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406  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 04:58:05 PM
I tried the code (on Wii), but it didn't work. The results were similar to Ebola's Test case 1, except that BrawlEx characters played flawlessly.
Good! May I ask two important questions?
1. Are you using Brawlex or the Brawlex + P:M merge?
2. Were the Brawlex characters or PSAs that worked designed for P:M?
407  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 03:53:17 PM
I just found something interesting. See my previous post for a complete description.
Summary of Changes: Using my setup without the 3 Unknown codes will cause all Brawlex characters to crash the game before the results screen. Including the 3 unknown codes causes Project M based PSAs to not have this problem.
Additionally, loading an expansion stage in Test Case 3 crashed the game.

I suspect that the new ASL still depends on a P:M modified .rel but more testing is needed.
408  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 29, 2015, 02:30:26 PM
Hey, so it seems as though I've addressed the compatibility issues that people have encountered with BrawlEX and ASL. This solution, while intended for PM+BeX, may also work for Vanilla Brawl, but I haven't tested out the hypothetical cross-compatibility. If there are any issues with it, let me know; I may have copied a code down wrong in creating the text document.

http://www65.zippyshare.com/v/oeM6uB4u/file.html

Unfortunately these codes do not appear to work with Brawlex (WITHOUT P:M integration). Tested using Dolphin 4.0-8246 in debug mode.

Crap, I meant to keep the old experiments but I accidentally erased them. Oh well, they had incorrect assumptions about crashes anyway. The most current experimental setup is the one on page 559.
My setup: BX 2.0, Experimental BX CSS Expansion 2.0
1. Delete old AFL code if present
2. Copy the contents of Brawlex's \private\wii\app\RSBE\pf\stage\melee and \private\wii\app\RSBE\pf\module to a backup location
3. Replace Brawlex's \private\wii\app\RSBE\pf\stage\melee folder with P:M 3.6's folder.
4. Overwrite P:M's stgresult.pac with your backup stgresult.pac
5. Delete all st_*.rel from Brawlex's \private\wii\app\RSBE\pf\module folder
6. Copy all st_*.rel from P:M's module folder to my module folder
7. Copy the contents of your backup melee and module folder into Brawlex's melee and module folder. SKIP any files with the same name.

Test Case 1 (Minimal codes for ASL to work)
ALL codes in my .gct = FPC 3.5.1b, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored.

Test Case 2 (Minimal codes + 3 Unknown codes)
ALL codes in my .gct = FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored.

Test Case 3 (The .gct I normally use except AFL has been replaced by new ASL)
ALL codes in my .gct =  SDHC expansion, Default modifier, default CPU level modifier, FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2, Unrestricted Pause, Stage Expansion 2.0, Maxed Out SSS, Tracklist modifier, Replays longer than 3 mins, save tags in replay, >1000 replays, unrestricted replay camera, unlimited objects, hide "ready to fight" bar, RSE 1.20, multiple instances of Stage-Track Dependant Song Loader
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored. Additionally, RSE 1.20 seems to be less reliable, especially when used for playing a victory theme for Sonic.

Test Case 4 (My normal .gct + my pre-ASL stage configuration (i.e. ignore my setup steps 2-7))
ALL codes in my .gct =  SDHC expansion, Default modifier, default CPU level modifier, FPC 3.5.1b, Unknown 1, Unknown 2, Unknown 3, ASL 3.6 patched, ASL Custom Patch 1, ASL Custom Patch 2, Unrestricted Pause, Stage Expansion 2.0, Maxed Out SSS, Tracklist modifier, Replays longer than 3 mins, save tags in replay, >1000 replays, unrestricted replay camera, unlimited objects, hide "ready to fight" bar, RSE 1.20, multiple instances of Stage-Track Dependant Song Loader
Results = Successfully loads the base stage (*.pac) but any attempt to load an alt (*_Z.pac) is ignored. Additionally, RSE 1.20 seems to be less reliable, especially when used for playing a victory theme for Sonic.
409  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: I take Moveset Requests on: November 29, 2015, 12:11:41 PM
In case you don't know, there is this Naruto PSA http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24251
410  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 27, 2015, 10:10:23 PM
You have to use an ASM code to separate their memory limits or something. IDK if BeX does that for you by default or not. ASF1NK had a thread with experimental codes and I think that might have been one of them. If I were you, I'd look for it and check it out. You might find something useful.

If you're referring to these codes ~ASF1nk's Misc. Codes~, the offsets will likely need to be adjusted for Brawlex.
411  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 26, 2015, 08:40:46 AM
lol that psa isn't using the charge shot article but a graphic. graphics are unaffected. try copying samus without any edits and you will see it.
Oh I always thought that was intentional lol
412  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 25, 2015, 04:16:08 PM
as far as i've seen from my own testing samus just had the same glitch as lucario had when it was first made, the charge shot is invisible. its probbaly fixable in a similar way as well (was it to do with renaming the article and making it unique? i don't remember now). i already know ZSS works flawlessly xD i use 2 ZSS clones in my build.

I've never had the charge shot issue either. (I know the model is different, but I haven't edited the Fit*.pac or motion files)
413  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 24, 2015, 02:08:49 PM
I remember it was doing something weird where if you taunted or got thrown to the right side of the screen the game would freeze, as well as other occasionally random freezes after certain attacks or while jumping. Do you have to do anything special to make it work or is it I might have just screwed up somewhere? Also I'm not sure if it matters but I play on the Wii console, not using Dolphin
I too haven't experienced those issues on Dolphin or the real Wii. If secretchaos1's files don't work you can try redownloading the Dark Samus over Marth PSA and replacing the files. It's possible that something got messed up in the config files or module since they needed to be edited for slots other than the preconfigured 3F in the download.

we have 3.6's asl figured out i think, we found its pointers, we just have no clue where BeX is pointing. everything is a bit jumbled and hard to read. i think once we get a fix on BeX's pointers we will be able to fix it relitively quickly.

also quick question about samus and ZSS. using them as stand alone characters with BeX? would that increase their file size limit? i know they typically share it. i'm planning on learning PSA and have 2  characters in particular over each respectively.
The strange pointers don't surprise me. While this doesn't really answer your question, I can tell you that the ZSS Beta module works fine for me. Also, I tried using the Samus Beta module but it ended up crashing at the match start. I only tried the samus module once though so I can't say it doesn't work at all.
414  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 23, 2015, 11:53:39 PM
I'm super excited for a compatible ASL!
415  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 22, 2015, 10:52:02 AM
Oh really? I might have to dig a little deeper then. I remember trying a Dark Samus over Marth PSA that ended up crashing my game constantly so that may have put me off the idea of hard ports but I'll give it another shot.
I'm currently using the Dark Samus over Marth PSA in my Brawlex setup and I've had no problems with it.
416  Help & Tutorials / Model Tutorials / Re: ebola16's Basic Skin Wrap Model Import Guide on: November 20, 2015, 08:10:19 PM
Correct. The DAE Model Importing for Dummies is the best tutorial I've found but it doesn't sufficiently explain how to skin models. It also doesn't mention skin wrapping.
Combining the DAE tutorial with skin wrapping and a better explanation of skinning was much more helpful for me. The point of this is convenience for the reader. 
417  Help & Tutorials / Model Tutorials / Re: ebola16's Basic Skin Wrap Model Import Guide on: November 17, 2015, 11:20:56 AM
Thanks! If you're referring to version 1 of SloSheik, it has been deleted. Its position didn't move when it walked and the hitboxes were nonsensical.
418  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 17, 2015, 10:54:51 AM
But I don't want to add 40+ characters, I just want to add a few.
Still, the easy way of learning how to modify Brawlex's configuration is to see an already functional pack. You can then create whatever setup you like using information from the first page.

Oops, secretchaos1 basicly said the same thing. I agree!
419  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: November 14, 2015, 03:28:01 PM
Does anyone know if ASL works with BeX?
Unfortunately it doesn't. The closest alternative is the AFL, which works with Brawlex. See forums.kc-mm.com/index.php?topic=72440.msg1319806#msg1319806
420  Help & Tutorials / Model Tutorials / Ebola16's Basic Skin Wrap Model Import Guide on: November 14, 2015, 11:38:42 AM
This is a basic model importing guide made for the purpose of pointing newcomers in the correct direction. It heavily relies on the skin wrap modifier, which is a great starting point for skinning. I also assume that the reader has basic knowledge about 3ds Max terminology. I realize that many of these already exist but no one guide has satisfied my needs.

In order to get the most out of this guide, you'll need the following:
Windows 7 or above
3ds Max (free for most people with University affiliations)
The newest Brawlbox (0.76b at the time of writing this)
Brawlbox 0.68b (used when the newest version fails and PSA editing)
A "base" brawl model. Exporting textures of the "base" Brawl model to the same folder will help with visualization
A "new" model that you want to rig to the "base" model's skeleton
Patience and good trial-and-error skills
 
1. Read this guide thoroughly: DAE Model Importing for Dummies. The same settings can be applied for .fbx and .obj imports too. You can substitute the suggested versions of Brawlbox with the ones I recommend once you are familiar with Brawlbox. Follow the guide until you reach Part II step 4. All changes made until this point have been done to the "base" model.

2. Open the "new" model in a separate 3ds Max instance and delete all bones, helpers, and skin modifiers. A T-posed model is easiest to use. Technically you can use any model, but you will need to reposition your "base" to match the "new" as closely as possible. Apply a Welder Modifier with a low threshold (0.001) to all objects for improved looks (in many cases). Save your model using the same settings described in step 1's tutorial (I prefer a .fbx with embedded media). You can close the 3ds Max instance with the "new" model now.

3. In the tutorial from step 1, jump to Part III and complete all of Part III.

4. At this point, you will prep the model for the skin wrap. It is CRITICAL that you resize (proportionately) and move the "new" model to match the "base" as closely as possible, i.e., you want to come as close to complete overlap as possible. Also remember to keep track of all materials if a model has more than one. Pay extra attention to matching the position of shoulders, hands, and legs. If the "base" doesn't match up well with the "new" model, you can try disproportionately scaling the "base" model. A good skin wrap prep can actually make skin wrap do ~90% of the work for you.

5. Time for the skin wrap. Watch this 3 part Youtube series to understand how skin wrap works and give it a try: Using Skin Wrap - Part 1 - Variations. Then, delete all material that belonged to the "base" model (KEEP the helpers though!).

6. Now you are ready to finish up the skinning (which is the hardest part)! Rotate bones to see where problems lie but be sure to return them to their original positon. Using Auto Key Mode can make this process easier. Watch this 13 part Youtube series to understand how skinning works and give it a try: Skinning the Character - Part 1 - First Pass. Part IV from the tutorial in step 1 explains the same process with less details.

7. The hard part is done! Complete Part V from step 1's tutorial to finish (Part VI and VII are optional). Another popular optional process is rim lighting. See Scout's Smash 3 Rimlight Tutorial for that (use the version of Brawlbox in the rim lighting tutorial for rim lighting as many variables have been renamed and relocated).

Random helpful notes:
1. SteeringWheels are useful when navigating in 3ds Max, especially when using a touchpad, and can be accessed by pressing Shift+W
2. Adjust Pivot Rollout can be useful for centering the pivot to the object or world. Sometimes the translation gizmo is not centered when importing into 3ds Max.
3. Working Pivot can help you scale your model while keeping it on the ground if needed.
4. To keep things simple, each material should correspond with one only texture
5. To merge multiple objects, convert one to an editable poly and attach the others to it
6. Fine tuning the shoulders and hands is EXTREMELY annoying. Don't feel bad if it doesn't go well at first.
7. Ensure that every bone is included in at least one skin modifier, even if its weight is zero. This prevents "Null" related errors.
8. If you see the errors: "...Null not supported by COLLADA" or "...not part of the BindPose definiton" while EXPORTING, your model will likely not work in Brawl and something will need to be redone. Gimbal Lock errors can be ignored as long as your animations are properly made (beyond the scope of this tutorial).
9. 3ds Max hotkeys can be set in Customize -> Customize User Interface to make some repetitive processes easier.
10. Don't change the ForceFloat* Brawlbox import settings to False. Brawl doesn't support this. See Update warnings for (or remove) non-float Import Settings for more information.

CHARACTER FREEZE TROUBLESHOOTING:
Does your imported character freeze at the character select screen or in the middle of a fight? These types of errors need to be evaluated on an individual basis. Check these things and try to correct them:
1. Have all errors been addressed when exporting your .dae (see random helpful note #8)?
2. Does the boneset of your model match the boneset of a model that works with the moveset?
3. Brawlbox shows information about a model when looking at the MDL0 file under ModelData[]. Does your model have NumFacepoint, NumVerticies, and NumNodes values that are less than or equal to a model that isn't causing a crash? There's usually a small amount of room for larger values but some PSAs can be very restrictive. If they're significantly higher you'll need to reduce those values. These problems usually require deleting unneeded objects, reducing texture sizes, changing the "WeightPrecision" value to 0.1 while importing in Brawlbox, and/or re-rigging with ProOptimizer modifiers (beyond the scope of this tutorial) to reduce those values. Do note that Brawlbox saves the last import settings used so you'll need to manually change to default values after modifying them.
4. If your model crashes at the results screen and all other causes have been ruled out, the model's node count is likely too high.

I have almost certainly left out some details but this will make your trial-and-error significantly easier. I have never taken a computer related course but I was able to make many model imports using this information. It may not be as difficult as you think! Importing is a work in progress and it gets easier over time, but I'm still learning. Let me know if I missed anything!

It can also be hilarious when you mess up.

Version 1 of my SloSheik import
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