Well, I don't know how to use, or have--for that matter-- Brawlbox, so I can't do that very easily. >_<
But I realized that when I renamed the textures, the PAC was spelled wrong. I'm going to see if they work, and then I'll get rid of one and see if the other works...
EDIT: I tested Giga Bowser, and I think you're right; it seems like it won't work with a different texture for two different skins.
Well, what can I do for those others? Their format is like Fit___Final##.pac or something like that, if that helps define what went wrong with that.
Don't worry I used to be completely lost when I first got BrawlBox and thought I'd never be able to use it, but now I know a lot about it. If you need any help with it just ask me.
I don't think it will change it; you need .pac files along with their .pcs counterparts for all transforming characters.
I don't know about the others I just know Giga Bowser can't have textures.
1. Open the .pcs in BrawlBox, then save it as a .pac.
2. I think Giga Bowser can only have one texture over his default costume. I have a full Giga Bowser slot and none of them work at all.
3. Go into your sc_selcharacter.pac, expand char_bust_tex_Lz77, and you should see all of thes MiscData files under it. Each MiscData contains an entire character slot; for example, MiscData[33] has all of Ike's CSPs. So lets say you wanna change Ike's CSP for his default costume. You would go into MiscData[33] and replace MenSelchrFaceB.331 with your CSP. Make sure it's the same dimensions as the one you're replacing.
Here, why don't you just go to my thread here since I had the same problem as you and I got it solved. Just look through there and see if you can find anything.
But you can still see the blocks and other things? Because when it happened to me there was absolutely nothing -- I was floating in a black void consisting of collision data only.
Wherever you have your background in, lets say ModelData[1], right-click that, mouse over "New>" and the click "Character animation" -- you should now have a "AnmChr(NW4R)" or something there. Go to your background in the Advanced Model Editor -- what you need to do now is give each of its bones keyframes (making all the boxes with numbers on the right tab turn yellow).
In the model previewer, select the new animation in the modeldata the model is in (right tab). Select each bone (left tab) and then hit the copy then paste buttons shown below: This is needed because the scale and rotation of the models are changed from their t-stance, and thus need keyframes for the game to recognize.
Hmm...is your stage pitch black when you played on it? Did you change anything with the background's translation or scale in the Advanced Model Editor?
>_< And I'm especially confused because it just sort of started happening. I honestly don't care about the organization anymore, I'd just like someone to help me so I can get all of the textures working again.
Characters that are currently not effected by this problem:
Sheik / Zelda (1 texture each) Pokemon Trainer and Pokemon (Full) Ike (Full) Ganondorf (Full) Snake (One of his textures needs to be reported in the vault... <_<) Yoshi (No textures.) Jigglypuff (No textures.) Pikachu (2 textures) Wario (1 texture)
What totally threw me off was when you said sometimes it does it and sometimes it doesn't.
You probably misread Bowser's costume IDs or something. That has to be it because I have a texture for every one of Bowser's slots, and they all work fine.
Look off of this list and rename each .pcs file to the costume ID you want it to replace.
Put the same values in frame zero of the animations (T-stance). Also, it's X translation ONLY due to the rotation of the model. Normally it would be Z.
ok I was wondering if I could clone stages I know I could just change it to fit another stage but what if i run out of stages can I put them over my stage builder stages?also does anyone know how to change the pictures of the stage select screen?
I don't know but I can answer your question about how to get SSS custom pictures.
Go into your sc_selmap.pac. MiscData[80] > Textures(NW4R) contains all of the pictures and logos and names of all the stages. MiscData[40] > Textures(NW4R) contains those stock icons that appear at the top left of the SSS.
No it doesn't. Z moves side to side. Y moves up and down. X moves back and forth. I know because I've done it in BrawlBox.
Also, guess what? I got it to work! All I did was set the background X translation (NOT Z PEOPLE) to "10", then I set the foreground's X translation to "9", and now my characters appear in front of the foreground model. Now I just need to move it a little bit closer, and I need to shrink both models as well. It started doing this after I gave the models animations. Now Collision Editor just has the foreground on the background like a sticker.
I still need to know why Collision Editor is not showing any of the size and translation changes I make to my models. Without it doing that, I won't be able to adjust the collision data to fit the newly modified models. It started doing this after I gave my models animations. Now the foreground is like a sticker on the background even though it's not in game. I think it's just a Collision Editor error being able to read the models or something. Any help?
Here's a picture:
The foreground is not supposed to be right up on top of the background like that and it's not supposed to be that big. In game there is plenty of space between both models and the foreground is a lot smaller. In the Collision Editor, however, it doesn't seem to recognize the changes I make in either model's translations and whatnot.
Edit: When I remove the animations Collision Editor registers the modifications again, but when I re-add the animations, the Collision Editor will no longer recognize modifications to models. Why can't I have animations for my models without Collision Editor not registering changes I make to the models' translations and sizes?