Home Gallery Resources The Team Rules chat Login Register
  Show Topics
Pages:  [1] 2 3 4 5
1  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Hitbox display Gecko OS code? on: May 08, 2018, 03:06:37 PM
This topic has been moved to Programming Help.

2  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: [SSBB] Shadow the Hedgehog Import on: May 08, 2018, 03:06:05 PM
This topic has been moved to Model Help.

3  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Sparkling Effects on Hair? on: May 08, 2018, 03:05:26 PM
This topic has been moved to A/A Help.

4  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Speeding up attacks and movements in Brawlbox? on: April 25, 2018, 08:34:55 PM
This topic has been moved to A/A Help.

5  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: [SOLVED] The game sometimes freezes when Kirby is used with BrawlEx. on: March 30, 2018, 03:00:52 PM
This topic has been moved to A/A Help.

6  Help & Tutorials / General Tutorials / [Intermediate] How to Add Ex Fighters to All-Star Mode on: September 17, 2017, 07:59:17 AM
Hey there, here's yet again another tutorial from me, but this time, it's not something PSA-related. Rather, this tutorial will teach you how to add Ex Fighters to All-Star Mode.

-common2.pac. For BrawlEx/PMEx users, there's already a common2.pac file included, which is located under pf > system
-info_corps.pac. If you don't already have a modded file in your build, then you can rip it from the game itself. This file goes under pf > info2
-STGHEAL.pac. Like with info_corps.pac, if you don't already have a modded file in your build, then you can rip it from the game itself. This file goes under pf > stage > melee
-BrawlBox v0.78.
-Hex Editor. Optional, but it'll be used as a workaround in a certain section of the tutorial.

This tutorial will be split into 3 parts: Common2.pac, Info_corps.pac, and STGHEAL.pac. This tutorial will also assume you've already have your Ex Fighter set up and working with cosmetics.

Part 1: Common2.pac.
Start by opening your common2.pac file in BrawlBox, navigate to MiscData[7], and open it. Here, you'll see each stage of All-Star mode. To tell exactly which All-Star stage you're modifying, just select them. Each stage can have up to 5 stages, which are all randomized when going into the fight. For this tutorial, I'll be adding a Fighter to the Metroid stage, so in this case, it would be allstarStage7Tbl.
To actually add our Fighter to this stage, open the stage in question, and you'll see 5 sub entries. These are what contain the Fighters to be loaded in their specific All-Star stages. Here, you'll rename any of the 0x3E entries to the ID your Fighter uses. Like stages, you can have up to 5 Fighters in one entry. For this tutorial, I'll be adding Fighter 0x50 to allstarStage7Tbl.
Once your Fighter is inserted, open its entry to see its Difficulty-specific settings. Since the slot you inserted your Fighter over was never intended to have a Fighter there, you'll need to congifure all 5 of the Difficulty entries. To make things easier, just use the Difficulty settings of an existing Fighter.
Repeat these steps until you're satisfied. Save when you're done.

Part 2: Info_corps.pac.
Before you do anything, add these two codes to your GCT, or else your Stock Icon won't load.
Clone Engine Corps Stock Fix [ds22]
04952F14 2C04003A

BrawlEX Corps Fix V1[ds22]
04952F38 7C802378
All you need to do here is open your info_corps.pac, go to MiscData[110], and import your Fighter's InfStc.XXX1 texture. Make sure it's in CI4 format.

After you're done, save.

Part 3: STGHEAL.pac
Open your STGHEAL.pac, open the ARC entry with the label "2", go to TextureData[0], and import your Fighter's Battle Portrite Texture. Renaming the texture to match the naming conventions of the other textures is optional.

Next, open up ModelData[1], and go to the Objects section. Here, you'll be duplicating the icons of your choice. You also may have to delete existing icons to re-insert them as duplicate meshes to make everything fit. This step may take the longest, as you'll need to go through to see which icons you can duplicate for the best formatting. Once you're done with that, you just need to re-apply their materials and Visibility Bones (this is important, as it's based on the stage you'll be going into).

After you're done with the model editing part, save, close, and re-open your file. You need to do this in order to properly re-rig the duplicated models to the Visibility Bone they should be assigned to [info_stgXX (you can use BrawlBox's Weight Editor for this)]. While I'm not sure it's required, I'd do it anyway to make it look authentic.

Next you'll make a new material entry for ModelData[1]'s CLR0 animation, name it the material your added icons use, select the ColorRegister0 entry, and set its Constant Flag to False. The last few steps are a bit difficult to follow in image form, so I've recorded and uploaded three gfycat videos to help better guide people.

These next few steps are only required, due to BrawlBox not cooperating when it comes to replacing CLR0 Material entries (this entire section may be removed if it gets fixed in a later BrawlBox update). After you've added your CLR0 material entry, select the added Material Entry, and change its Mask to :0 R:255 G:255 B:255. After that, select all the keyframes (Right click + Select all), right click + Edit, then change both the starting and end points to one solid color. This will be important later on. After that, export the ColorRegister0 entry, alongside the ColorRegister0 entry of an existing Material entry (non-added) and the CLR0 animation.

Here, you'll now open all three files in a Hex Editor, go to the added ColorRegister0, select everything past the first 0xC bytes, copy these values, go to the CLR0 animation, search for these copied bytes (Ctrl + F), then go to the existing ColorRegister0, copy all its values past the first 0xC bytes, go back to the CLR0 animation, replace the highlighted bytes with the ones you just copied (Ctrl + B in HxD), and save.

To finish things off, go back to BrawlBox, and replace the CLR0 animation with the one you hex edited.
If you've followed everything correctly, you should get a result similar to this one.
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: [SSBB] Things to remember when opening your .gct on: August 10, 2017, 06:20:23 PM
This topic has been moved to Programming Help.

8  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Help for an Ivysaur Clone Mod on: June 24, 2017, 07:50:06 PM
This topic has been moved to A/A Help.

9  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: porting ssb wii u animations? on: November 18, 2016, 05:24:43 AM
This topic has been moved to A/A Help.

10  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: NOT LETTING ROUGE DIE! on: October 13, 2016, 12:50:46 PM
This topic has been moved to A/A Help.

11  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / [A][Intermediate][Tutorial] How to get Custom Animations Working in Sm4sh on: October 03, 2016, 08:12:15 AM

Retracting, so I can re-direct those who are viewing this thread to go to this same tutorial on GameBanana, as it's much more updated.

Link: http://gamebanana.com/tuts/12164
12  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / [A][Expert][Tutorial] How to Port Brawl Animations onto Sm4sh Skeletons Properly on: September 29, 2016, 08:07:23 PM
The time has come, the time is now. Get ready to port Brawl animations into Sm4sh properly.

About: What this tutorial aims to do is teach people how to get an animation from Super Smash Bros. Brawl working on a Super Smash Bros. for Wii U model.

[NOTICE] This tutorial is highly not recommended for those who don't know their way around Autodesk 3DS Max and Autodesk Maya. I won't teach you how to use these programs.

-BrawlBox (Recommended at least v0.71 and up).
-Autodesk 3DS Max (Recommended at least 2012 and up).
-Autodesk Maya (Recommended at least 2012 and up).
-Brawl model + animation file (FitFighter0X.pac and FitFighterMotionEtc.pac).
-Sm4sh model (model.nud + model.vbn).
-Notepad++ or any other text editing program.
-PACK Manager (included with zip file).
-3DS Max Script for importing the Sm4sh model [SSB4U_NDP3_Debug_Mod.ms (included with zip file)].
-Maya Script for bone constraining [HierarchyConstrain_Good_Brawl2Sm4sh.py (included with zip file)].
-BrawlBox 2 Maya (included with zip file).

Zip File in Question: http://www.mediafire.com/file/221eoe86z2ttihd/Brawl_2_Sm4sh_Animation_Pack.zip

-Bone scaling in the animation must be unified (X, Y, and Z scaling must all be the same).
-Bones must match up to each other before running the script.
-Bones must have the same rotation orders and axes.

TheShyGuy: For creating the original Maya script [its original intention was to port Sm4sh animations onto Brawl skeletons (the included script just swaps Brawl and Sm4sh)].
RandomTalkingBush: For creating the 3DS Max script.
Dantarion: For creating BrawlBox 2 Maya.

This tutorial will be split up into 3 parts. Brawl exporting with BrawlBox 2 Maya, Sm4sh importing/exporting, and Maya usage.

Part 1: Brawl exporting.

Note: Make sure the two Brawl files are in the same folder.
1a.) Bone renaming.
Open your FitFighter0X.pac with BrawlBox, and rename the bones to match their Sm4sh counterparts (click on a bone, right click, and click on Rename). This will require you to know the names of the bones the Sm4sh counterpart's skeleton uses. Export the model as DAE (right click on the MDL0, and click on Export), Save, and close BrawlBox after you're done renaming.

Note: Start by renaming XRotN to RotN. To save you some time, I've made a list of what you should name certain bones to, not including unique bones, like wings, tails, etc).

Note: Make sure to have two different FitFighter0X.pac files, one with renamed bones, and one without. This will be important later on.

Image Example for BrawlBox bone renaming:  http://i.imgur.com/4Jbl4Zh.png

Bone Name List (Brawl -> Sm4sh):
XRotN -> RotN
L1stNa -> LIndex1N
L1stNb -> LIndex2N
L2ndNa -> LMiddle1N
L2ndNb -> LMiddle2N
L3rdNa -> LRing1N
L3rdNb -> LRing2N
L4thNa -> LPinkyN
L4thNb -> LPinky2N
LThumbNa -> LThumb1N
LThumbNb -> LThumb2N
R1stNa -> RIndex1N
R1stNb -> RIndex2N
R2ndNa -> RMiddle1N
R2ndNb -> RMiddle2N
R3rdNa -> RRing1N
R3rdNb -> RRing2N
R4thNa -> RPinkyN
R4thNb -> RPinky2N
RThumbNa -> RThumb1N
RThumbNb -> RThumb2N

1b.) BrawlBox 2 Maya usage.
Open the "run_Edit this to use your directories.bat" file in any text editor, and edit the directories in the file to where your directories are for your FitFigher0X.pac (make sure it's the one without renamed bones) and your FitFighterMotionEtc.pac. Save, and run the bat file. A folder will be created inside the BrawlBox2Maya directory with the file name of the Brawl character you exported from (Example: FitPit00). This folder will contain many files. The only files you need is the FitFighter0X.DAE, and the ANIM file of the animation you want to port.
BAT File Editing Example: http://i.imgur.com/uAtkfuT.png

1c.) Renaming entries in the exported .anim file(s).

Note: Apparently you don't need to rename the animation entries, as it appears the bone entries are index-dependent, rather than name-dependent, but I'll keep this part of the tutorial just in case.
Open the .anim file(s) you want to port in your text editor, and rename every instance of old bone names to their updated counterparts (Ex: rename every instance of L1stNa to LIndex1N). Save when you're done.)
Renaming Example (Notepad++): http://i.imgur.com/NphXAmW.png

Part 2: Sm4sh importing/exporting.
Open 3DS Max, and run "SSB4U_NDP3_Debug_Mod.ms" (MAXScript > Run Script). Make sure your Sm4sh character's model.nud and model.vbn files are in the same folder. Use the script to import the model.nud

Once the model's imported, select every bone (press the h key to open the Select from Scene window), and make sure only bones are selected), and use the Rename function (Tools > Rename Objects) to add the prefix "Sm4sh_" to the bone names.

Image of selecting bones from the Select from Scene Window: http://i.imgur.com/K9hfZ7U.png

Image of what the Rename Objects settings should be: http://imgur.com/IKZ9eOM

After your model is imported, and your bones are renamed, export as either FBX or DAE. You can close 3DS Max after.
My FBX Export Settings: http://i.imgur.com/kWRqrN1.png
My DAE Export Settings: http://i.imgur.com/JujPoWj.png

Part 3: Maya usage.

Note: Make sure the .anim plugin is loaded. You can do this by going to Settings/Preferences > Plug-in Manager, and making sure the animImportExport.mll plug-in is set to both load and auto-load. Refresh the scene afterward.
Plugins Window: http://i.imgur.com/MOpTQv0.png

Note 2: Make sure your Maya scene is configured to run at 60 FPS. You can do this by going to Window > Settings/Preferences > Preferences > Settings, and changing Time to NTSC Field (60 FPS). Save the options. Once saved, you'll see the Frame number set to 2.50 on the bottom left, change this to 1.
Settings Prefrences Window: http://i.imgur.com/ndt4jra.png
How the scene should look after configuring: http://i.imgur.com/A1MdHid.png

3a.) Importing models.
Import both the Brawl DAE (exported from BrawlBox) and Sm4sh DAE/FBX. Make sure the scaling of their root bones are 1, and are facing upright. If they're not, then you should be able to manually fix this by opening the Outlier window (Window > Outlier), selecting the root bone of the improper model (TransN for Sm4sh, and TopN for Brawl), and making the needed changes.
Importing the Sm4sh model (FBX): http://i.imgur.com/CzUyexC.png
Importing the Brawl model (DAE): http://i.imgur.com/mtT6s1L.png
Sm4sh model size and rotation fixing (Before): http://i.imgur.com/z8ifvHX.png
Sm4sh model size and rotation fixing (After): http://i.imgur.com/L3B1X4V.png

3b.) Constraining the skeletons.
Open the Script Editor window (icon in the very bottom right of the Maya window), and change the script format from MEL to Python. Load "HierarchyConstrain_Good_Brawl2Sm4sh.py" (File > Load Script), and select the root bones of the Brawl and Sm4sh skeletons with the Outlier (in this case, the bones would be TopN, and Sm4sh_TransN). Run the script (click the singular blue arrow icon in the top right of the Script Editor window).
Maya Script Window: http://i.imgur.com/x9cEC78.png

3c.) Importing the animation.
Make sure every single Brawl bone is selected. You can do this by selecting the TopN bone, and going to Edit > Select Hierarchy. Now import the .anim file you edited from step 1 (File > Import). Play the animation to make sure both models animate correctly.
Importing the animation (ANIM): http://i.imgur.com/TroY39m.png

Note: If the animation is shorter/longer than 60 Frames, you'll need to decrease/increase the Frame count of the timeline to allow the full playthrough of the animation. You can do this by increasing the first 60 value on the bottom right to the amount of Frames your animation has.
Example (Before): http://i.imgur.com/HQQoMwS.png
Example (After): http://i.imgur.com/siR2aUU.png

3d.) Baking the animation.
Next, you need to bake the animation. Since the Sm4sh animation format allegedly doesn't use keyframes, you should be able to just bake everything, so select every single relevant Sm4sh bone (i.e.: Any bone that has animation.), and go to Edit > Keys > Bake Simulation, but don't click on it. Instead, click on the box next to it. When the Bake Simulation Options window pops up, make sure your settings match what's in this image: http://imgur.com/Ej0TP1i. Click Bake afterward, and wait as Maya bakes your animation.

3e.) Bone renaming and the final .anim export.
Click on the Brawl root bone (TopN), and give its Hierarchy a prefix. You can do this by going to Modify > Prefix Heirarchy Names, and using any prefix (this is to prevent name conflicts when removing the prefix from the Sm4sh bones.

Next, go to Modify > Search and Replace Names, and make sure the settings match this image: http://imgur.com/ovL1ISI (make sure "Replace with:" has just a space in it). Click Apply.

Once that's done, you can finish this tutorial by selecting every Sm4sh bone, and exporting the selected objects (File > Export Selected) as .anim (animExport).
Exporting the animation (ANIM): http://i.imgur.com/vdX9EJp.png

Congratulations. You now have your Brawl animation ported over your Sm4sh skeletion for preperation of animation modding in Sm4sh.
Completed Example: https://gfycat.com/NeglectedImmenseGopher

If you run into any issues, go back to the step you're stuck on, and make sure to read everything and repeat previous steps if need be. If you still can't figure it out, or are just getting it wrong, don't hesitate to post for help.igure it out, or are just getting it wrong, don't hesitate to post for help.
13  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / [Animation, PSA] KJP's Sm4sh Emporium: Coming Soon™ to a Console Near You! on: September 19, 2016, 06:55:32 PM
Animation and Moveset editing for Sm4sh is still progressing, so don't expect this thread to be active until down the line.
14  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Up kick on: August 07, 2016, 08:55:35 AM
This topic has been moved to A/A Help.

15  Super Smash Bros. Brawl Hacking / Attacks and Animations / [Announcement/Tip] Use Tinyurl when linking to the OpenSA Wiki on: July 17, 2016, 12:14:24 PM
You may have noticed me linking people to tinyurl links when linking to a page on the OpenSA Wiki.

This is due to a conflict between the host of the OpenSA Wiki and a few KC-MM members that happened a few years ago, which resulted in the host to re-direct links posted in KC-MM to a different website before re-directing to the actual page itself.

To show you what I mean, here's the raw url to the OpenSA Main Page: http://opensa.dantarion.com/wiki/Main_Page
Notice how "http://anonym.to/?" has been added to the url. anonym.to is apparently a proxy website, but there have been reports of it containing browser high-jacking malware.

To bypass this, copy + paste the original url, and make it a tinyurl with TinyURL. http://tinyurl.com/

After you made your Tiny URL, copy it to the clipboard, and paste it into your message.

Here's an example with the main page: http://tinyurl.com/zfg4u7p
This will directly link you to the OpenSA Main Page without redirecting though http://anonym.to/?.

When you get to the Main Page, I would highly recommend you Bookmark both the page and http://tinyurl.com/.
Pages:  [1] 2 3 4 5