I have lots of Guilty Gear and Blazblue music, but other than that it's hard to pin down what kind of music I use most. Honestly, the songs I have depend on the stages, so it's hard to say that I specialize in one kind of music (other than Guilty Gear and Blazblue, of course). I guess that I can say that I use lots of video game rock music.
In-flipping-credible. Seriously, this has to be one of your best hacks (which is really saying something.) Back when you said that you were making Darkrai over Ganondorf, I actually doubted that you would be able to pull it off so well. But, I learned my lesson. If you want to make something, you make it, no matter how difficult it may be. Great job, Aafyre!
Edit: If you really are taking requests, Aafyre (or at the very least listening to them), I'd like to suggest two vertex hacks for your consideration. The first is a repeat-request of Sol Badguy, the guy in my avatar. He's from Guilty Gear, one of the best fighting games out there. The other request is the same is one of my requests on the request boards, that being Magneto over Ganondorf. I would love it if you could do one or the other for me and I'm sure there are at least a couple of fans of Guilty Gear and X-Men that would love to see them as well.
Darkrai is just about done, but I need help remembering how to make all of Ganondorf's faces the same. I'll start Nidoking later in the week.
That's good to hear. I can't wait until Nidoking comes out. Darkrai's cool and all, but Nidoking was one of my favorite gen 1 Pokemon, so I'd love to see what you can do with him.
It depends on your xml file. Most files just need you to have common5_en.pac, but some, like yours, I assume, will force you to leave off the _en. Try doing that and it should work.
Nice I think that an amazing idea!!!! how far along r they on it.
The guys making the clone engine still have a ways to go, but they have made progress. Eventually, with this device, we will be able to add extra character slots, so that you can use Marth, Roy and Sephiroth, or Ike, Cloud and Naruto. I can't say for certain how far they are, but I know that they are working on it.
Thanks for the link, Chuy. I'll try one of those methods out when I get the chance.
Edit: Well, apparently, nothing I do works. I literally made no adjustments to the vertexes and simply exported it to the model, and they still blew up! Plus, DDB's backup model also had the blown up vertexes. I'm just gonna give up until Christmas break or I can get my hands on 3ds Max 8. Still, thanks for your help everybody.
I know the video is really old, but I'm doing exactly what it shows (and I mean EXACTLY) and it's still messing up when I import the modified model into Brawlbox.
Yeah, Riivolution rocks for Brawl hacking. It even lets you change sound effects, which homebrew can't. If you need a guide for using Riivolution with Brawl hacking, check out this tutorial:
I've been trying to learn how to vertex hack with Blender, but so far, I've been having a BIG problem. Basically, I've been following the tutorial available on Youtube, and the actual editing and the various importing and exporting steps are going well. But, every time that I import the modified model onto the original .pac file, the vertexes that I've edited don't show up as I changed them. Instead, they explode out in across the screen indefinitely.
It doesn't matter which model that I do this with or how I edit the model. No matter what I do, I get the same results every time. Is there some step that I am missing? I'd really like to start making my own vertex hacks, so any help would be appreciated.
Just open the hack in brawlbox and go to the list of bones on the left. Scroll down and find the bones that have been disabled and rename them to the original names. Usually these bones have been changed by simply adding something to the end of the name. If you get all of the disabled bones to have the same names, then the hack will work on Wi-fi. However, these bones are usually disabled for a good reason, so always have a back-up of the original hack.