Hey, I haven't really gotten into sm4sh modding so I have no idea how to achieve this, so here I am. If anyone could either teach me how to (what I'd assume is a easiest solution despite not being wifi safe) bone edit the mii fighters in order to reduce their head size to something less... bulbous or just edit their head size for me I'd really appreciate it! I always liked the mii fighters despite how weak they are in their 1-1-1-1 set.
This should've been posted here: http://forums.kc-mm.com/index.php?board=43.0 Also using Mesh or turbo smooth will raise the polygon count of the model, if you want it to be the same and fix the shading go into the modifiers, select the face edit mode then go down the scroll until you find smoothing groups and then hit the auto smooth there. You can change the angle or manually edit it as well but auto is the fast way of doing it.
Hey, does anyone have the last version of the ocarina code manager? The link on the resources page is dead and all other links I've found, including the one here, is of an old version that still has the 256 line limit which prevents exporting to GCT. Also I know that Brawlbox has it's own code manager but it has been giving me trouble so I'd rather just get what I am used to and hasn't failed me. Lost my files due to data corruption on my old HD. Tried going to the Wiird site but it keeps giving DNS errors, probably dead.
Edit: Found a version (Though I'm unsure if its newer or older due to have been on a Japanese site without any version numbers) that does what I want it to!
Any ideas what could cause a blank roster besides a missing CSSRoster.dat? I have that file in the right location and it lists all the characters I have, so I know that's not it. I'm trying to add a custom character to Brawl DX using BrawlEx. I followed the CSS expansion instructions, then added all the config files for another character in their folders, and portraits in sc_selcharacter.pac. Yet when I load up, I get a blank roster; no error or crash, just empty.
I tried backing up and deleting to files to troubleshoot what might be the problem, and I found that deleting common3.pac restores my roster... But it defaults to Brawl DX's list, so no custom character that I added. :/ Any ideas?
Are you placing all the files in the correct place/named the brawlex folder properly? It sounds like a file name/placement issue if it's all there.
Yes, it came with a FitIke.pac file. But i assumed the pac files were for online. i didnt think it would cause any problems if i'm playing offline.
Edit: Oh, you must be referring to the fitikefinal.pac and fitikemotionetc.pac. Yes, they both came with the file. Is there any special places those 2 files are suppose to go? or anything special to do with them to make them work?
If it's a moveset you'll need all three, Fitike.pac, Fitikemotionetc.pac and fitikefinal.pac in the same location together. They go in the ike folder in the fighters folder. Fit.pacs are moveset data, Fit-Motionetc.pacs are animation data and article animation/model data and Fit-Final.pacs are called for finalsmashes.
Aliquam is google translate's latin translation of customization hence the rainbow for a lot of options. This project's goal is to have an item system integrated to all battles, the idea is to have it overwrite Brawl's original sticker system for this but it'll need heavy coding.
My idea is a little different however: Instead of the item system I suggest something similar to EVs in Pokemon, the default however would be a balance 100 throughout Attack Damage, Attack Knockback, Jump Height, Weight, Resistance, Speed and Control. How this would work is the 100 stands for the % of the original value the characters have in their moveset so if I took out 25% of a characters DMG and put into their KB they would deal 25% less damage but would launch enemies 25% further! A limit would of course have to be set to both how low and how high they can go which would probably be 50%-200%. How these would be saved would be how controls are saved, player names; choose your name and edit your stats for a character and have it saved in the game's data! (Probably over SSE's memory) Possibly certain characters have an unbalanced default depending on their costume so for example Captain Falcon would fight normally but Blood Falcon costumes would be coded slower but stronger, actually this part I'm not sure if it's be better to include as part of the editing menu showing the max of a stat being lower than the regular 100% or if it'd just be better to make it in PSA/Animations but whatever is better better be better.
Now the harder and maybe not even possible part would be the alternate special moves being selected in a menu instead of in battle by setting certain bits or loading different pacs for different settings.
What this project really needs is great coders to allocate everything over something like SSE, the games in the vault, stickers etc. Any help, idea or suggestion is appreciated and I really hope this will one day be an actual project happening instead of just a concept!
So I have a full, unscrubbed Brawl ISO and I'm using it with dolphin and it all works fine until I use it with gecko; for some weird reason whenever I load Brawl with Gecko on Dolphin the sound effects of final smashes don't load so for example Peach's final smash is silent, so is DK's and so is Dedede's? I'm using Brawlex without configs for any characters other than Mario to have extra slots for Dr. Mario. Is it just a bug that will stay unless I make a custom ISO?
The projectEXcustom.txt file contains several codes so keep the PEX code. But since you've now said that all you want is for brawl to be brawl (which is definately not what P:M's codes do xD) then you can literally just use this one code and create a new GCT. Its all you need to load character and stage files from the SD card (SFX are handled in a different code). In the files I included this code is included with many others in what I called the PEX code ;P
But if you want to use my codeset on a Wii then yes, all you need is PEX and no custom stage codes, the other codes just allow it to load SFX from the SD and have extra stage slots to configure.
The Project M GCT is set to work with their pack, it's best for you to use codemanager to create your own codesets that will have anything you want them to. I've tried the link in the resources of the vault but the site may be down so I'm putting a link for the manager here along with my codes which has most of Project M, stage expansion and Brawlex compatability but don't worry, the text files included will have the removed codes included and you can choose what to have and what to remove (Although you shouldn't take out the first code). Place the gameconfig text file in the root of your SD card and it is suggested that you put the disable custom stages code back in if you're playing on an actual wii to avoid freezing.
Just edit the codeset with codemanager and save them as text files to keep backups and when you're happy export them as GCT to use! The first code includes most of PM's codes.
Be sure to place everything in the correct location BTW, projectM itself uses a different directory but this custom codes search in the regular locations so in the root of the SD you'll have 1 file (the gameconfig) and 2 folders, one called codes with the GCT and another called private which when opened will have another folder called wii that has another folder called app and finally in that one goes an RSBE folder, which is Brawl's folder, in which you will have the PF folder where you put your hacks so put the menu, system, fighter etc. Folders and files all in PF!
Edit!: Woops, forgot to include all the codes I removed in that file. Well, here they are:
Make sure everything you added in the common5.pac is compressed like all the other files in it and make sure the ones you put in the folder are uncompressed, renaming fitmarth00 to fitmarth01 just makes it go over red Marth instead of the default color so it definately isn't a problem. It sounds like a problem with the common5.pac since it froze with portraits and icons being loaded. If you want to test out the hacks first to make sure it isn't them causing the crash try without the common5 and portrait folder to be sure it's all working right.
Where did you get that .gct? It might be a very old codeset.
So first things first: a lot of the eyes in Brawl are extremely boring and simple but if you want to spice up the coloring for your hacks then read on. This tutorial will use vBrawl Zelda's Eye as a base.
Step 1 - *Optional* - Contrast:
Open your eye texture in gimp and use the brightness/contrast tool in the colors tab to make the variation between dark and light bigger therefore more dramatic and appealing. I used 30 on both.
Step 2 - Color:
Choose between the Hue-Saturation and colorize tools in the colors tab to change the color of the eye to whatever color you want it to be. I used the Hue-Saturation tool and adjusted the hue to 180 to make it brown. Feel free to reuse step 1 and 2 throughout the rest for all of the layers you'll add!
Step 3 - Lower Aurora effect
Decide on a color you want to highlight the underside of the pupil, I've chosen teal although a color closer to the original could be better such as orange in this case, then create a new layer, set your brush size to something small, in my case I'm using 3, then use the pixel brush with the airbrush tool, I'm using the airbrush with it's default start-up settings, and brush up the area around the pupil that is being affected by light. Once you've colored that area with the airbrush select the smudge tool, change your brush to one of Gimp's default brushes called Bristle 02 or any brush that is light random noise and start smudging the color of the new layer until the change between the main color and the new color isn't so extreme; a tip is to smudge from the center of the pupil outward and if needed change the layer's opacity to something below 100, I've set mine to 96.
Step 4 - U Aurora effect
Extremely similar to step 3 except choose a different color, I've chosen yellow, and make the higlights closer and all around the pupil and smuding the darker areas more than the lighter ones. I suggest you don't merge down the layers until the end.
Step 5 - Sun Aurora effect
Like step 3 and four choose a color, I've chosen lime green, and this time your highlights will go from the pupil all the way to the edge of the cornea but as rays instead, which is why it's dubbed the sun effect. For this one use a more solid brush like one of the hardness ones to smudge the darker areas while still using the same as the previous steps for the lighter areas. After you've smudged it a bit lower the opacity of the layer to whatever you think looks best then you can clean up the layers if needed and merge them down!
This process can have great results although the one created for this tutorial isn't really that good. Either way here's the finished PNG for the example:
Edit!: Can't believe I just remembered, if you want the eye to truly be higher quality you can modify that when importing the image with brawlbox! Use CI8 with the highest quality possible! It'll take some extra data but its still an option! xD
I really hope there are a bunch of new .rels. Then I will have my dream roster.
It's already on the OP, there's Captain Falcon but the final smash crashes if the clone doesn't have a different one (in other words blue falcon crashes), pikmin but apparently causes random crashing, Toon Link, Zelda alone and the Zelda/Sheik duo. All untested in console.