The fixes to apply are different now. Just look at what values did you look for and what you replaced them with, and with the new codes, you'll see the new value to put instead.
I can do it tomorrow if nobody finds out what I mean, I just cannot do it right now.
...I have no idea what the hell you just said, Mewtwo. It sounds like you kinda mixed up some words there. XD
Anyway, before trying to modify these, I had a codeset that worked just fine aside from randomly freezing during 4 player matches sometimes. Here is the txt and gct for that.
I can make the same fix to the PAL one. If that's the problem, then it will be fixed.
For the moment, this would be the fix to the NTSC code, I'll test it ingame now, and if it's fine, I'll do the PAL. I'll also do some fix to my original teams and original order mods.
Edit: Well, tested it and seems to be fine. Anyway, riivo users and people with special cases should try and give feedback.
Here's the codes in case you want to copy-paste instead of downloading the gct of txt files.
I've had a chance to test these out for myself with P:M.
The good news is, no freezes with 4 player battles.
The bad news is, Bowser's extra cBliss slots cause the game to freeze after picking stage, but it's an odd loading freeze. The game is locked up, but you can still access the Home menu.
Also, the Pokemon are broken again. Trying to even get to their extra cBliss slots "beep' freezes the game.
And I'm using the normal P:M 2.5b homebrew codeset. Not the Wi-Fi one. The offline one.
I don't know how or why my old thread was locked when not much was said in there, so I'll just remake this here since I wanted to update the thread, but can't. -.o
This thread is for a little advertisement and nothing more, so I'll be keeping it plain and simple.
This is just Falcon with some extra SFX and Effects on a few things. Minor changes that add a little to his character for the fun of it.
What's changed?
Knee sweetspot (HYES! + Extra), How the Falcon Punch sounds, How Falcon Punch sounds on a direct hit, and the Final Smash.
Also there are little sound changes like his intro, his Wait2 and Wait3 and his Victory Poses a graphical changes to Up Taunt and Win1.
We've seen Falcon make a burning falcon appear on his fist during his Falcon Punch, but what would happen if he channeled so much power that he HIMSELF became the falcon and slammed into the enemy?
Use the FS and find out.
...Or just open this spoiler to get a minor preview.
Actually, no. :L I found that most FL tutorials on Youtube were way too specific, hard to follow and always used plugins that I didn't have, so I just messed around in it until I got comfortable navigating and making stuff.
Nah I stay low poly so that there's less vertices for me to deal with. Think of it like keyframes for animations; instead of managing a value for EVERY FRAME HOLY GEEZUS you only edit values at certain key points. So I could have like 3 vertices to make a bent line and then smooth it to have a really nicely bent line.
Quads (four sided polygons, yeah) are the best since you can use the ring and loop buttons on their lines and they're easy to work with.
Ring means lines parallel (well not exactly parallel, but just on the other side of the quad) to the selected and loop means all lines with the same vertices are selected in a long line.
And NURMS is just some thingy that interpolates vertex values to make a smoothed mesh.
I see. That actually all made very basic sense to me. o.o
Thanks for the explanation. It should help out a lot if I ever manage to give this all a try. This talk has been pretty eye-opening and entertaining so far. :3
Well, box modeling is modeling using around 2-4 different 2D drawings of a character to "trace" a model into 3D.
Like, ehh...
Say, this:
(although that's pretty old)
As for teaching myself modeling, I don't actually remember it. Like, taking a class or anything. If I needed something I looked it up, and I intuition'd the rest.
It more or less always started with "Huh, well let's give this a shot" and ended with "well that came out better than I expected, lol."
Well ain't that a delicious cup of luck? ¦D
Seriously though, that's pretty cool. Box modeling, from how you described it, seems like it's be pretty simple for someone like me if I'm supposed to use different drawings. o.o Though the concept itself seems a bit over my head at the moment. x.x
You create a new box around the general area you're gonna be modeling and then shape it to what you want it to be.
I wouldn't say learning to model was too difficult. I just find that you gotta have the patience to just model, model and model some more until it looks exactly how you want it to look from all angles.
Oh and use only quads!!! (and maybe just a few triangles here and there for rounded stuff) For some reason I used to have this idea that you should model using triangles. Nope, bad idea. Only triangulate the mesh when it's done.
And of course, you gotta get used to the interface, controls and shortcuts. Keyboard shortcuts are a major time saver, especially when you're doing some kind of repetitive task such as selecting lines in a ring or loop or mass-creating/connecting vertices.
Personally, I like to start off with a box. Then I select a line and click "Ring" so it selects all four lines around the box. Then I click connect to make a line loop in the center. Then I drag that into place, repeat. At some point the mesh starts to get complex, so then you start mass manipulating the vertices you've made so far using some neato buttons.
My favorite things to use are the symmetry modifier, relax, cut, soft selection, ring, loop, etc. I could probably go on for paragraph upon paragraph talking about all the cool stuff I like to use to manipulate vertices.
I like to stay relatively low poly as well, and then turn on NURMS every once in a while to see my mesh smoothed out. The smoothed out mesh is then what I use to make the final product when I'm done.
I think I understood about half of that. Maybe. XD;
So it's not hard, just rather long and tedious depending on what you're trying to make. I'm guessing you try to stay low-poly so everything works fine whenever you import it? And I'm guessing "Quads" refers to polygons made from shapes with four sides. What shapes tend to be used the most in those cases, then?
I think I sort of got what you were talking about with the "Ring" thing...Maybe. I have no clue what "NURMS" is, though.
"That's it. I guess if you want it done right you do it yourself."
^This. This right here is a principle I live by, especially when it comes to art, and one of the reasons I dabbled a little in hacking to begin with. I did Hyper Sonic because I wanted a moveset based off of one of Sonic's forms with some ideas from later games to give a "Modern" feel and I wanted it done right. I did Onslaught Falcon because I wanted an overpowered Falcon moveset that was still fun to fight and use and could still be beaten. MAX Onslaught was just what Leafbarrett and I did for fun. XD And Sonic the Hedgehog: Full Throttle because I wanted a moveset based around Sonic's full abilities, potential and speed along with absolute control over every aspect of his character.
All of which, while still popular, are dated and could use revamps now, but I'm still happy with how they turned out and think they all make great Boss movesets. They may not be the absolute best and I'm sure someone else could do it better than me (Probably my pal SDo0m), but I think they turned out the best they could in my eyes, as someone who wanted to do something no one else was doing at all.
I kinda figured there would be some of you who had a similar feeling when it came to modeling as well. I won't lie, I'm definitely interested in modeling myself as I have a couple characters of my own that I'd love to play as over certain people.
I've actually done similar stuff to putting different parts of models together. For awhile, I would merge different vertexes and textures together to make something new or just a bit different. I've done it a lot and have gotten great results (though I haven't released all of them), but I felt so limited since I could only put pieces of things together. I wanted to have complete freedom and be able to put out something of outstanding quality. Something that I could enjoy and be proud of and that others just might like too, even if it's from something they've never heard of. Or even something silly like your Popo and Nana. I love those. XD
What's "box modeling" though? o.o
Also, I'm guessing that by your last statement, teaching yourself how to model the way you do now wasn't actually that difficult or brainscratching of a task?
This is kinda just meant to be a little easy-going discussion thread, but to all of the magnificent people here who can make their own models and rig them...How? Exactly where did you get the idea to do so? Where did you learn? How exactly do you go about it? Is it pretty stressful at times or do you find it to be a fun little project or challenge? Did you all take a class to learn it, or did some of you just start doing it on your own and were self-taught? o.o
I just want to know a bit more about what you guys do. Think of it as somewhat of an interview rather than a "HALP MEH" thread. Hence why I put it here. :3
Though if it's in the wrong place somehow, feel free to direct me as to where I should put it.
I'm still debating Weather to post the codes so characters load from their default offsets + cBliss. [Character's using their default for teams again and vBrawl costume order] [/color]
Nah. I'm using the version of the codes Mewtwo posted up earlier and having no problems, and quite frankly, I prefer the order the outfits are in now on the CSS. they're actually in their correct numbered order for everyone now, making things a lot less confusing. It should stay this way. :3
Alright, I followed what you did and made the same changes to the Full Codeset.
Everything seems to work perfectly, I ran into some odd silent freezes on Squirtle and Ivysaur but I figured out what's the issue there. I've been using Mewtwo's batch files to add the additonal default costumes to my ISO, turns it didn't add Squirtle and Ivy's 05 costume which are exactly the ones that froze on me. After putting the respective pac/pcs files on my SD it worked.
EDIT: Picking the same costume for the Indi Pokes doesn't result in a freeze for me either.
I got the chance to test this out for awhile before he posted it, and I gotta say it works flawlessly. Definitely get this if you want cBliss with P:M. XD
And now I'm all happy and stuffs. Sorry for getting so angry and frustrated before :3
Okay guys, I personally went and tested cBliss for PM and works fine for me so far. Only issue I saw is that independent Pokemon freeze when selecting the same color. Pokemon Trainer wouldn't let you do this normally, but for obvious reason this was by design by the PMBR.
Anyways, here is what I did step by step. Open PM's 2.5b gct on GCTedit Copy TXT to note pad. Searched for ''804553AC'' [Chard] 1 match replaced with 80455334 searched for ''804553B8'' [Squirt] 1 match replaced with 80455334 searched for ''804553C4'' [Ivy] 2 matches replaced with 80455334 Now for Wario Searched for ''455334'' 1 match deleted whole line Searched for ''455338'' 1 match deleted whole line Searched for ''45533c'' 1 Match deleted whole line Searched for ''455340'' 1 Match deleted whole line Searched for ''455344'' 1 Match deleted whole line Searched for ''455348'' 1 Match deleted whole line
Copied the Battle Portraits replaced all Copied the Result Portraits replaced all Opened PM's Common5.pac and replaced sc_selcharacter with the one from cBliss. Left sc_selmap alone.
For testing I added 06, 07, 08, 09 .pac/.pcs to Captain Falcon and 05, 06, 07, 08, 09 .pac/.pcs to Ivy, Chard, Squirt. Tested in Game Defaults for other characters worked fine. New costumes for Captain falcon including default ones worked fine. New costumes for pokemon and default ones worked mostly fine. The Ind. Pokemon in PM let you choose the same color [As they intended] but if you choose lets say Squirtle 00 and Ivy 00 it will freeze.
------------------------------------------------------------------ Riivo people upon further testing I noticed a few errors on the XML and on the CSPs for Wario. He is still missing his last 2 costumes.
But so far seems like you need to have all the character files before testing That means FitCharacter00.pac/.pcs to FitCharacter09.pac/.pcs. If you only put lets say FitFalco06.pac/.pcs the game will likely freeze even if you selected FitFalco00.pac/.pcs So, Please try adding all the character files before testing and see if it works for you.
Welp, the good news is, the game doesn't lock up at "GO!" anymore. Everything seems to be okay.
The bad news, however, is that L-Canceling isn't working correctly anymore, now. I had no issues pulling it off before. Just press the L or R button as you're landing from an aerial attack and you'll flash white, indicating that you've pulled it off and will reduce and cancel out of landing lag. It was simple but useful.
But now it's not working. No matter how precise I am with it, it doesn't work. I've seen it come out maybe a couple of times where I decided to rapidly mash the R button as I was landing, but even with that it only happened twice, and that's nowhere near as efficient to begin with.
Edit: ...ASF1nk...You used the WiFi codeset instead of the normal one...Why? You need to use the normal codeset.
Because of that, there are no light presses and L-Canceling won't work right. Use the standard GCT for modifying stuff. Not the Wi-Fi one.