yeah, try replacing one at a time until you find the one that causes the freezing. it could be that there is more than one that causes a freeze, hence why i say one at a time. it may be a little tedious, but at least then you'll be able to get most of them in.
yeah, i know it's a hurtbox, but it could go either way, i was just asking for clarification.
anyways, here's what you need to do BlazingFury. open up PSA, go to the Sub Actions tab, then to the attack you want to edit (AttackLw3 should be 55), then edit the Offensive Collision actions. they have a Size in them, so just edit it to how you want.
4.8 Mb shouldn't be causing a file size issue, the unedited Common3 is 4.81 Mb. it may be the item itself. i've ran into that a few times, where the file size is just fine, but it still froze.
what were you putting over which item? and was it one that you made yourself?
hitboxes, as in how the character attacks? or hitboxes, as in how the character gets hit by attacks?
if it's the first, then that's a PSA thing, and there should be some help in the Attacks and Animations portion of the forum (i'm not sure if there's a PSA guide or not).
this is an easy way to reduce file sizes with pictures or textures. when you're importing them, and it's showing the preview of the new pic, change the file format to CMPR (if they aren't already). it usually drops the size of the file in half, thus making it easier to put them in without problems.
so i figured i'd quit being such a ninja about what i'm working on and actually show some previews. they're in the first post, which i also cleaned up a bit.
and here's one i didn't include there, because it's almost done. it's Munna, from Pokemon Black and White. i just need to tweak the normals or shading or something, it's showing up too bright and too dark in some stages. it's most likely from the way i made it.
just try and guess which character i made this from.
so i'm doing this tutorial because there aren't many people that know how to do this (i could be wrong), but it's always a good reference. this will show you how to make polygons always show, even if they usually don't or only occasionally show (extra faces a character has, Olimar's eyes, Kirby's extra body, etc.).
first off, there is a little bit of hexing involved, but it's really easy to do.
and it really only involves moving bone indexes, so here’s how you hex bones. yeah, i copied and pasted from my other guide, but with some edits. lazy, yes, but it'd be the same info if i re-typed it extract the model you want to edit from the FitCharacter0X.pac/.pcs, and open the model in a hex editor. i use HxD, just because it's free. if you need to, open the model in BrawlBox and find the bone you want to re-index, check it's model offset, convert it to hex (decimal to hex converter, the Windows calculator works just fine), and go to the offset in the hex editor. once you find it, this is how the bone will look.
Key: black = the whole bone, blue = beginning of bone, red = bone index number, yellow = NodeId number, purple = flags, green = bone hierarchy, the very left hand numbers outside the box = offset number (if it ends on a number besides 0, just go that many bytes in).
For those of you who care, here's a list of all the bone properties. i listed the more important ones, but here's the rest of them
Here's every byte set that's used for bones (4 bytes each):
0x00 - Header Length (Usually 00D0) 0x04 - MDL0 Offset 0x08 - String Offset 0x0C - Bone Index 0x10 - Node ID 0x14 - Flags 0x18 - Pad 1 0x1C - Pad 2 0x20 - Scale X 0x24 - Scale Y 0x28 - Scale Z 0x2C - Rotation X 0x30 - Rotation Y 0x34 - Rotation Z 0x38 - Translation X 0x3C - Translation Y 0x40 - Translation Z 0x44 - Box Min. X 0x48 - Box Min. Y 0x4C - Box Min. Z 0x50 - Box Max. X 0x54 - Box Max. Y 0x58 - Box Max. Z 0x5C - Parent Offset 0x60 - First Child Offset 0x64 - Next Offset 0x68 - Previous Offset 0x6C - Bone Strings/Properties Offset 0x70 - FrameMatrix Set 1 Float 1 0x74 - FrameMatrix Set 2 Float 1 0x78 - FrameMatrix Set 3 Float 1 0x7C - FrameMatrix Set 4 Float 1 0x80 - FrameMatrix Set 1 Float 2 0x84 - FrameMatrix Set 2 Float 2 0x88 - FrameMatrix Set 3 Float 2 0x8C - FrameMatrix Set 4 Float 2 0x90 - FrameMatrix Set 1 Float 3 0x94 - FrameMatrix Set 2 Float 3 0x98 - FrameMatrix Set 3 Float 3 0x9C - FrameMatrix Set 4 Float 3 0xA0 - InverseBindMatrix Set 1 Float 1 0xA4 - InverseBindMatrix Set 2 Float 1 0xA8 - InverseBindMatrix Set 3 Float 1 0xAC - InverseBindMatrix Set 4 Float 1 0xB0 - InverseBindMatrix Set 1 Float 2 0xB4 - InverseBindMatrix Set 2 Float 2 0xB8 - InverseBindMatrix Set 3 Float 2 0xBC - InverseBindMatrix Set 4 Float 2 0xC0 - InverseBindMatrix Set 1 Float 3 0xC4 - InverseBindMatrix Set 2 Float 3 0xC8 - InverseBindMatrix Set 3 Float 3 0xCC - InverseBindMatrix Set 4 Float 3
just don't ask me what they all do.
Basically, Brawl bones are always 13 rows long, and the bone index number is always at the end of the first row. and in case you don’t know anything about hexadecimal coding, it’s rather simple to understand how it works. Decimal has 0-9, while hex has 0-9 and A-F, adding up to 16 numbers before repeating. So in decimal, you may have 11, but in hex you would have B.
So to change the index number (in red), all you have to do is find out what index number you want it to have, and change the last bit (in the pic, it would be the 02) to what you want it to be (in hex numbers). Simple, right?
And that’s the basics of bone hexing.
and here's a few examples of why this is needed.
this first pic is when you just replace the models with the fighters, no hexing. the Mario Bros are missing their hats, only Lyn's legs and sword appear, and Tails' tails appear. they all have a model bone over the EyeYellowM of the replaced characters.
this second pic is the after shot, when the Model bones are moved. old pics are old, but still applicable. with all 3 of them, if they all had a smash ball, they'd all look like the second pic.
since that's an older example, lets go over a better one now.
say you want Sonic to have one of his other faces always showing, and not switch between the others. all you would have to do is change the bone index of the face to a bone that's after the TransN, and it will always show. you'll still have to remove the other faces, though, either through Materials1 editing (changing the Type to 3, making it invisible in game, but not BrawlBox) or through shrinking the other faces (vertex editing, or hex editing (finding the polygon you want to shrink, and filling everything after the header with 00 bytes))
as a note, if a bone isn't directly attached to the model, then it can be moved wherever you want it to be. to see which bones are attached to the model, just preview your model in BrawlBox, choose the bone you want to move, and then increase the translations of the bone. you will quickly see if it is or isn't based on if anything on the model moves besides the little lines that represent the bone, that's supposed to move when you do this. Examples of unattached bones would be the BodyM, ThrowN, and the HaveN bones. the reason i bring this up is some bones don't want to be re-indexed, especially if they're directly connected to the model, like an arm or leg bone. it may cause some animation issues in game.
And another note, bones can share the same index number. Just make sure the bone isn’t attached to the model first. and from what i can tell, it's okay if a bunch of bones share the same index, as in having 7 bones all with the index that the TransN has.
easy, right? just one simple change. as one last note/warning, sometimes bones won't like where you move them. you may experience some odd things, like the polygons you want always showing could float way above the character, or maybe the entire character is in the ground for certain animations. if that's the case, just re-index the bone you moved to a different index. it may take a few tries, but it will eventually work.
and as always, if you have any questions or need help, just ask and i'll do what i can to help.
it should be corrected when you have a proper HipN with any model, when a bone named HipN and the HipN index that the Fitcharacter.pac match up.
as for the NSMBWii models, they're a little interesting. i don't have the Mario model, but i have a few of the Koopa Kids. from what i can tell, the first bone (index 0) is basically the TransN, and the second bone (index 1) is the HipN. unfortunately, Brawl won't animate the first bone of any structure due to hard coding, so it would require using other bones for the TransN and HipN.
try this, make the 'skl_root' bone (should be index 1) into the TransN, and the 'spine' bone (maybe around index 8 to 10) into the HipN bone, and adjust the FitCharacter.pac to reflect the new model. you don't need to worry about the XRotN and the YRotN bones for now, simply because the NSMBWii models have as few bones as possible. do that, and see if it corrects the issue.
it's because of moving the EyeYellowM bone to always show. it was kind of picky as to where it wanted to go. the other bones i moved didn't cause any issues.
as for the problem, it may be a file size issue. try exporting the textures out, then re-importing them, but change the format to CMPR. if they aren't CMPR format, it should drop the file size quite a bit.
i know it's possible to make Ridley work, i remember a long time ago that someone was working to make him work. i think it was over Olimar, but he had Ridley working in game, so i know it's possible.