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451  Help & Tutorials / Help / Re: Cracker launcher glitch fix on: August 21, 2011, 10:40:24 PM
so it's something besides the animations....  i'll have to look into that then.  if i find how to correct it, i'll let you know.
452  Help & Tutorials / Help / Re: Cracker launcher glitch fix on: August 21, 2011, 03:29:18 PM
i don't think i have that particular issue in my guide.

but from what i understand, the Cracker Launcher has it's own animation that it uses to make the model hold it correctly.  if the animation isn't made for the new model, then it won't work.  but this is only my current assumption, i haven't really looked into it much.  does your import have those animations?
453  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - 8-13, Snoopy V2 with Woodstocks and high quality textures on: August 21, 2011, 12:12:24 AM
yep, with his regular eyes for the glasses arms.  all you have to do to make them always show is to hex the bone index to another index.  the regular eyes are at index 32 and the damage eyes are index 33.  just change them to something else, and they'll always show.  a word of warning, though.  on some bones, they like to move around a lot more than they should.  if you aren't going to use the bag for anything, then re-index the bones to be 14, like i did with Dexter.  if you are going to use the bag, then you'll probably have to do some bone re-structuring, like i did with Joe Cool and the Flying Ace.  

that will work with any polygons that are attached to a specific bone that only show during certain times.  
454  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - 8-13, Snoopy V2 with Woodstocks and high quality textures on: August 20, 2011, 10:58:08 PM
yeah, the download link is underneath the pics.

or right here.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18520
455  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - 8-13, Snoopy V2 with Woodstocks and high quality textures on: August 20, 2011, 04:06:39 PM
huh?  can't wait for what?
456  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - 8-9, i have internet again! and a present, Woodstocks! on: August 13, 2011, 06:26:03 PM
crazy?  probably.  but i have a lot of free time until college starts up again, unfortunately being in a little over a week.  but it was totally worth it.

also, high quality textures, courtesy of MANSTA8.



i then took it and applied it to Joe Cool and the Flying Ace



http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18520

also, i took some time to make the Flying Ace look better, mainly with the goggles.  they're made from Olimar's eyes, just like Joe Cool's glasses are.   it just bugged me for some reason to not do it like that.  the download includes my textures and MANSTA8's textures, just because.  

oh, and i also finally fixed the problem with Joe Cool's glasses moving around.  they don't now.

i figure this is a good way to finally say that one of my favorite hacks so far is now fully completed.  no further updates are needed for Snoopy.  the rest of mine, on the other hand...
457  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - 8-9, i have internet again! and a present, Woodstocks! on: August 11, 2011, 02:17:28 PM
sorry, i meant to post this last night, but i got busy and never did.

anyways, here's my notes about how i vertexed the Pikmin.  keep in mind that you have to hex the changes yourself.  and because it's a large wall of text, it's in a spoiler.

the reason you can't vertex Pikmin (and probably other models, like Waddle Dee/Doo, and items) any of the usual ways is because of the way the vertex data is stored.  most models store them in 32 bit hex, as in 30FE922D.  for one vertex, they have 3 sets, one for the X, Y and Z positions.  the Pikmin models hold the vertex data in 16 bit hex, as in 0852.  this is why our current methods won't work with them, because they can only edit 32 bit hex data.

as for how you vertex them, it's all by hand, through a hex editor.  here are the steps.

first, get a FitPikmin00.pac and run it through AiS to get the DAE's of the models.  import it into 3ds Max.

second, vertex the model to what you want it to look like.

third, get the model you're editing, and open it in a hex editor.  go to the vertex set you've edited in 3ds max.  look in BrawlBox to find the offset, in the Verticies folder.

fourth, it's time to move the verticies, one at a time.  you'll have to count out where all the verticies are, so it's a good idea to open a copy of the model in the hex editor and type in where all the verticies are.  i say a copy, so it won't mess with the one you want to save.

fifth, start moving the verticies.  here's some of what i've written down.  these are 2 different verticies moved.

0852 - .914
5852 - 10.914
08A2 - .953
0952 - 1.039
0A32 - 1.149
0F72 - 1.805
0F79 - 1.808
10A9 - 1.957

F905 - -.871
FA05 - -.746

for the most part, if you increase the numbers, they move in a positive direction, and vice versa.  i say for the most part because i ran into a few verticies that did the opposite, so just be aware of that.  and this is the pattern i picked up after a while.

1st # adjusts the 1 position  (by a little over 2 per number (3 to 4, A to 9...))
2nd # adjusts the .1 position  (by a little over 1 per number (3 to 4, A to 9...))
3rd # adjusts the .01 position  (by a little over 1 per number (3 to 4, A to 9...))
4th # adjusts the .001 position  (by small quantities)

this was for the Yellow Pikmin's body.  the eye polygon took a lot more to move the verticies.  it just takes some trial and error to get used to it.  you'll also want 2 3ds's open, the fully edited one, and an unedited one.  that way, you can see how much you need to change the vertex.  compare the same vertex in both, then hex the change.  i'd also suggest editing only 1 or 2 verticies at a time.  it gets a bit confusing if you do more.

sixth, when you make the change in the hex editor, save it.

seventh, import the model you just edited into the FitPikmin00.pac, save it, and run it through AiS.

eighth, import the new DAE into 3ds, and find the vertex you edited.  compare where the vertex ended up to the fully edited model.

ninth, go back to step 5.  if the vertex you moved is in an acceptable range of where you wanted it, move to the next.

this process will take many hours to do, but as far as i know, it's the only way to do it.

if you have questions about it, just ask.
458  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - 8-9, i have internet again! and a present, Woodstocks! on: August 10, 2011, 06:41:48 PM
i was going to post this on StackSmash, but Mansta8 had just posted, so i figured i'd wait until tonight to update.

as for my notes on how i did it, let me organize them into a quick guide and i'll post it here.
459  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - 8-9, i have internet again! and a present, Woodstocks! on: August 10, 2011, 12:10:12 PM
Mansta8, go right ahead.  i'm not that great at texturing, so i'd be happy if you did.  once you're done with it, just send it to me and i'll put it into the pack.  and if you want to do that with some of my others, i wouldn't be disapointed...
460  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - 8-9, i have internet again! and a present! Woodstocks! on: August 09, 2011, 11:52:12 PM
i finally have the internet back in my house after 2 rather long months without it.  and i come bearing a gift from shear boredom, Snoopy V2!  it now includes the Flying Ace and Woodstocks!





i figured out a way to vertex the Pikmin, but it's through doing it by hand.  it doesn't take too long once you get used to it, but it still took many hours to do.  it looks really good though, i'm surprised how well it turned out.  and if you want the full details on how i vertexed the Pikmin, i'll post my notes.  oh, and i disabled the leg bones because it was causing some bad stretching, but it didn't mess with the hitboxes at all.  i just updated the existing Vault entry, but here's the link anyways.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18520
461  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes! on: August 05, 2011, 03:08:31 PM
Naru, just port the vertexed model.  vertexes don't affect the glitches that come from model swapping.  and it's easier that way.

and Fun Ghost, which character was Cyborg made from?  i've ran into similar issues, but i've never figured out the cause of it.
462  Help & Tutorials / Help / Re: Need help with a model on: July 06, 2011, 01:34:12 PM
that's (most likely) because you haven't hexed the model to work with BrawlBox.  you'll have to hex it either by hand, or with one of the auto hexing programs, both of which i have links to in my guide that TruePhilosopher posted.
463  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - 6-29 What? an Update? Hitmonchan! on: June 29, 2011, 10:14:05 PM
*blows dust off thread*

hey, i'm (sort of) back!  and i brought a present!

Hitmonchan on Little Mac/Sheik!



http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20136

oh, and i'm officially on a team now.  Stack Smash!

http://stacksmash.kontek.net/?p=13558

this one has the info about Hitmonchan and why i haven't been on in a while.  yeah, too lazy to copy and paste, but i'll blame it on my laptop's battery for now (it's pretty low, and it dies in about an hour even on the lowest power settings).

http://stacksmash.kontek.net/?p=13659

face it, you want it, because we all know which Pokemon is the best of the Hitmon family...


464  Help & Tutorials / Help / Re: Restore a deleted polygon (Hex) on: June 16, 2011, 11:33:22 AM
what you'll have to do is get a clean model file and copy and paste the polygon into the edited one. 

for example, say Polygon0 has been deleted from Fox.  get an unedited FitFox.pac (or .pcs), export the model, open the model in a hex editor, go to Polygon0, copy all of it (you don't need the header, but it shouldn't matter). then open the edited Fox model in the hex editor, go to Polygon0, highlight the entire polygon (or just after the header, whichever you copied, it just needs to be the same length), then paste it in and save.
465  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping and glitch fixing :Update 5-24: hurtbox fixes! on: June 13, 2011, 02:04:33 PM
then you probably need to install the .net 4.0 update.  just google it and install it, and it should then work.
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