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Author Topic: The Brawl Expansion Project  (Read 1225570 times)
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Ebola16
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    « Reply #8370 on: December 07, 2015, 02:52:14 PM »


    My bad, I forgot frame count which goes up by 20 for each additional character. 2100 seemed high since I got everything in 1891 frames for MenSelchrFaceA_TopN__0.pat0 but you should be (theoretically) fine as long as framecount doesn't exceed 2551.
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    « Reply #8371 on: December 07, 2015, 02:54:53 PM »


    That's what I assumed, but I'll let you guys know when I actually take it out for a test run. I don't think I'll ever come close to using all those costume slots, but the setup is nice to have in place should the need to slip an extra costume in here and there arises.
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    Ebola16
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    « Reply #8372 on: December 07, 2015, 03:09:49 PM »


    I'm was a little hesitant to answer Nebulon's question because I know someone will eventually try the "20 CSPs for all Brawlex characters" setup and waste hours improperly renaming files.

    For my peace of mind, I'm going to post my working MenSelchrFaceA_TopN__0.pat0. It can be used in troubleshooting or a base for setting up Brawlex.

    If you download this file, do note that you can deviate from what I chose. You will also end up renaming/editing A TON (POSSIBLY THOUSANDS) of files depending on how many characters you have.
    http://www.mediafire.com/download/vtjobu85187fipj/MenSelchrFaceA_TopN__0.pat0
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    « Reply #8373 on: December 07, 2015, 03:17:40 PM »


    I'll stick to my own because I already have all my base characters set and I don't want to potentially have to go through all of that again. I had to do some trial and error to get them right too when it came to skipping over reserved cosmetic slots.
    The BrawlEx slots are all blank though, so I don't think I'll run into any problems with them. I don't need to worry about using up a reserved slot and bumping things back, renaming everything etc, etc.
    Heads up, there's a nifty program called "Bulk Rename Utility". It's free and really useful for renaming bps and result pic archives. Saved me a lot of time.
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    DrHorse
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    « Reply #8374 on: December 08, 2015, 10:46:36 AM »


    PLEASE TELL ME THIS WORKS WITH PROJECT M
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    « Reply #8375 on: December 08, 2015, 02:02:38 PM »


    PLEASE TELL ME THIS WORKS WITH PROJECT M

    Hi! for starters welcome to the forums.
    Now let me tell you something, this does NOT work with Project M. there is a project that is working on it. But with recent events i wouldn't hold your breath, either use this alone, or just play PM.

    Eithe way, welcome to the forums, hope you enjoi your stay.

    Post Merge: December 08, 2015, 02:03:28 PM
    PLEASE TELL ME THIS WORKS WITH PROJECT M

    Hi! for starters welcome to the forums.
    Now let me tell you something, this does NOT work with Project M. there is a project that is working on it. But with recent events i wouldn't hold your breath, either use this alone, or just play PM.

    Eithe way, welcome to the forums, hope you enjoi your stay.
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    KingJigglypuff
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    « Reply #8376 on: December 08, 2015, 02:18:02 PM »


    Could someone remind me which brres in the sc_selcharacter.pac I have to edit in order to allow added Cosmetic brres files to work with it?
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    « Reply #8377 on: December 08, 2015, 05:42:07 PM »


    Could someone remind me which brres in the sc_selcharacter.pac I have to edit in order to allow added Cosmetic brres files to work with it?
    Are you talking about the csp archives in char_bust_texLz77? Those are determined by the number of the miscdata archive, the number of the archive corresponding with the fighter's cosmetic value. To have proper names and etc load up you need to direct them in MiscData[30]. In the AnmTexPat subsection you need to edit MenSelchrCName4_TopN__0  and all of the MenSelchrFaceX_TopN__0 X being A - I (they're all identical so you can do the first one, export it and replace all of the others with a copy of it). You can edit MenSelchrCMark4_TopN__0 as well to include new franchise icons if necessary.
    I'm assuming you remember how to edit them but forgot which ones they were? I can get more specific from there if you'd like, but I'll stop there just for now in case that's all you need.

    Edit so I don't double post:

    So I've redone all the cosmetics for my clones, no issues that I can find. I've got them going all the way up to cosmetic ID D0 without any issues. Sounds like you might have made a mistake somewhere in your sc_selchar.pac editing, Nebulon. I know if you save some of those AnmTexPat files without setting the total frame count on them first they can get all messed up and out of place, but I'm not sure where else the problem could lie.
    « Last Edit: December 09, 2015, 10:45:40 AM by secretchaos1 » Logged


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    « Reply #8378 on: December 09, 2015, 10:49:26 AM »


    Hi! for starters welcome to the forums.
    Now let me tell you something, this does NOT work with Project M. there is a project that is working on it. But with recent events i wouldn't hold your breath, either use this alone, or just play PM.

    Eithe way, welcome to the forums, hope you enjoi your stay.

    Post Merge: December 08, 2015, 02:03:28 PM
    Hi! for starters welcome to the forums.
    Now let me tell you something, this does NOT work with Project M. there is a project that is working on it. But with recent events i wouldn't hold your breath, either use this alone, or just play PM.

    Eithe way, welcome to the forums, hope you enjoi your stay.

    I'm still working on this. we hit a snag tho. i need PSA'ers to help fix the PSA's that break from not having hard coded variables. other then that BeX is working on it. we also need to set up ASL to work with BeX properly.
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    KingJigglypuff
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    « Reply #8379 on: December 09, 2015, 11:22:09 AM »


    I remember there being a pre-made BrawlEx sc_selcharacter.pac with pre-inserted Cosmetics, though I've been forgetting to post a minor issue that it has.


    The CSS isn't animated at all. What would I need to fix?

    -snip
    Yeah, I knew how to edit, I just forgot what to edit. Thanks.
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    « Reply #8380 on: December 09, 2015, 12:53:49 PM »


    If you're referring to the Background KJP. The reason why it's not animated is because it's a static image placed over the Mario Portrait from the Special Brawl section.
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    KingJigglypuff
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    « Reply #8381 on: December 09, 2015, 01:11:20 PM »


    Which entry in particular in MiscData[30] would I have to edit to fix it?
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    « Reply #8382 on: December 09, 2015, 10:53:39 PM »


    If you're meaning to try and revert the CSS background back to normal, I believe that you'd just have to replace MiscData[30] With a clean version, and just simply add the clone names back in.
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    SUPAHSAWNIK99
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    « Reply #8383 on: December 11, 2015, 06:38:47 PM »


    Does anyone know if I can implement custom victory themes for clones?
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    Ebola16
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    « Reply #8384 on: December 11, 2015, 06:48:00 PM »


    Does anyone know if I can implement custom victory themes for clones?
    Yes, edit the "Victory Fanfare" portion of a character's slot config file.
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