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16  Super Smash Bros. Brawl Hacking / Attacks and Animations / File size limit, lets resolve this. on: September 24, 2009, 05:30:09 AM
Someone give me a PSA file that is suffering file size limits, i think i know why its not working. The transforming will have to be put off for now, this is more important. Someone just upload and post a psa file that is suffering from file size limits.
17  Super Smash Bros. Brawl Hacking / Attacks and Animations / Project ChangePsaPacFileMidPlay on: September 22, 2009, 04:34:34 AM
Its just like what zelda, sheik and samus do.

Unfortunately, im in need of people testing things, so think of this as a sort of collaborative thing.

If someone could try these files, it would be grand.

Ok they dony work but i will be cooking up a new one soon.

What one of them should do is endlessly do the transform thing never going to sheik.

Whoever tests these, can they please post here saying which file they used and what it did.

Thanks.
18  Super Smash Bros. Brawl Hacking / Attacks and Animations / Split Persona Marth - Devil Angel ~ NEW ATTACK, DEBATE! on: August 28, 2009, 08:20:29 PM
IM PROBABLY GOING SOLO WITH THIS (ALOT OF THE SUTFF I THOUGHT I WOULD HAVE NEEDED HELP WITH IM GOOD NOW, SORRY GUYS, BUT I WILL STILL NEED ASSISTANCE ON IDEAS AND SOME MOVES I CANT DO JUST YET)!!!

I will be working on a moveset and need people to help out with it.

The idea of this moveset is that it will be 2 in 1. The start marth will be angel marth who has high combo ability, but almost no kill strength. When you press B, you will almost instantly transform into devil marth, who will be slower, have less combo potential, but be deadly when it comes to killing. This moveset will have awesome gimping ability too, angel marth will hit them off the stage to begin with, then you transform and kncok them off the stage with devil marth, the only down side would be getting back to the stage.

DEBATE:
*NEW* The attack will be called "Portal to death, hells gate". It will be devil marths Side B. You press Side B and marths entrace circle apears (rotated so you can see it front on) with 5 balls of darkness (like points of a star). The balls will be kept in the same place for up to 10 seconds (maybe 5?), if 10 seconds is up, they dissapear and nothing happens, but if you press Side B while they are out, 1 of 2 things will happen (depending on which gets picked):

1. Small dark balls apear to trace the dots and make a star, then WHAT THE SAKURAI!!!!!!!! BOOOOOOOOOOOM, a dark explosion happens in the center of the star.

2. All the dark balls draw to the center and each once explodes.

Will be fairly strong, ok ledge guarding and good defensive/control.
Debate, too OP'ed, too cheap?

IDEAS:
ANY!!!


Progress:
All of Angel Marths B moves does a falco like Side B (but Up B goes up, Down B goes down etc).
Angel Marth can now gain light chrages with Dtilt.
SP Marth has 2 different jabs.
SP Marth can change between angel and devil mode with nB.

Whats Being Worked On:
Attribute changes during transformation.
19  Help & Tutorials / Help / T posed models? on: August 21, 2009, 08:01:24 PM
My computer is packed away atm, so i cant extract the t posed models myself. I remember someone having them up for download (MM?), but i cant find them (and since MM is now KCMM, im assuming there forums dont exist).

If someone could link me to the download of the t posed models it would be much appreciated (or if someone could extract peach, sheik, ZSS and zelda, that would be good too).
20  Super Smash Bros. Brawl Hacking / General Hacking Discussion / ATTENTION ALL 3D MODELERS!!! on: August 21, 2009, 05:04:14 AM
Everyone who can 3d model, post here with these details:

Model Name
1 wireframe
1 textured
1 posed?
Tri/Poly count
texture res (and amount of textures)
Rigged?

3D modelers are needed for something special...
21  Help & Tutorials / Texture and Portrait Tutorials / ASH (Automatic Texture Hack) + Indexing ~ Guide on: July 02, 2009, 01:44:50 AM
I wrote this guide to help someone on MeowMix forums and I thought I should post it here. You never know, it might help someone.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You Will Need:

Revolution SDK ~ I can't give a direct link, but it might be useful to look around THIS page
ASH ~ Can be obtained HERE
Fit***0*.pac (Character costume file) ~ Can be obtained HERE
How to use either GIMP or Photoshop (duh! lol) ~ GIMP can be obtained HERE, I can't give a direct link to Photoshop, but you might be able to find something around
THIS
page


Setup:

On your desktop, create a folder named 'ASH' (this goes without saying from now on, never add in the ' unless i say so)

Inside that folder, put these things in there: The contents of the ASH .rar file, ntcompress and TexConv (ntcompress and TexConv are located inside the revolution SDK folder: X86 > bin ).


Guide:

1. Drag your Fit***0*.pac file into your earlier made ASH folder.

2. Double click on step1_extract.bat . When it asks you "Type the PAC file you want to modify", type your .pac file name (It gives you a list of what .pac files are in your ASH folder, just type one of those names, MAKE SURE YOU HAVE .pac ON THE END OF THE NAME!). Wait for it to finish extracting, it will close automatically.

3. There should now be multiple folders in your ASH folder now (all starting with 2 numbers at the start of the name), BACKUP THESE FOLDERS SOMEWHERE.

4. Edit the backed up folders.

5. Copy ALL of the backed up folders and paste them into your ASH folder (it will ask you if you want to replace/merge things, just click yes to all of it).

6. Double click "step2_create.bat"

7. If it asks to include indexed textures, refer to the end of this guide for that (the titles will be: INDEXING and ADVANCED INDEXING).

8. Wait for it to complete (when it is finished it will automatically close). You should have 2 new files now: _new.pac and _new.pcs . Rename those to whatever you want.

YOU'RE DONE!!!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


INDEXING:

When ASH asks to include indexed textures it will say:


---------------------------------------------------------------------------------------

*** Adding palette textures ***

     'folder name'

 <maximum colors allowed: **>
 <if your image has a bigger palette, it will corrupt the texture>

Do you want to include this texture <yes=y, no=otherwise> ->

---------------------------------------------------------------------------------------


Open the tga inside the 'folder name' and go: image > mode > index . When it asks to limit colors, limit it with the amount said (<maximum colors allowed: **>, the **). Now save it. In the DOS box, press 'y' then hit enter. Do this for every texture it asks for.


ADVANCED INDEXING:

Files that require indexing ALWAYS have +* on the end of them. Any tga file that ends in +1 WONT have transparency and tgas that end in +2 WILL (usually) have transparency.

In +2 textures, to use this transparency you have to color what you want to be transparent in the color magenta (FF 00 FF or 255 0 255).



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If anything is confusing, just post here and I will try my best to answer your questions.


VILE~
22  Help & Tutorials / Texture and Portrait Tutorials / Is Your Texture Going Black/Weird? READ! on: July 02, 2009, 01:00:37 AM
If your texture is going all weirded out or black when the camera is far away from your character, you have a mipmap problem. You will have to learn to do these tga's manually.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Doing them yourself:

Normal Mipmaps:

Follow this guide to create and insert TPL files.

http://kittycorp.proboards.com/index.cgi?board=ontopicdiscussion&action=display&thread=1556


But when you are creating the TCS file, follow the quote below.

Quote from: vyse board=help thread=1274 post=16562 time=1243472034
Nope. If there's mipmapping, you need to do it yourself. If the file isn't indexed, you can save yourself some trouble by entering ", 0, 3, 0" after the TYPE indicator when making the tcs file.

image 0 = 0, 0, TYPE, 0, 3, 0

The rest of the tcs file is as usual.


Indexed (pallet) Mipmaps.

Follow the video guide in the link bellow.

This video



OPTIONALLY (if your a lazy song of a [censored]):


You can ask me, I will most likely do it right away, but don't expect things (by this i mean, don't be a [censored] about it). Also, i would like you to at least attempt to do it yourself first, only ask me if you are truly stumped with mipmapping.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This should clear up some of the mipmap threads.

Tongue

VILE~
23  Help & Tutorials / Help / Texture Info. on: June 28, 2009, 12:06:59 AM
I remember someone posting something about how much BPP can be gotten and if transparency is allowed to be enabled in each TPL format. It was either Vyse or Pharrox, but i remember it was from either KC or SB.
24  Help & Tutorials / General Tutorials / How To Edit Stickers & Trophies on: June 23, 2009, 06:27:46 PM
What You Need:

A hex editor (I suggest Hex Workshop)
ASH (and basic knowledge on how to use it)
SSBExtract
Sticker/Trophy you want to edit (they can all be downloaded here: http://www.mediafire.com/?zykk3mjjwmj )
A dummy.pac file (can be downloaded here: http://www.mediafire.com/?mnvwyn1mujm )
Computer calculator


Guide:

1. Open your dummy.pac and sticker/trophy.brres file in your hex editor. Copy and paste everything from your sticker.brres file into the end of your dummy.pac file.

2. Open your computer calculator and put in your sticker/trophy.brres file size in bytes (right clock > properties > size (not size on disk)), then click on hex (this option can be seen only when the calculator is in advanced mode) In your dummy.pac there should be an 2 bytes near the start that say "12 34", replace these 2 numbers with the numbers/letters in your calculator. File > save as > *insertnamehere*.pac .

3. Open your new sticker/trophy.pac in ASH. Edit and compile like normal.

4. Run your _new.pac you got from ASH through SSBExtract. Rename that 000.brres file so it has the same name as your original sticker.brres file.

YOUR DONE!!!

NOTE: When loading these files, put them in pf > toy > seal/fig (fig is for trophies and seal is fore stickers) .

If you are having trouble with this, PM me or post here and I will try fix the guide up.


VILE~
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