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301  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: May 03, 2012, 09:38:13 AM
Anyone know how to fix this?
A little help?
It's untextured because I noticed this.
302  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: May 02, 2012, 12:23:49 PM
I'm working on a Gothitelle and Sceptile import, Gothitelle for Zeda, Sceptile for Wolf. Alomost done with Wolf.
303  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: May 01, 2012, 04:34:08 PM
And the second one will be rigged also?
304  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: May 01, 2012, 04:10:07 PM
Hey, do you know how to get a catoony effect to a model?
305  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: April 29, 2012, 12:05:08 PM
Never mind, I fixed it myself, you log off, then open your file again, edit it again, and then you can save.
306  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: April 29, 2012, 11:53:28 AM
The problems I receive with BB.66b

1. Unsolved unable to open file for write access

2. Deleted imported models

3. The horible "object reference" error strikes back again

The solutions I get to fix these problems

1. Save in a different location  (No, saving in a different location will NOT work)

2. No one comments

3. No one comments

Is their a no error mode in BB no matter how much it messes up the model or brres?
I get alot of those too.
307  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: April 29, 2012, 11:45:50 AM
Oh, bad picture, one sec, I'll get one from BrawlBox.
Edit: Here it is!
308  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: April 29, 2012, 11:41:43 AM

How does this look?
309  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: April 24, 2012, 05:05:51 PM
That's good.
310  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: April 23, 2012, 04:38:02 PM
What program do you have?
311  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: April 23, 2012, 04:35:59 PM
Well, you could import it into whatever you're using, then expot it as a DAE if the program allows it.
Edit: Whoopsie! Ninja'd by DSX8. That's cool.
312  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.66b Released on: April 23, 2012, 12:09:19 PM


 "Wherever Vyse goes, cool follows."

Outset Island, right? Can't wait!
313  Help & Tutorials / Help / Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!*** on: April 22, 2012, 08:50:35 PM

Thanks! That helped alot!
Yes. You can have only 1 X has Y's ICs but should be able to use multiple of these smaller codes since they all don't run from C2.

Err.... note the words DUMMIED OUT.

They do not have any other character data other than an empty effect.pac and in the case of Mewtwo, empty voice clips and a victory tune slot on the disc.

So, I could put characters in the dummy slots? Or no? Also, how do you make the Sound Bank code? It always says, "Invalid line; (Line for offsets and such)" I'm doing Marth over Ness, any ideas?
Edit: Everything but the Final Smash works, but the Final Smash works in the air, but not the ground... I'm confused on what to do...
314  Help & Tutorials / Help / Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!*** on: April 22, 2012, 05:05:39 PM
Ok, thanks!
315  Help & Tutorials / Help / Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!*** on: April 22, 2012, 04:33:56 PM
Is there a guide to doing this that isn't quite so vague? I don't mean to be rude, Eternal Yoshi, but I don't quite understand it.
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