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1  Help & Tutorials / Help / How can you attach a polygon to an other bone than where it was originally? on: April 24, 2011, 08:19:48 PM
The title is very explicative, I want to know if there is a way to attach a polygon to a different bone than the bone it was originally. Sorry if it was already asked, but as I didn't found anything about this, I prefer asking... And be careful, I talk about a polygon, not an artical or a graphical effect specific to a character. Thank you in advance!
2  Help & Tutorials / Help / What are the means to reduce the weight of a Pcs file, or a pac file? on: March 31, 2011, 02:06:47 PM
I want to make an import character, very particular. In fact I want to place Marth on Zelda, but my problem is that it seems the files of Zelda are too big when I put Marth model (with 33 added bones or it won't match Zelda's number of bones) and Marth's textures. So is there a way to reduce the weight of the pcs file and the pac file? Can I disable for example bones that are not useful for me so that I gain weight and I'm hopefully able to make marth work on Zelda? Thank you.
3  Help & Tutorials / Help / Particular request. on: March 25, 2011, 08:11:30 PM
Here is a link of a zip file containing some voices of Sonic Heroes.

http://www.megaupload.com/?d=B8V8Z8W9

This file is big, too big for me to download it, I give you an idea of my download speed, it is 6 ko per second as best downloading speed. Can someone download this file, and extract me all shadow voices and upload them on mediafire? Thank for the one who will take this request.
4  Help & Tutorials / Help / Help for sfx with Psa program. on: March 13, 2011, 02:16:55 PM
Here is my problem, I made some sounds for Marth which are Kratos Aurion sounds in japanese. But I need to use Psa program to assign each sound to each animation there are. How can I do this? How can I precisely control what sound I put will be assigned to an animation? Divine Overlord said it would require Marth's sfx id, if these are indeed required, how can we find them? Thank you for helping me! Because I'm sure it will be useful!
5  Help & Tutorials / Music/SFX Tutorials / Make previews of sounds of brsar using Brawlbox. (Tutorial) on: March 03, 2011, 04:48:10 AM
Hi! There are some people who want to do some sound hacking but who can't make it because they don't manage to make any previews in Smashbox. Most of the time, those who can't make any preview in Smashbox are those who use a 64 bit version of any Windows. This tutorial is directed towards them, it will learn you to make previews for smashbros_sound.brsar using Brawlbox and not Smashbox, and at the same time it will allow you to know the precise time of a sound. I give credits to Tcll because he is the one who posted the way to do it.

So, here we go!

Open Brawlbox, click on file in the upper left corner and click on open.

After that, search where your smashbros_sound.brsar, click on it and open it.

You should have some yellows folder. If it is not the case, click on the sign + behind smashbros_sound.


Among these yellow folders, there is a folder called snd, click on the sign + behind it.

You should now have other yellow folders, click on the sign + behind vc.

Now you should have other yellow folders, featuring the name of the characters you can play with, individually, so it means there is an individual folder for Giant Koopa, for Zero Suit Samus, For Nana and for Popo. (the two Ice Climbers.) But be careful some names appear with their japanese name, for example Lizardon for Charizard. The folder called ouen is probably the voice of the announcer, but be careful, I'm not sure, I didn't verified.

So, let's say you want to make a preview of Ganondorf's sounds. Click on the sign + behind Ganondorf.

Now should have some files with the sign S.

Click on one of these files with the sign S.

Now, look at what is written in the right. In the right, there is a folder. In the category RSAR Sound, memorize the number that is in front of the word FileId. In the case of Ganondorf, it should be 583 for an english.brsar.

Now, click on smashbros_sound.


After that, look at the folder in the bottom right corner. You'll see some numbers. Search the number you found earlier in front of FileId.

Once you have found this number, make a right click on this number, and click on the export button.

Place the file you export where you desire, but be careful. The file in our case of Ganondorf should be called [247] RWSD. Make sure to rename it like this for example.

[247].RWSD.

If there is no dot, Brawlbox won't detect it. Once you have renamed it, use brawlbox again, and search the file you exported and open it. Now you should be able to make previews of sounds of Ganondorf and see their precise time. But be careful, there are some sounds when you click on them that are followed by a bug on Brawlbox. If you meet one of these sounds, once there is the message bug, click on continue and that's all. This bug means you can't make any preview of this sound, and besides that you can't replace it with Stickman's guide for example.

I hope this tutorial helped you, and if you manage to apply it, that it will help you in the case you want to do some sound hacking. And besides, with it, you should be able to see that there are some sounds for characters some time that are not used by the game. Good luck for using this tutorial, I think it is really precise, it is a little long for what it is, but it is because I wanted to be really precise. Once you have this tutorial in mind, I can assure you that it is not long to apply this entire tutorial. The first time is longer because you need to apply this tutorial step by step but after that, you'll see it's very easy! I hope I and Tcll were useful for you!
6  Help & Tutorials / Help / How do we attach an article on a precise bone? on: February 07, 2011, 08:16:58 PM
Hi, I make this topic because I seek some help. My problem is that I have some things that I put in place of an existing article, but I have to move them to a precise bone. For example, I replaced Peach's Toad with a cape, but I need to attach it on peach's neck, and an other exemple is that I have a very particular helmet that I put on the article which is one needle for Sheik. And I have to attach it on the top of her because I plan to turn her hat like hair if I can.

So, can anybody explain to me how we attach articles to a precise bone? I'm not afraid of making hexing, as long as the steps on reaching my goal are detailed. Thank you in advance!
7  Help & Tutorials / Help / Vertex marth's sword problem. on: January 30, 2011, 08:20:25 AM
I tried to vertex Marth's sword so that it looks like a spear. But here is my problem, you'll immediately see what the problem is when you'll see this picture...

http://img196.imageshack.us/i/sanstitrere.png/

Anybody knows how to fix this?
8  Help & Tutorials / Help / How do we put something from Marth on Zelda for example? on: January 19, 2011, 08:57:48 AM
Hello it's me again! I have an other question. I do vertex hacks but I will be soon forced to make particular vertex hacks. I mean I will have to make a vertex hack that requires merging vertex. For example, a Zelda with Marth's cape. What I want to know is, if it is possible to do this, first, and if it is possible, how can I do this? I hope someone can help me...
9  Help & Tutorials / Help / How do we make glasses for a character? on: January 12, 2011, 08:19:53 PM
My question is very simple, I want to put glasses on a new character. I would like to know how to do it? Is it possible to draw glasses on the character face in texture data? And if it is possible, how is it possible to make them transparent so that we see both the glasses AND the eyes?
10  Help & Tutorials / Help / Very special question about voice hacking. on: January 09, 2011, 03:01:28 PM
Ok! I have a question about sound hacking, and I mean voice hacking specifically.

There are a number of voices in Super Smash Bros brawl, I know. My question in fact is, when a Psa is made, is it possible if this Psa has more attacks than the original character to put more voices?

For example, is it possible to put a voice for an attack with fire mode, and a different voice for an attack with thunder mode?
11  Help & Tutorials / Help / Vertex hack problem on: December 29, 2010, 03:00:56 PM
Good evening. I made an hack of Asch the bloody, I used a texture that was here and I tried to make Marth's air longer than his original hair. Besides, I made two locks because Asch has also two locks. But, I have two problems. The first is that my locks have not really the same colors. Can 3DS Max 8 (I use this program) recolor it? If it can, how do you use this function?

And the last problem I have, and the most annoying according to me, when I play, I don't see the modifications I've made... However, when I open fitmarth01.pac, with brawlbox, I see these modifications...

Ps: As I'm new on hacking Brawl and as I want to learn how to make textures, vertex and even goods psa, it is possible that I make a lot of topics and/or send a lot of private messages, I hope this won't disturb!
12  Help & Tutorials / Help / Hacking tools with Windows 7 64 bit. on: December 25, 2010, 11:55:03 AM
I want to ask you a question. I know some hacking tools to hack Ssbb are not fully compatible with my Os which is Windows 7 64 bit like Smashbox for example. But I wonder if tools to make Vertex hacks, like Das Donkey Box and 3DS MAX 8, animations, and PSA are fully compatible with Windows 7 64 bit. Somebody can answer?
13  Help & Tutorials / Help / Hex packet with Japanese brsar. on: December 22, 2010, 03:06:59 AM
Hum, I know Hex packets are sound to change voices for a character and sound effects, but I wondered if it is possible to put the voice of an hex packet in a Japanese "smashbros sound.brsar" so that we've got the new voice and besides the sound effects. I ask this because I followed a tutorial made by Stickman (Thank you Stickman for this great tutorial!) and I changed some things as I use a jap brsar like data1offset, but the result was not so good, I mean I had the new voice, but sound effects were not here... If someone knows a means to put an hex packet to a japanese smashbros sound.brsar, it would be really nice to teach me how to do it! Thank you!

Oh! I almost forgot, according to Stickman tutorial, we can't put a sound whose length is longer than the sound we want to replace, and it is the same for weight. But in Shadow Hex packet, I saw some sounds weighing more and which are longer than the original sound. How can we do this? It would be really helpful for me to know it, because I want for example to put Barbatos Goetia's voice (the guy on my avatar) over Ganondorf's voice. That is the last thing I had to ask this time!
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