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481  Help & Tutorials / Help / Re: Item glitch on: May 19, 2011, 07:40:48 PM
http://forums.kc-mm.com/index.php?topic=9248.0

in case it was a different tutorial you were looking at, but i'll try to explain it as simply as possible anyways.

first, open the FitCharacter.pac of the character you're replacing in Tabuu (the program).  open these tabs; FitCharacter/Miscdata[0] > Sections > data > UnknownO.  you'll see a 0x000 and 0x001, which shows the references for the HaveN and HandN indexes, respectively.  write down/remember the index, and then open the FitCharacter.pac in a hex editor.  use the search function and put in the reference you wrote down earlier to find it, but do it like this.  say the 0x000 reference shows 57, when you do the search, put in 00000039 00000039, 39 because that's 57 in hex, and twice because it will take you right to where the item bone references are.  so now, you should be at a spot that looks like this,



the red boxes are the HaveN reference (the 0x000), the blue are the HandN reference (the 0x001), and the green box is the ThrowN reference, which affects where large items (boxes, barrels, etc.) are held.  change them to match the new model, and make sure that you convert the numbers to hex before putting them in the hex editor, otherwise you'll (most likely) still have the glitch.

if it's still a bit confusing, i'll put up a few more pictures showing a better step by step process.  it was a bit confusing to me too when it first came out, but once you get it down it's not hard.
482  Help & Tutorials / Help / Re: How to fix the walking glitch? on: May 18, 2011, 12:33:41 PM
http://forums.kc-mm.com/index.php?topic=9248.0

this should help.

but there's 2 ways to fix this, but since you're doing a one slot swap, do this.  rename Ness's third bone (bone index 2) to TransN, and rename his current TransN to something else, then it will work.  what you should do is rename the index 2 bone to TransN, index 3 bone to XRotN, index 4 bone to YRotN (the current TransN), and index 5 bone to HipN (the current XRotN), and the index 6 and 7 bones to something else (doesn't matter what they're named, but there the current YRotN and HipN bones).  that way, it will also correct a few other glitches you probably haven't found yet, mainly the grabbing and being grabbed glitch.

if you have other questions, just ask.  my guide should also help if you have other issues that come up.
483  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: DTST's "the lost characters" projects SAT MAY 14TH 011 TAILS BETA RELEASED on: May 15, 2011, 11:32:48 PM
or if you wanted to, you could use the Tails model from Mario and Sonic at the Winter Olympic Games game (stupid long title...).  it has finger bones, more than one bone per tail, and just more bones for better looking movement in general.  i believe i still have the model... but that means you can't just use all of Sonic's animations, you'd have to make them all yourself.
484  Help & Tutorials / Help / Re: Asking for glitch fix (again) on: May 11, 2011, 02:15:17 PM
yeah i did, i'm messing with them right now.
485  Help & Tutorials / Help / Re: Asking for glitch fix (again) on: May 10, 2011, 11:31:09 AM
the first one is just not having a proper TransN bone, but i'm a little curious about the second one.  it only sometimes freezes before a fight?  that's just weird.

go ahead and send me the files and i'll see if i can fix it.  i know i can do the first, but i'm not too sure about the second.
486  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - Nostalgia Attack! it's Super Effective! Dexter and Snoopy out on: April 29, 2011, 05:41:33 PM
yeah, if you could get the Pikmin vertexed, then please do.  if you do, probably just take the Yellow Pikmin, that way Woodstock will be yellow.  then we can just put that one on all the Pikmin.
487  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - Nostalgia Attack! it's Super Effective! Dexter and Snoopy out on: April 29, 2011, 03:33:25 PM
thanks guys, glad you like them.  and yes, Olimar is getting quite a few good vertexes, but that's because he's a pretty decent fighter, once you get good with him.

and Mariofan1138, i was going to vertex the Pikmin for Dexter into robots, and Woodstocks for Snoopy, but i kept getting an error with DasDonkeyBox.  the Pikmin can be vertexed, they just can't be imported.
488  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - Nostalgia Attack! it's Super Effective! Dexter and Snoopy out on: April 29, 2011, 12:06:29 PM
i'm not dead yet!  Snoopy and Dexter are both released! 

so, a few things about them, i had planned to vertex the Pikmin as well, but DasDonkeyBox kept giving me an error when trying to do so, so i figured i'd make 2 versions of each instead. 
Joe Cool's glasses move around a little bit, but that's because of how i made the glasses. 
for Dexter and Joe Cool both, i made the glasses out of Olimar's eyes, so i had to hex the eye bones to a different index so that the glasses would always be showing.  the problem is that i couldn't find a good bone to use so the glasses would sit still, but i found one that Dexter could use, but Joe Cool couldn't (the bone that attaches to Olimar's bag, since i used the bag as Snoopy's back spot). 
the noses on both may look a little weird, but that's because Olimar's nose absolutely refuses to patch correctly.  every time i patched it, the nose just exploded even worse.  so Snoopy's nose looks a little messed up if you zoom in really close, and Dexter's is a bit more noticeable, but he has a pointy nose anyways, so it mostly works.
and Dexter's buttons on the from of his shirt may move around as well, but that's because they aren't in their original positions.  and the coat edge part (the black stripe) may move a bit as well, but that's because i took a strap from Olimar's bag and used that, because the way that Olimar is textured is a complete pain to work with, way too much mirroring.

overall, i think they look pretty good, and i feel like i was quite resourceful using many of the parts of Olimar the way i did.

anyways, Kat and Ana over the Ice Climbers is next!

and sorry i've been dead for a while, school got really busy for me.  i had 5 tests the week i put up the Snoopy preview, had a bunch of other projects due since then, and finals week is next week, which includes 5 more tests for me.
489  Help & Tutorials / Help / Re: How do i replace a character model with a import model? on: April 27, 2011, 06:18:49 PM
http://forums.kc-mm.com/index.php?topic=9248.0

and done.

basically, once you replace the model, you don't need to edit the bones (much... just renaming though), but you'll have to make all new animations for the new model.  though there are quite a few glitches and oddities that will arise, hence my guide.

if you have other questions, just ask.
490  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: I Have A Theory. ToS Lovers Look HERE! on: April 26, 2011, 06:53:49 PM
it's as Psycho Phillia said, the lengths of the bones is a main reason why it's really hard to get the ToS models working.  all of Brawls bones are D0 in length (208 in decimal) while some of Richter's are 118 in length (280 in decimal).  you have to remove bone info to make it match the D0 length, but in doing so you will throw off countless pointers, which is most likely your problem, Psycho Phillia.  you have to change every pointer until the last bone you changed, but possibly even more after that.  a while ago i was messing around with adding a bone to a model, and i had to change every pointer up until the bone i changed, but i can't remember if i had to change anything after.  that's why you can't just add stuff in without causing everything to break in the process, because there's so many pointers.

and yes, you'll need the bone tree editing program, or be able to change the parent/child stuff manually, because the bones still need to be restructured.  i was able to see how Richter's bones were set up only once before BrawlBox freaked out at me, and they all have the TopN bone (whatever it's named) as the parent bone, all 168 of them.
491  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix! on: April 22, 2011, 01:19:49 PM
don't worry, i've hand hexed it.  but it seems there a different error,



the bone structure.  it's weird, some of the bones are 118 bytes in length, instead of the standard D0 bytes.  it still gives me an error, and that's why nothing is showing in the left hand tabs, but that's most likely from the bones.  also, some of the bones do branch off from others, but all of them (there are duplicates for some reason) are at the top of the structure, all 168 of them, and there's no parent/child relationship between them.  like i said before, this may take a while.
492  Help & Tutorials / General Tutorials / Re: Tutorial Requests Please (post the tuts here if u make them) on: April 22, 2011, 01:14:59 PM
xxmasal22xx, that's not going to happen.  why?  because of the ungodly amount of hexing that you have to do.  you have to reconstruct the entire bone structure, and fix some of the bones (some are 118 bytes in length, instead of the standard D0 length).  and you have to edit most of the pointers as well, since reducing the length of the bones will shorten the length of the file, thus throwing off many of the pointers.  so unless someone that knows a lot about hexing does it, it's not happening.  i may consider it, but i'd have to make sure it actually works first.

if you don't quite believe me, look at this.

yeah, that's the current bone structure, completely untouched.  it has an error, so that's why nothing shows up on the left hand side tabs.

on topic now, this is a pretty good idea, even though most of the needed guides are probably already written.  maybe a guide on how to go from Gecko to Riivolution would be nice (there's probably already one, i've probably just missed it).
493  Help & Tutorials / Help / Re: how do you get rid of light on olimars antenea on: April 22, 2011, 11:34:27 AM
or you could do what i told you would work in the other thread.

to quote myself,

Quote from: myself
but to answer your question, you'll have to move one of Olimar's antenna bones.  open up BrawlBox, then find his antenna bones (he's got 5, i think).  then click one of them (shouldn't matter which, but the last one called AntennaAttacheN is the one the glow attaches to) and move it's X Translation a very large number up (like 1000 or so).  then it should be gone in game.  if not, then move one of the other antenna bones.  and make sure you're editing the t-pose, not an animation, that way it will affect all the animations.
494  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix! on: April 21, 2011, 08:29:36 PM
it looks like the swords all have the same setup, just a guess from looking at a few, which obviously makes sense why they'd be the same.

but Naru, try this, try renaming the bottom 3 bones to match Ganondorf's sword's bones.  so basically, rename KK_emi05_ki_00_01 to HaveN, at_loc_00 to SwordN, and ki_00_00 to SwordM.  if my theory is correct, Emil's sword should then be animated like Ganondorf's. 
495  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix! on: April 21, 2011, 07:53:28 PM
well, for any model, once the header and polygons are fixed, then it's just simply replacing one model with the fixed model, and that's basically it.  then it just becomes more of a matter of glitch fixing.  

and about the sword Naru, how many bones does it have?  and are there certain bones that move the entire model, much like a TransN bone does?

and xxmasal22xx, i haven't tried, but from what i understand (at least from what RTB said when fixing up Lloyd), the model needs to be almost completely rebuilt.  i suppose i could take a shot at it, just send me the model you want fixed.  though it may take a while, mainly because i'm down to the last few weeks of the semester, and that's usually when most projects are due and the professors give out the most homework.
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