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« Reply #15 on: June 23, 2010, 06:12:35 PM » |
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http://www.mediafire.com/?yjynfy0qxiySilver hexed to have a TransN of 1. sorry it's just the .MDL0 file, my brawlbox is having problems saving things. all you have to do is insert this model into the one you already have of Silver on Olimar, and it should work. i can't test it, but if it doesn't work, tell me and i can try something else. the shoe now disappears and some parts of the model also disappear in different animations ._. Its even more glitchier then before ._____.
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Never underestimate the power of the ass.
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« Reply #16 on: June 23, 2010, 07:42:22 PM » |
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alright, i thought something like that might happen, give me a bit to mess around with it some more, i think i know why it didn't work.
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« Reply #17 on: June 30, 2010, 12:54:29 PM » |
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How many bones does the pokemon trainer have?
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« Reply #18 on: July 01, 2010, 11:15:55 AM » |
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How exactly do you find the bones in the Hex Editor? I tried to find it by searching for it but nothing shows up.
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« Reply #19 on: July 01, 2010, 12:33:42 PM » |
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NecroMaster, Pokemon Trainer has 47 bones. is he not in the list? i may need to change that.
Hax, the way you find the bone is like this: first, in brawlbox, go to the bone you want to edit. second, where it says MDL0 offset, that's where the bone is located in the MDL0 file, but brawlbox displays it as a decimal number, so you will have to convert it to hex. third, once the number is converted, open the .MDL0 in the hex editor, and go to that offset, and there's the bone. if you need a clarification (i can't explain things overly well) i can post pictures to help you.
and Pokechao, i haven't been able to get it to work, it just keeps glitching brawlbox or freezing the game. sorry.
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« Reply #20 on: July 01, 2010, 03:40:08 PM » |
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Oh, ok, thanks Also, do the huge hitboxes have anything to do with this?
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« Last Edit: July 01, 2010, 05:00:05 PM by Hax »
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« Reply #21 on: July 01, 2010, 09:35:29 PM » |
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uhh, i'm still not exactly sure about the weirdness of the hitboxes. what i've noticed is sometimes when new animations are made that it fixes most of them, but i haven't been able to pinpoint this one yet. my theory is that some bones just don't know what to do when a new model is placed over them, and that new animations and PSA should get rid of the problem, but that's only my theory.
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« Reply #22 on: July 02, 2010, 07:30:51 AM » |
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Ok, about the hexing, do you just change the bone index by just replacing the numbers? Mine ends with 04, so can i just change it to 06?
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« Reply #23 on: July 02, 2010, 07:37:52 AM » |
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Ok, about the hexing, do you just change the bone index by just replacing the numbers? Mine ends with 04, so can i just change it to 06?
Yes
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« Reply #24 on: July 02, 2010, 08:36:20 AM » |
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I still have a problem, here, i have the model before the edits. The Hex number of the offset is c18. The 04 is the BoneIndex, so i did this. But it still shows up as 4 in the boneindex, anything i did wrong?
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« Reply #25 on: July 02, 2010, 08:39:50 AM » |
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^This happened to me before. Hexing the index never changed it.
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« Reply #26 on: July 02, 2010, 08:49:31 AM » |
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^This happened to me before. Hexing the index never changed it.
Is there a different way to change it?
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« Reply #27 on: July 02, 2010, 10:26:31 AM » |
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Hey, I hexed the bone index of the TransN to 2 on my model, and I put it on the SD card, and it still has the run glitch. Hexing it did nothing!!!!! Please help me.
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« Reply #28 on: July 02, 2010, 10:35:22 AM » |
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Did you add bones to it with the bone adder?
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« Reply #29 on: July 02, 2010, 10:40:07 AM » |
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Yes, why?
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