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Messages - carbuncle700

#1
https://youtu.be/UMzV_rrH-GI?feature=shared&t=21

real talk, this site always seemed a bit unstable but man it sucks to see it deteriorate into this state
#2
Help / Re: Brawl ignores my PAC/PCS file
July 15, 2017, 11:26:00 PM
I'm not quite sure I understand what you mean by repacking, please clarify.
#3
Help / Re: Brawl ignores my PAC/PCS file
July 14, 2017, 10:53:37 AM
The main problem I have with using Wiiscrubber or any method that involves modifying the original ISO is that I have to repack it every time and make a new copy whenever I want make any modification, or just test anything. It's not really an efficient setup for quickly testing mods.

Quote from: windhunter7 on July 13, 2017, 07:14:43 PM
On an unrelated note, I would like to know how you shortened the length of the sword. Was it via one-slot resize? And if it was with that, which axis did you use, and was there an additional thing to it or just the basic thing of renaming/reparenting the EyeYellowM bone and/or renaming the YRotN bone?

In regards to the sword's size, the sword model's just kinda shorter than the original, I didn't modify any of the bones  ¯\_(ツ)_/¯
#4
Help / Re: Brawl ignores my PAC/PCS file
July 13, 2017, 06:26:43 PM
I sent the link in a PM.
#5
Help / Re: Brawl ignores my PAC/PCS file
July 13, 2017, 08:01:07 AM
I can confirm that this is true; Dolphin doesn't support using a physical SD card or a folder. I test in Dolphin frequently with a virtual SD card image before testing on to hardware. Other file replacements are loading like they should, including music, and other character mods. Additionally, I'm using an unmodified vBrawl ISO.
#6
Help / Brawl ignores my PAC/PCS file
July 12, 2017, 09:55:28 PM
Hi, I've been working on a relatively low-poly character model import recently, and while everything shows up correctly in BrawlBox, seemingly without any file corruption, my mod just won't load in-game. I've tried reimporting the model, the textures; everything. An earlier version of the model initially loaded just fine in-game, but as soon as I tried importing my final model and polished everything, Brawl just seemingly decides not to load it.

I've looked at the system log in dolphin, and it simply says it "failed to load" my file from the SD card. I'm using the file patch code, and the mod is supposed to be for Ike. All of my files are in the correct location, and I don't really know what to do now. I'm using BrawlBox v0.78
#7
Not sure if anyone's posted something like this, but I figured I'd post it in the feedback thread.

Have KC-MM's site operators considered the possibility of adding a "Sm4sh Vault" section? Specifically, something that's exactly like the Brawlvault, only pertaining to Sm4sh mods instead. I certainly think it would be a good idea, seeing as modding for the game has really been picking up traction as of late; I definitely prefer Brawlvault's functionality/organisation over sites like Gamebanana.
#8
Help / Re: Adding final touches on an import
December 06, 2016, 07:14:11 AM
I should probably update this thread by saying I've found a solution to the problem. Importing a model with both spec and normal maps causes problems with the mesh; the spec map wasn't needed. After I got rid of that, I was able to edit my model's lighting by setting the vertex colors before importing. However, now I'm having trouble actually changing the brightness of the model.
#9
Help / Adding final touches on an import
December 02, 2016, 04:45:29 PM
Recently, I've resumed working on my first import for Sm4sh, and I've finally gotten the model to show up correctly after fixing the UVs. The final step I need some guidance with is fixing the materials so it's not super-bright ingame. My model has both a spec map, and a normal map; how can I edit the model's materials to apply both of these effects?
#10
Help / Re: can anyone make a 8 player smash for SSBB
August 30, 2016, 10:25:53 PM
The maximum amount of characters at the same time that actually seems to work with gameplay might be 7 (using multi-man brawl as an example). I'm not sure on the technical details regarding how it works/what the limitations are. However, there's an old video of all the characters in the Mario Bros. stage at once:
https://www.youtube.com/watch?v=XgBlOlOj3us
I don't even know where one would go about starting to mess with this stuff.
#11
Help / Gecko code to hide song names?
June 17, 2016, 12:54:30 AM
Has anyone created a Gecko code that prevents song titles from showing up at the start of the match?
I'm too lazy to edit song names every time I put in a bunch of new BGMs.
#12
Programming / Re: Super Sawndz!
March 27, 2016, 07:33:41 PM
Sorry to bump an ancient thread, but I'm in the same situation as the previous poster. How are we supposed to use the program if it doesn't come with the required files? I've been able to find the DLL files, but I can't find sndconv.exe at all anymore. I used to have it on my old PC, but I lost all of my data due to a hard drive failure..
#13
Help / Re: One-slot size mods without editing FitMotion
February 05, 2016, 06:25:14 PM
Thank you! This is definitely what I was looking for.
#14
Here's a fixed link for Pik's Quote over Luigi:
https://www.mediafire.com/?berrrbpssl7vprc

The original submission:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17943
#15
Help / One-slot size mods without editing FitMotion
February 05, 2016, 11:28:38 AM
I've seen quite a few imports on the vault that alter the proportions of characters without requiring the replacement of said characters' FitMotion file. After searching around, I can only find guides that pertain to earlier BrawlBox versions, and using FitMotionEtc. Could anyone give me a general rundown of what's required to resize a character without animation editing? Thanks.