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 21 
 on: August 10, 2017, 06:20:23 PM 
Started by KingJigglypuff - Last post by KingJigglypuff
This topic has been moved to Programming Help.

http://forums.kc-mm.com/index.php?topic=78888.0

 22 
 on: August 09, 2017, 04:34:04 AM 
Started by InternetExplorer - Last post by SubjectULTIMA
Noob question: Where do i put the code?

 23 
 on: August 07, 2017, 03:34:31 PM 
Started by Ricky - Last post by Ricky
This topic has been moved to Programming Help.

http://forums.kc-mm.com/index.php?topic=78873.0

 24 
 on: August 06, 2017, 08:51:56 PM 
Started by Ebola16 - Last post by Ebola16
Since Dolphin SDHC support has finally been added, this thread can be useful again!

 25 
 on: August 06, 2017, 08:05:05 PM 
Started by PhantomWings - Last post by Ebola16
Dolphin Emulator has finally gained SDHC compatibility! https://dolphin-emu.org/download/dev/84ecc0ecc9cf9acf355dbfbd7b15032ffffaa9eb/

Don't forget to use the SDHC Extension 1.1 code when using SDHC.

This will be essential for modifications that require more space later on in Dolphin.

The Batch convert (pcs to pac) plugin will be useful for people who removed .pac files to save space for Dolphin. These .pac files are used for transforming characters, classic mode, Project M's All-Star mode, etc.

 26 
 on: August 06, 2017, 08:03:46 PM 
Started by Ebola16 - Last post by Ebola16
Dolphin Emulator has finally gained SDHC compatibility! https://dolphin-emu.org/download/dev/84ecc0ecc9cf9acf355dbfbd7b15032ffffaa9eb/

Don't forget to use the SDHC Extension 1.1 code when using SDHC.

This will be essential for modifications that require more space later on in Dolphin.
Dolphin emulator will begin throwing read errors if the virtual SD card contains more than ~1.95 GB of data is history!

The Batch convert (pcs to pac) plugin will be useful for people who removed .pac files to save space for Dolphin. These .pac files are used for transforming characters, classic mode, Project M's All-Star mode, etc.

Post Merge: August 06, 2017, 09:00:30 PM
Also, 4GB (or larger) virtual SD for Dolphin usage can be useful now!

 27 
 on: August 06, 2017, 05:27:11 PM 
Started by libertyernie - Last post by teh-myuutsu
~                                                                        M E G A   B U M P  !  !                                                                            ~

 28 
 on: August 06, 2017, 12:47:15 PM 
Started by PlayingGames97 - Last post by PlayingGames97
That's weird, I must admit that I never would have expected that Shocked
Same, was pretty surprised. Still, thanks for the help Smiley

 29 
 on: August 06, 2017, 12:14:38 PM 
Started by PlayingGames97 - Last post by windhunter7
That's weird, I must admit that I never would have expected that Shocked

 30 
 on: August 06, 2017, 12:12:07 PM 
Started by PlayingGames97 - Last post by PlayingGames97
Try the Atama material and Shader1; also, instead of directly replacing the material and shader, right click the mdl0 and add a new shader and a new material and replace the new ones with the exported ones, and delete the old ones (and reattach the new shader to the new material and the new material to the polygons; also make sure that the texture set to the material is the right texture

This should work, because I have only ever run into problems when directly replacing materials and shaders, but I have not yet had problems with replacing completely newly created ones

Went back to the file and changed the material's assigned texture to WolfFur, and got the same result.


HOWEVER, I found what the problem was... for real this time,
I went and looked at the basic FitWolf00 Head texture, and exported that. As it turns out, BrawlBox cut out parts of the texture, making areas of the png file transparent. So I filled those two holes up with paint.net, and it worked. (This was done with v 0.71)

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