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61  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The great Pig King himself! PROJECT PORKY MINCH (PSA) on: July 17, 2015, 08:27:32 PM
Yeah I was thinking that you could possibly use model switchers? Maybe its possible to have a mirrored model and include a model switcher in the turning animations that will load the mirrored model once you turn the other direction, thus rerotating it the position Porky needs to be in immediately. Maybe you can replace Lucas's bat in order to do so?

 I was also thinking that at a last resort, the model could be modified to be symmetrical on both sides, with an immediate switch to the other side in the turning animation, so from the front it appears as if nothing happened. But obviously if you pause and rotate the camera you'll be able to see that there are two Porkies...
62  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The great Pig King himself! PROJECT PORKY MINCH (PSA) on: July 17, 2015, 08:21:10 AM
Hmm, have you been able to find anything on mirrored animations? Its funny because the boss Porky can walk both directions and not face the opposite direction.

Maybe if its small enough, he could face the opponent instead of face the screen, but that would kinda render the boss's animations useless.

Edit: I was just thinking, do the turn around animations technically reverse the direction of the character? Perhaps if it doesn't turn the character around, they will continue to walk left but still appear to walk right, bit won't matter since Porky's walking animation pretty much looks the same either way. This is just a thought, it probably won't work... -_-
63  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 06, 2015, 06:29:37 AM
I think you'd have to manually edit the new config files and module using config utility, brawl box or module editor, clone tool, and hex editor.
64  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 04, 2015, 10:51:00 AM
ebola16: Bit Variable Clear is usually a script inside of PSAs or FitCharacter.pac files to end a certain variable. The file might be used to stop certain variables so if other characters are using them, it doesn't cause any problems and affect gameplay.

Γ: I'm sure there are tutorials out there. I googled it very quickly and saw a video, so they should be out there. I don't think this is the place for me to write a whole tutorial though.

Weegeeisgoingtokillme: I think it goes by the game's files, but for a more intelligent answer, you should ask questions like this in a different area.

BlazeBlue: It's worth dabbling around with to find out!
P.S. We should play BlazBlue...
65  Help & Tutorials / Music/SFX Tutorials / BrawlEx Custom Victory Themes REPLACING .brstms on: June 28, 2015, 04:28:28 PM
One moment I was about to post a topic in the "help" section on how to do this, the next moment I'm making a tutorial, mostly because I can't find any really good tutorial yet. I sincerely hope this isn't one of those things everybody knows but me... but let's get into it! I'll be using Brawlbox v0.71.

I'm going to be showing you how to create custom victory themes for your BrawlEx character without modifying other characters' themes or using codes. However, you will need to replace a .brstm file.

What you'll need:

Please note that you don't actually have to modify smashbros_sound.brsar, we just need it to find some information you'll need.

Preparing BRSTM (If you already have one then you can skip this):
First, have a wav or mp3 file of the victory theme you want to add. Also, you should know of a song you want to replace. Open up BCSM, and choose "Add". Locate your song and MAKE SURE that loop is not checked, unless you're doing it on purpose. Then create your brstm!
After it finishes, exit the box and select "SD/folder" and choose the root of your SD card. Select your song and click "To SD". Now find the song you want to replace and KEEP TRACK of the ID of the original song. The ID of the song I'm changing is U08. Now we can move on!

Finding Info Index of the song:
Open up smashbros_sound.brsar with BrawlBox. expand "snd" NOT "SND", then "bgm". You should see all the values for brstm files (except Wolf). Find the ID of the song you replaced. Next, expand that folder and click the node whose name resembles the original name of the song. On the right side of Brawlbox, scroll all the way down until you reach the file index under Misc. Write that number down somewhere or type it into notepad.

Exit Brawlbox, and now open the hex editor. Find the SlotConfig of the character you want to modify. In 0x22 and 0x23 should be the ID of the victory theme the character uses. You can use this list to make sure you're looking at the right values:
283D: {Mario victory music (Mario version)}
283E: {Donkey Kong victory music (Donkey Kong version)}
283F: {Zelda victory music (Link version)}
2840: {Metroid victory music (Samus version)}
2841: {Yoshi victory music}
2842: {Kirby victory music (Kirby version)}
2843: {Star Fox victory music (Fox/Wolf version)}
2844: {Pokemon victory music (Pikachu version)}
2845: {Mario victory music (Luigi version)}
2846: {F-Zero victory music}
2847: {EarthBound victory music (Ness version)}
2848: {Mario victory music (Bowser version)}
2849: {Mario victory music (Peach version)}
284A: {Zelda victory music (Zelda version)}
284B: {Zelda victory music (Sheik version)}
284C: {Ice Climber victory music}
284D: {Fire Emblem victory music (Marth version)}
284E: {Game & Watch victory music}
284F: {Star Fox victory music (Falco version)}
2850: {Zelda victory music (Ganondorf version)}
2851: {Wario victory music}
2852: {Meta Knight victory music}
2853: {Kid Icarus victory music}
2854: {Metroid victory music (Zero Suit Samus version)}
2855: {Pikmin victory music}
2856: {EarthBound victory music (Lucas version)}
2857: {Donkey Kong victory music (Diddy Kong version)}
2858: {Pokemon victory music (Pokemon Trainer version)}
2859: {Kirby victory music (King Dedede version)}
285A: {Pokemon victory music (Lucario version)}
285B: {Fire Emblem victory music (Ike version)}
285C: {R.O.B. victory music}
285D: {Pokemon victory music (Jigglypuff version)}
285E: {Pokemon victory music (Mewtwo version?)}
285F: {Fire Emblem victory music (Roy version?)}
2860: {Zelda victory music (Toon Link version)}
2861: {Metal Gear victory music}
2862: {Sonic victory music
[/quote]

Now use the calculator on your computer or the website I provided and convert the ID of the song you found from decimal to hexadecimal. Finally, take that number and replace the original value for the victory theme.
[/spoiler]

Save it, and you're done! You can also use this method to change the victory theme of preexisting characters! I hope this tutorial helped someone(s) and thanks for using my tutorial!
66  Help & Tutorials / Help / Re: Posing Character Models for CSS Portraits? on: March 24, 2015, 06:35:03 PM
True, but unlike everyone else, I'm more into the simple renders made by BrawlBox. Easy to make, all you need to do is to take a screenshot and reduce the size, like the regular portrait size: 128 x 160 pixels.

That's what I do, then I use Photoshop to make it look all spick and span! I also use Photoshop to make portraits for recolors.
67  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 15, 2015, 04:09:54 PM
I was using a simple clone I made (Vivi over Lucas), and I noticed that if there is a battle involving 2 or more players as Vivi, all the special attacks would invisible, but they could still contact with an enemy. However, if playing Vivi and Lucas there are no problems. Is this a similar to GFX glitches without porting effects from SSE enemies/ stages or assist trophies?
68  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: March 15, 2015, 12:47:20 PM
I'm pretty sure this has been mentioned earlier in this topic, maybe a 100 times even, but I'm having a hard time finding it in the 532 pages of responses. I heard in order to add custom SFX for cloned characters, you have to use and replace the soundbank of a boss and redirect it to have the clone play the sounds. How does one do this when there aren't 100 bosses in the game? And what about custom announcer calls & victory themes?

There's also a little issue I'm having where random on the CSS shows the custom franchise icon for my clone and the name Sonic above it's icon. And when entering the stage result screen, the franchise icon of my clone is behind the card that shows the results. I can tell because it looks find until the card appears.

Please forgive me if these questions have been discussed already! I'm really having a hard time finding info.
69  Help & Tutorials / Model Tutorials / Re: DAE Model Importing for Dummies on: July 15, 2013, 02:28:24 PM
Things like this happen to me every now and then. Sometimes Mario freezes once the game starts, and I have to delete my whole private folder before it works again. (Thankfully I'm using a stage expansion, and I don't have anything else I want but characters and music.
70  Help & Tutorials / Stage Tutorials / Re: Simple .obj Importing on: June 24, 2013, 04:22:04 PM
I got 3ds Max 2010 and then my workstation computer broke down. -_-
71  Help & Tutorials / Help / How did people import models? on: June 18, 2013, 11:39:35 PM
How did people import models into SSBB before Brawl Box v0.67b came out, if that's the only one that will import or export a model file other than .mdl0?
72  Help & Tutorials / Model Tutorials / Re: DAE Model Importing for Dummies on: June 03, 2013, 03:26:11 PM
I can't save my FitPeach00.pac to a .dae when I export it. It only lets me save as a .mdl0
How do I fix this?


Only the newest Brawl Box can allow you to export as a .dae. Here's a link to Brawl Box v0.67b by BlackJax96:

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27797
73  Help & Tutorials / Model Tutorials / Re: DAE Model Importing for Dummies (Under Construction) on: May 05, 2013, 12:15:06 PM
Thanks! I have another question. I messed up with the key frames and  couldn't undo my bone rotations. If I delete all of the bones, and import (since I saved it as a .max file before importing the model I want to put in the game) the skeleton, will that work? Or do I have to start all over? Also, will the movement of the polygons affect anything if I can't undo the rotation and manually move them back into place?
74  Help & Tutorials / Model Tutorials / Re: DAE Model Importing for Dummies (Under Construction) on: May 04, 2013, 03:43:18 PM
For some reason when I try to add bones in the skin modifier there is nothing in the text box to select. Here's a screenshot:
75  Super Smash Bros. Brawl Hacking / Stages / Re: A Bloody Canadian's 2D Stages on: April 27, 2013, 01:42:39 PM
Yeah! Perhaps if you get stuck, you can also ask anybody else who may be interested if they can help.
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