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 1 
 on: Today at 05:16:26 AM 
Started by PhantomWings - Last post by Russell_SSB
Code:
<wiidisc version="1">
<id game="RSB" />
<options>
<section name="Brawl Launcher">
<option name="Code Set" default="1">
<choice name="Minus3.3 Test">
<patch id="minus33test" />
<patch id="ocarina" />
</choice>
</option>
<option name="Hook" default="1">
<choice name="VI"><patch id="ocarinabase_vi" /></choice>
<choice name="KPAD"><patch id="ocarinabase_kpad" /></choice>
<choice name="Joypad"><patch id="ocarinabase_joypad" /></choice>
<choice name="GXDraw"><patch id="ocarinabase_gxdraw" /></choice>
<choice name="GXFlush"><patch id="ocarinabase_gxflush" /></choice>
<choice name="OSSleep"><patch id="ocarinabase_ossleep" /></choice>
<choice name="AxNextFrame"><patch id="ocarinabase_axnextframe" /></choice>
</option>
</section>
</options>
<patch id="minus33test">
<memory valuefile="/codes/RSBE01.gct" offset="0x00570000" />
</patch>
<patch id="ocarinabase_vi">
<memory ocarina="true" value="7CE33B783887003438A7003838C7004C" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_kpad">
<memory ocarina="true" value="9A3F005E38AE0080389FFFFC7E0903A6" offset="0x000018A8" />
<memory ocarina="true" value="801D0060901E0060801D0064901E0064801D0068901E0068" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_joypad">
<memory ocarina="true" value="3AB500013A73000C2C1500043B18000C" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_gxdraw">
<memory ocarina="true" value="3CA0CC01380000613C80450098058000" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_gxflush">
<memory ocarina="true" value="90010014800305FC2C00000041820008" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_ossleep">
<memory ocarina="true" value="90A402E0806502E4908502E42C030000" offset="0x000018A8" />
</patch>
<patch id="ocarinabase_axnextframe">
<memory ocarina="true" value="3800000E7FE3FB78B005000038800080" offset="0x000018A8" />
</patch>
<patch id="ocarina">
<memory valuefile="/riivolution/codehandler.bin" offset="0x00001800" />
<memory offset="0x00001CDE" value="8057" />
<memory offset="0x00001CE2" value="0000" />
<memory offset="0x00001F5A" value="8057" />
<memory offset="0x00001F5E" value="0000" />
<memory offset="0x000042B8" value="60000000" />
<memory offset="0x003E9930" value="60000000" />
</patch>
</wiidisc>
Can this work with Regular Brawl? I am trying to make my roster from BrawlEx.

 2 
 on: Today at 04:15:44 AM 
Started by omega941 - Last post by Xirvet
That's actually really simple. The stocks are taken in different files depending on the situation. The stocks in sc_selcharacter are only used for menus like classic mode's character select screen. During batle, the game uses info.pac and retrieves the stock icons from that file. In your case, I assume you use PM's HUD in battle and that one dosen't have character-specific stocks in battle (it has generic ones) so no need to worry about that. As for the stocks after the match, the game takes them from STGRESULT.pac which can be a bit tricky. You can find that file in the stages folder in the melee sub-category. In there you go to MiscData[120], this is where you add your stock icons. Once your textures are there, you then go into MiscData[110], there you will find the pat0 entry named InfStockFace (or something similar), add the entries for your stock icons there (make sure the frame count is one higher than your highest number stock icon (for example, if your highest number icon is InfStock.1845 then make your frame count 1846) Hope this helps you!

 3 
 on: September 29, 2016, 11:53:30 PM 
Started by Soneek - Last post by br3compactor
Yeah, hacked stages are a thing now, just not too easy yet, I believe

 4 
 on: September 29, 2016, 09:37:07 PM 
Started by Ishapar - Last post by windhunter7
Can't remember Fox, but I know that with Sonic, Sonic's face changes via different polygons per expression, and those expressions swap out for every time that the specified Visibility Bone is referenced. The Visibility Bones are what makes certain parts of the model visible at certain times, and Sonic's face is composed of multiple polygons, all of which have separate Visibility Bones.

 5 
 on: September 29, 2016, 09:25:38 PM 
Started by Ishapar - Last post by Ishapar
Is there a way to change the facial expressions of the character in brawlbox?  I know I can mess with the mouth bone a little bit, but everything else (eyes especially) don't seem to have a bone attached.  Is it possible to move other parts of the face?

The characters I have tried this with are Sonic and a mod over Fox.

 6 
 on: September 29, 2016, 08:46:27 PM 
Started by Soneek - Last post by SonicBrawler
So...so....so...so...so... it's not yet possible to create custom stages for Smash 4 yet right?
Like if I wanted to some how move/recreate my brawl stages to/for Smash 4 that's not going to happen for a while?

you can do that for the most part

 7 
 on: September 29, 2016, 08:07:23 PM 
Started by KingJigglypuff - Last post by KingJigglypuff
The time has come, the time is now. Get ready to port Brawl animations into Sm4sh properly.

[NOTICE] This tutorial is highly not recommended for those who don't know their way around Autodesk 3DS Max and Autodesk Maya. I won't teach you how to use these programs.

Requirements:
-BrawlBox (Recommended at least v0.71 and up).
-Autodesk 3DS Max (Recommended at least 2012 and up).
-Autodesk Maya (Recommended at least 2012 and up).
-Brawl model + animation file (FitFighter0X.pac and FitFighterMotionEtc.pac).
-Sm4sh model (model.nud + model.vbn).
-Notepad++ or any other text editing program.
-PACK Manager (included with zip file).
-3DS Max Script for importing the Sm4sh model [SSB4U_NDP3_Debug_Mod.ms (included with zip file)].
-Maya Script for bone constraining [HierarchyConstrain_Good_Brawl2Sm4sh.py (included with zip file)].
-BrawlBox 2 Maya (included with zip file).

Zip File in Question: http://www.mediafire.com/file/221eoe86z2ttihd/Brawl_2_Sm4sh_Animation_Pack.zip

Restrictions:
-Bone scaling in the animation must be unified (X, Y, and Z scaling must all be the same).
-Bones must match up to each other before running the script.
-Bones must have the same rotation orders and axes.

Credits:
TheShyGuy: For creating the original Maya script [its original intention was to port Sm4sh animations onto Brawl skeletons (the included script just swaps Brawl and Sm4sh)].
RandomTalkingBush: For creating the 3DS Max script.
Dantarion: For creating BrawlBox 2 Maya.

This tutorial will be split up into 3 parts. Brawl exporting with BrawlBox 2 Maya, Sm4sh importing/exporting, and Maya usage.

Part 1: Brawl exporting.
Note: Make sure the two Brawl files are in the same folder.
1a.) Bone renaming.
Open your FitFighter0X.pac with BrawlBox, and rename the bones to match their Sm4sh counterparts. This will require you to know the names of the bones the Sm4sh counterpart's skeleton uses. Save, and close BrawlBox after you're done renaming.
Note: Start by renaming XRotN to RotN.

1b.) BrawlBox 2 Maya usage.
Open the "run_Edit this to use your directories.bat" file in any text editor, and edit the directories in the file to where your directories are for your FitFigher0X.pac and your FitFighterMotionEtc.pac. Save, and run the bat file.

1c.) Renaming entries in the exported .anim file(s).
Open the .anim file(s) you want to port in your text editor, and rename every instance of old bone names to their updated counterparts (Ex: rename every instance of R1stNa to RIndex1N). Save when you're done.)

Part 2: Sm4sh importing/exporting.
Open 3DS Max, and run "SSB4U_NDP3_Debug_Mod.ms" (MAXScript > Run Script). Make sure your Sm4sh character's model.nud and model.vbn files are in the same folder. Use the script to import the model.nud.

Once the model's imported, select every bone (press the h key, and make sure only bones are selected), and use the Rename function (Tools > Rename Objects) to add the prefix "Sm4sh_" to the bone names.
Image of what the settings should be: http://imgur.com/IKZ9eOM

After your model is imported, and your bones are renamed, export as either FBX or DAE. You can close 3DS Max after.

Part 3: Maya usage.
Note: Make sure the .anim plugin is loaded. You can do this by going to Settings/Preferences > Plug-in Manager, and making sure the animImportExport.mll plug-in is set to both load and auto-load. Refresh the scene afterward.

Note 2: Make sure your Maya scene is configured to run at 60 FPS. You can do this by going to Window > Settings/Preferences > Preferences > Settings, and changing Time to NTSC Field (60 FPS). Save the options. Once saved, you'll see the Frame number set to 2.50 on the bottom left, change this to 1.

3a.) Importing models.
Import both the Brawl DAE (exported from BrawlBox 2 Maya) and Sm4sh DAE/FBX. Make sure the scaling of their root bones are 1, and are facing upright. If they're not, then you should be able to manually fix this.

3b.) Constraining the skeletons.
Open the Script Editor window (icon in the very bottom right of the Maya window), and change the script format from MEL to Python. Load "HierarchyConstrain_Good_Brawl2Sm4sh.py" (File > Load Script), and select the root bones of the Brawl and Sm4sh skeletons (in this case, the bones would be TopN, and Sm4sh_TransN). Run the script (click the singular blue arrow icon in the top right of the Script Editor window).

3c.) Importing the animation.
Make sure every single Brawl bone is selected. You can do this by selecting the TopN bone, and going to Edit > Select Hierarchy. Now import the .anim file you edited from step 1 (File > Import). Play the animation to make sure both models animate correctly.
Note: If the animation is longer than 60 Frames, you'll need to increase the Frame count of the timeline to allow the full playthrough of the animation. You can do this by increasing the first 60 value on the bottom right to the amount of Frames your animation has.

3d.) Baking the animation.
Next, you need to bake the animation. Since the Sm4sh animation format allegedly doesn't use keyframes, you should be able to just bake everything, so select every single relevant Sm4sh bone (i.e.: Any bone that has animation.), and go to Edit > Keys > Bake Simulation, but don't click on it. Instead, click on the box next to it. When the Bake Simulation Options window pops up, make sure your settings match what's in this image: http://imgur.com/Ej0TP1i. Click Bake afterward, and wait as Maya bakes your animation.

3e.) Bone renaming and the final .anim export.
Click on the Brawl root bone (TopN), and give its Hierarchy a prefix. You can do this by going to Modify > Prefix Heirarchy Names, and using any prefix (this is to prevent name conflicts when removing the prefix from the Sm4sh bones.

Next, go to Modify > Search and Replace Names, and make sure the settings match this image: http://imgur.com/ovL1ISI (make sure "Replace with:" has just a space in it). Click Apply.

Once that's done, you can finish this tutorial by selecting every Sm4sh bone, and exporting the selected objects (File > Export Selected) as .anim (animExport).

Congratulations. You now have your Brawl animation ported over your Sm4sh skeletion for preperation of animation modding in Sm4sh.

If you run into any issues, go back to the step you're stuck on, and make sure to read everything and repeat previous steps if need be. If you still can't figure it out, or are just getting it wrong, don't hesitate to post for help.

 8 
 on: September 29, 2016, 05:47:52 PM 
Started by Sirkura - Last post by ALM5252
Ah my bad I meant to ask if you were using their "id" numbers. Since mewtwo and roy use the cosmetic "id" for petey(what the tutorial uses) and rayquaza, your new slot may be conflicting with whats already setup in project m. Just my guess, you could try other boss ids and see what happens.

and for reference these are the id numbers already assigned

Mewtwo
Fighter26 (Unused Mewtwo)
Slot33 (Petey)
CSSslot2E (Rayquaza)
Cosmetic2E (Rayquaza)

Roy
Fighter27 (Unused Roy)
Slot32 (Mario Debug)
CSSslot2D (Petey)
Cosmetic2D (Petey)

that might be were i was messing up. the Slots. I dont remember what i did, but i assume i assigned them to something else. Weird that Mewtwo uses Petey Slot, but Roy doesnt. thanks i'll try again!

 9 
 on: September 29, 2016, 01:09:20 PM 
Started by StarWaffle - Last post by BraveDragonWolf
Done with Omega,
just need to fix his transparency of the glass in the center of his body.
He uses the final version of Geno over ROB. I re-arranged a couple bones so in the PSA, some ID's need to be in order...








He comes with a precision colored spec map, and his body lights and eyes glow in the dark.
(Not shown but, I guarantee it) Also, the flaps on his legs move! Kirby Dance



Ignore his huge size...Won't be able to determine his size til the future.

 10 
 on: September 29, 2016, 11:44:32 AM 
Started by Leon Exodio - Last post by SmashJay87
:OOOOOOOOOOOOOO

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