-game pictures or animated images (Gifs, either in-game or BrawlBox):
PSAs
Note: It is highly recommended that 1 of the previews for a PSA be a video.
The following must have an in-game video:
SFX Edits
If a BRSTM's preview is not from Youtube, users must be able to immediately click and play the song on the preview site.
As for Vertex/Texture hacks, make sure your previews clearly show the majority of your changes. People who repeatedly submit things without working previews will be temporarily banned from submitting.
Previews should not show the hack's references from external sources. For instance:
A hack based on a manga character shouldn't have a picture from the manga in its previews.
An import from another game shouldn't have a render from said game in its previews.
Packs
Packs must include some of the submitter's work (Be it CSPs/BPs*2 or anything of higher complexity).
Packs must include a README with credit to the submitters of all the included hacks and links to their Brawl Vault galleries (if they have one).
Packs must be straight-to-SD, meaning they include the private folder to be pasted into the root of the SD. Note: Apps folder is not necessary
.REL ports must include a Readme with a full list of ALL changes.
CSPs
CSPs can be uploaded with the CSP function.
Every user is allowed to submit a single CSP pack (consisting of images only) of all of their CSPs in a .RAR, then update that submission with the latest additions.
People can submit their CSP packs as common5/sel_character, as long as 10*4 or more characters' CSPs are fully replaced*5.
Uploading Methods
Any link that requires a user to do anything other than click "download" is not allowed. Sites with timers (e.g. RapidShare) are fine; sites with ads*6 or passwords are not.
Reports
The report system is meant to address legitimate problems with submitted items. It is not meant to complain about things you don’t like, nor is it meant to be used as a joke. Anyone who makes frivolous reports will be banned from reporting, perhaps indefinitely.
Again, reporting is meant to make people aware of problems. If one of your creations receives a legitimate report, it is your responsibility to investigate and resolve the problem, or at least include a warning in your description. You may not merely click “Edit” then “Submit” to make the report go away. If you repeatedly ignore legitimate reports, you will be banned from submitting to the Vault.
To report a Brawl Vault offense, simply send a PM to one of the Brawl Vault Staff. Include a link to the offending item, if possible.
Certain board rules also apply to BV submissions and reports : Flaming Trolling Spamming Disruptive Behavior Offensive Material
So, for a good while, I've been Showcasing hacks on my Youtube Channel. People tend to PM me or contact me wanting me to Showcase their work (And I, too, ask some if they want me to Showcase their work), which I tend to gladly agree to, so I might as well just make a thread for it.
Working requesting/method
I tend to work this way:
When it's a Full PSA (To be used as the Release video):
If you'd notice, I take my time with the PSA Release videos trying to make them really awesome, acknowledging this, the request must really interest me for me to make a video as detailed as those already made. But my interest is highly triggered if the PSA is actually good, so just make sure you have a good build before requesting that.
Anyways, yeah, feel free to either comment on them or request away.
Hey kids! Here's some more tips for ya!-Remember, knowledge is power!
Brawl uses a very unique format for data. Character files are kept in "pac" files and "pcs" files. Inside, you find model+texture data. Models are MDL0 files, while textures can be all sorts of formats, like CMPR. Usually, these formats are very difficult to open up and edit. Luckily for you, a team of top scientists have developed a program that can do the unlikley - /BRAWLBOX 0.67B/ is its name. With this device, you can bend SSBB to your very will. You can put characters who would never even have a chance to be in a smash game, like Shadow for example.
This is the balanced version of Kagemaru's PSA of Wolverine. I originally intended just to balance it, but I ended up doing much PSA work for it. Expect these GFX/SFX adjustments soon for Kagemaru's own version!
Changelist
Wolverine's grounded game is A class, in contrast, his aerial game isn't as good.
A, A, A combo: it's a simple 3 hits combo, but if the A button is left pressed after the second jab, it'll trigger his SWISS CHEESE! attack.
Down Tilt: It consists on 2 hits, but the first hit must collide for the second to trigger.
Up Tilt is a quick and strong tilt that'll pull the opponent on the air even at early percent.
Forward Smash: This is his only KO move, which does 14%/16% and it's a single hit with a decent startup time. Down Smash and Down B (Grounded) can be used as set ups for this move.
Up Smash: A decent attack with good damage amount (3 Hits, 4%, 3%, and 10% for the last one), but the attack has no KO potential.
Down Smash: A quick attack which does 2 hits, 7% each and has nearly no knockback. Great set up for Forward Smash.
Aerials:
Nair: This would be Wolverine's most viable aerial attack, which does 6 hits (2% damage each) and starts and ends quickly.
Fair: Strong but not very viable attack, as its got much endlag (1 Hit. 11%) .
Bair: Strong but not very viable either, as its got much endlag (1 Hit. 11%).
Dair: It's a decent attack which has a spike at a sweetspot.
Special Attacks:
Neutral B: Quick attack that does 5 slashes and has nearly no endlag. Also, can be used to assist on your recovery. (5 Hits. 1%, 3%, 2%, 3%, 2%)
Side B: It's the same as above, just that it has 1 more hit, and travels further, with more endlag. Also, it leaves Wolverine in Special Fall if used on air (6 Hits. 2%, 2%, 2%, 2%, 2%, 5%)
Up B: Same as Wolf's, just that it has nearly no startup lag. Also has weak damage. (13 Hits. 1% each)
Down B (Grounded): A feint attack that paralyses. Great set up for Fsmash. (1 Hit. 4%)
Down B (Aerial): Same as Wolf's reflector, but way worse. It either reflects or destroys a projectile. (1 Hit. 4%)
Yes, I took on PSA'ing now. I come now with my first PSA release, which is Cloud Strife, based on SDo0m's Dissidia Cloud, keeping most of his qualities from it.
I originally intended to keep it as a personal project, but some friends encouraged me to release him. I might as well make a thread to receive balancing feedback and ideas for next changes, specially feedback.
Changelist
>New Up Smash >New Down Smash >New Final Smash Animation. >New Back Throw. >New Side Taunt. >New Revamp of Fair and Bair. >New Wait animation. >No more wallcling.
A few other animations have been revamped (And are under revamp), but I can't remember which ones at this moment.
>The range have been adjusted to fit the whole size of the sword, as seen in the video (And, the new range added, which is the end of the sword, has less damage/knockback and the middle and bottom of the sword.) >No more wallcling.
I'll cover the missing details later. More changes to come soon!
I've got to thank Thany for Up Smash and Down Smash animations (and for being like a mentor ), as well as HaloedHero for allowing me the use of his PSA and sharing with me his revamped Fair/Bair animations (And for some advice, as well). I've got to thank KJP for his advices, as well.
Bottom line, I hope you enjoy these PSAs as much as I did while working on them!
I shrinked the model to fit X's size more, I compared him to BeyondYou's Zero and made him smaller since X has always been smaller, even though that has been changing from game to game, where X is everytime getting a bit taller, but even then, it's pretty accurated, will give you the feel of playing as X.
Here's a clearer comparison of sizes:
It now feels more like X to throw a power ball like this:
A comparison:
...Yup, it also looks better!
Bottom Line: I demand to be collaborated if any of my work is used, I've put too much work on them for people to just take them and do whatever they please with it.
As a few might know, I'm the Administrator of D.R.'s (Dominican Republic) Smash Community (Tourney[censored]s community, like LC would call them), and I've been wanting to make a PSA-only tournament (1vs1) with them (I'm pretty sure 96% of the community have never used a PSA, so this'll be fun), I also plan on saving all the matches and uploading them, and will probably make an online Tournament with these for KC-MM.
What I need help with is: Selecting the PSAs of characters that'd fit and be "sorta" balanced fighting each other, AND would not freeze under any circumstances.
This is the list:
Characters
]
Joining the Roster once finished
Pending Balancing/Update
Missing PSAs for:
These are the only ones the three of us could come up with. I'd love any kind of suggestions and if anyone could report any freeze or odd behavior with any of the PSAs listed above.
Also, I'm still looking for more PSAs for the rest of the characters on the roster. (I won't be replacing them all, the characters, in the end, without a fitting PSA, will be removed from the CSS. With this said, I'm aiming for at least 16 stable and freezeless PSAs)
Could a Riivo user try this and isee if it works? I've been receiving messages from an user that can't get Megaman to work on that size, and he uses Riivo (I'm not sure what Riivo's limits are, I've never used it).. No one else have had this problem.
Can somebody test it? Would be much appreciated...