After installing it, you can open it up via double-clicking the .exe, and customize what buttons you want pressed to record videos and what not; after that, you click the minimize button, and it will look like it's gone, but it's actually in a side-task, until you exit.
ok so i screwed up about a year ago when i had no clue what i was doing and tried to use .rel files on PAL so if anyone could give me a download link for the source files that'd be great
The source files for what? The PAL version, the .rel files, or the Brawl files?
You could try BrawlEx; this doesn't expand the skin slots for a character, but the character slots; but you could try this to port characters over another, in order to expand the skins. If that doesn't work, the only thing I could think of would be reprogramming the codes for how many skins there are or looking on the Brawl Vault for a mod that does that.(There probably is one.)
The put the files into SD card/projectm/pf/fighter/pit and renamed them fitpit02.pcs and fitpit02.pac all lower case if that matters.
Here is your problem; your directory I believe is incorrect; I recall only 2 SD locations:
1: With normal Gecko codes, it would be (SD Root)->private->wii->app->RSBE->pf->fighter->(Character's Folder)->(Character Files) 2: With Riivolution, it would be (SD Root)->ssbb->projectm->fighter->(Character's Folder)->(Character Files) Post Merge: June 30, 2014, 10:07:26 PM
Did you try Riivolution? It has less chance of random errors, and boots up faster, as well as faster and easier file placement; not to mention that it can be used for more than just Brawl. If you have a Riivolution .gct and are trying to just plain use Gecko, you'll have to rename it; but I would recommend the alternative.
You could try this with the actual model(For a 3d Version):
1) Put the character in Brawl and take an in in-game screenshot when you want a specific pose, save the picture to the Wii, then go into normal Brawl and copy the picture to the SD card; finally, move from the SD onto your CPU the .bin, and use Bin2Jpg to turn it into a .jpg
2) (This only applies to retextures of a character with a CSP already)Use my tutorials here( http://forums.kc-mm.com/index.php?topic=68678 ) on retexturing here to recolor the CSP to look like the new one.
3) (Most likely the method you want to use)First, preview the model in BrawlBox; then, use the panel on the left to select the bones, and you'll see things to rotate with appear on the main part; rotate the bones to what you want, and exit the preview; then, replace your normal textures with the custom ones, then preview the model again, and disable the bones. Then, after you're done with the picture, MAKE SURE NOT to save it, as the rotation of the bones will be kept if you save it.
Wouldn't there be animation files or programming or something for the animations for Kirby hats? In which case, it would be a pain to do, but still possible?
Not sure if this is the right place to ask this. I think I read all the rules so I think this is in the right place, sorry if it's not.
Anyhow, I recently set up Project M. I like how Pokemon Trainer has been split into the 3 Pokemon. However, I don't like that the Final Smash has been removed. I know it makes less sense for the Pokemon to use Triple Finish when they are no longer directly linked, but to me it's even more awkward gameplay-wise to have a Brawl with Smash Balls on where some people can use it but others (that is, anyone playing as Squirtle, Ivysaur, or Charizard) just make the Smash Ball disappear if they break it. Honestly, I'd rather they just be able to still use Triple Finish while still being separate characters. If nothing else, I could just view them as calling their allies. Giving them their own individual smashes would be cool, but much more difficult.
Anyhow, I want to edit the Pokemon trio so that when they break the Smash Ball it functions normally instead of just disappearing, and they can use Triple Finish. However, this appears to be significantly more difficult than expected. Fixing Samus and Zero Suit Samus so they didn't transform after the Final Smash (because Iron Man turning into Mami Tomoe would be just weird) was straightforward. All I had to do was remove 'Terminate Instance:' in the pac files in a couple places (might remove a few more lines later to smooth out the animation). However, the Pokemon trio seems to be significantly more complicated. I don't know what the Project M devs did, but there's a lot more that needs to be fixed than the Fit[character].pac and Fit[character]MotionEtc.pac files. I tried putting in the original files from the Brawl ISO to replace the Project M ones, and removing them all to make it default to the original files to see what would happen. The original movesets were restored, but the Pokemon still couldn't switch between each other (not that I want that anyway), and breaking the Smash Ball still made it disappear, so obviously whatever edit the Project M devs made to make the Smash Ball ineffectual on those characters is not in those files.
My suspicion is that the edit in question is in ft_poke.rel. Though interestingly, when I tried replacing that file with its original or removing it, the game would crash when I loaded the Pokemon. Not sure why, as I don't know where else that kind of information on characters would be stored. Anyhow, turns out .rels are way harder to mess with than .pacs. BrawlBox won't open them, and they are entirely assembly language, which even if you understand assembly language, it's not the kind of thing you can skim to find what you are looking for like a higher order programming language. Everywhere I looked through Google, it seemed like just about everyone was clueless about how these files work. But there must be SOMEBODY who knows enough about them, because otherwise the Project M devs wouldn't be able to make this change in the first place.
Anyhow, I was wondering if anyone here has the know-how to edit the .rel files (I'm pretty sure I can handle the .pacs on my own) to undo the change in Project M that prevents the Pokemon trio from using the Smash Ball while still leaving them as separate characters and leaving it compatible with Project M. Or, if they could at the very least tell me the memory addresses that I would need to mess with, because finding what you need in assembly language is taxing, as the only real way to know what is going on most of the time is to read top to bottom. Maybe someone who worked on Project M?
If nobody knows how to do this I'll probably just give up, but I figured it was worth asking.
I think I recall Squirtle being the only one of the three with those codes to be able to still have Down-B and the Super-Smash.
It says an unhandled exception has occurred in my application. Insufficient memory to continue the execution of the program. I have no idea what that means but I'm assuming it should be obvious. This is whenever I try to replace it, even after I changed the bone names and whatnot. Should I just try to find a different shield? Lol. I'm using the Link one. But I figure it doesn't actually matter which one I'm using since they should all function relatively similarly.
Then it's probably that method of mine that won't work;however,this method of mine here works, and I tested it to make sure.(The first method) http://forums.kc-mm.com/index.php?topic=68657
Pretty sure to do this, you could try following these steps: 1) Figure out which polygon is Captain America's Shield by either selecting the different polygons in the "Objects" folder and previewing them(Newest version of BrawlBox only), or by previewing the model and on the left pane, make invisible all polygons, and then check each one, until you find the shield.(All versions) 2) Change the name of the bone that the shield uses to match the name of the bone for Ivysaur's bulb/leaves, then export by selecting the polygon in the "Objects" folder, and right-clicking, and say "Export". 3) Open up the Ivysaur model and under the objects folder, select the bulb/leaves polygon, right-click, and "Replace" it with the new one. 4) Preview the model; on the left pane, select the bone that is the bone for the back, and on the bottom pane, you can change the "Transform" and "Rotation" of it, which is where it is located in space and what angle it is, respectively. This will ACTUALLY move it on the model itself. Then save.
This is written like this in case anyone else wants to know how.(Assuming it works, which it should); if it doesn't work, please tell me. 3) Import
I don't think so; I'm pretty sure you'd have to "replace" it, but it's not actually replacing it; it's making the Wii THINK that it's replacing it, not to mention that you could just copy it for backup and even have interchangeable SD cards or interchangeable folders to get put on the SD cards.
Prettymuch the topic but i need it to be already done i can't work with coding myself I can't do anything really with making my own hacks but enjoy using other peoples. if someone could give me a link to the hack that has the character select screen that has them individually and lets me play as them without switching that would be great thanks.
1) Creating Alpha(Transparency): In MS Paint, you can make a solid color(using the filler pain can thing; green is usually best; just make sure that it's a color that's very different from any of the colors in the picture) of where you want the alpha to be. Alpha is when there is transparency in the texture, and it doesn't have to be full transparency. You can then open that up in Color Quantizer, replace that color with transparency of your desire, and save it.(Note that you have to save it as a .png though, or else it won't have the transparency.)
2) Replacing parts of a texture with another texture by way of "Shadows": First, copy your texture that you want having a new texture in it. Then, in MS Paint, you can make an outline, using the pencil or line segment function, of where you want to change the texture to a different texture(make sure that it's a thin line, a color that's very different from any of the colors in the picture; for good measure, you can also make a rectangle of a solid color somewhere away from the line that you made; this will help to isolate that color). You can also use this tactic for isolating a part of a picture and pasting it somewhere else. Anyways, the next step is to open Color Quantizer, open up that texture copy with the line segments, and where it says the number of colors as mentioned in the tutorial, change it to a low number that only the outline will still remain identical and the rest will be blurry; if you type in "8", that's usually a good number. Next, "Replace" each color that ISN'T the outline with one color, and leave the outline as that color, or make it a different color(As long as it's not the same color as the rest). Now save, and you should have the outline(and squares that you can easily get rid of, if you followed this step). Open up the file that you created and save it as another file, as when it's created, it bugs when you try to edit because of max numbers of colors; so save it as another file. This is CRUCIAL. Now, you can use the paint bucket to just fill in the outside with a color that is different than any in the original texture, and the inside with the color white.(It MUST be PURE white.) Then, copy the whole texture; open up the original texture(not the copy) and paste it, but don't click anything else yet. It should look like the thing you just created earlier, which I like to call a "Shadow", because it really very does resemble a shadow. The final step is to uncheck the "Draw Opaque" button and you should have part of the texture isolated; you can then copy THIS(it's smart to save it first) and paste it onto the texture that you wanted to add, and save that. You then have both textures integrated.
If anyone has any questions, feel free to ask!
Here are some in-game examples(And one out-of-game example) of using this tutorial to create CSPs: These are the results in-game of some of them(These are all of the CSPs that I made that I'm currently using in my Dolphin build, because that way, I could quickly take in-game screenshots to show what they look like in-game)
Click the image, and then when you're in imgur, click the image again, to Enlarge
Now, what the actual portraits look like, here's an example:
Note that in-game, it's more blended and less sharp on the color changes, making it more high-quality.
Here's a list of which ones of these were ONLY recolors of existing portraits(Including other people's CSPs):
Mario Ghirahim(Marth) Project M's Mr. L Diddy Kong Zant(Falco) Project M's Armored Mewtwo(Lucario) Smash 3 Sonic Project M's Unmasked Man Lucas
Here's a list of which ones of these were recolors of portraits that I made myself by looking up a render of a character on Google Images, and then cropping/resizing the picture, WITHOUT any further edits other than recoloration:
Link(The first 5) Kirby(All but the first one) Robin(Marth) Luigi Knuckle Joe(Ness; The first 5)
Here's a list of which ones of these were recolors of portraits that I made myself by looking up a render of a character on Google Images, and then cropping/resizing the picture, WITH further edits other than recoloration:
Link(Dark Link) Kirby(Dark Kirby) Knuckle Joe(Ness; Mr. Saturn Knuckle Joe)