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1  Super Smash Bros. 4 Hacking / Requests / Mii Fighters Model Edit: Smaller Heads on: April 05, 2017, 07:36:44 PM
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.

Thank you for reading! Smiley
2  Super Smash Bros. Brawl Hacking / Model Imports / Re: How do you smooth models imported into 3ds max? on: August 07, 2016, 09:01:05 AM
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.
3  Help & Tutorials / Help / Re: The Complete N00B's Guide to Brawl Hacking on: July 03, 2016, 08:39:17 PM
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!  Cheesy
4  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 16, 2014, 09:49:53 PM
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.
5  Help & Tutorials / Help / Re: Trying to mod characters, not sure if i did it right. on: June 15, 2014, 06:01:01 PM
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.
6  Super Smash Bros. Brawl Hacking / Project Concepts / Project Concept: Super Smash Brothers: Aliquam on: June 14, 2014, 03:45:52 PM
Project:Aliquam

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.
SSB WiiU/3DS has a feature like this: http://www.smashbros.com/us/howto/entry2.html

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!

Thank you for reading!
7  Help & Tutorials / Help / Re: Dolphin Emulator missing final SFX on: June 14, 2014, 02:59:05 PM
Ouch xD Wish PhantomWings had that on the first post listed with the other bugs, thanks! Locking the topic now.
8  Help & Tutorials / Help / Dolphin Emulator missing final SFX on: June 14, 2014, 12:13:45 PM
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?
9  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 12, 2014, 10:56:50 PM
Thanks guys!
But thats not all I have to show off...


Ahh, I'm guessing there might be a hazard suit coming too then? ;3 Amazing!
10  Help & Tutorials / Help / Re: Trying to mod characters, not sure if i did it right. on: June 12, 2014, 05:02:59 PM
Just make it into a GCT and replace the one in the codes folder. The .wavs are usually in the sawnd files, I don't know if they can be loaded as well.
11  Help & Tutorials / Help / Re: Trying to mod characters, not sure if i did it right. on: June 12, 2014, 01:02:53 PM
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

Code:
File Patch Code v3.5.1: [Phantom Wings]
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000020
77239000 2C030000
4182000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A42C 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000

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.
12  Help & Tutorials / Help / Re: Trying to mod characters, not sure if i did it right. on: June 12, 2014, 09:27:59 AM
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.

Here is the SDHC code btw in case you're using a large SD card:
http://forums.kc-mm.com/index.php?topic=65342.0



And finally: http://www.mediafire.com/download/7sxj6nwwc8jngm9/Codemanager.zip

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:
Code:
Melee Air Dodge v6.1 (1/2) [Shanus, Magus]

4A000000 90000000
1619C400 00000370
00000000 00000010
00000006 00000001
00000000 00000019
00000006 00000003
00000005 000003F3
00000005 21000005
00000005 000003FA
00000005 21000007
00000001 0002D690
00000005 21000005
00000001 0002D690
00000005 21000007
00000000 00000046
00000000 0000001B
00000000 00000000
00000000 00000000
00000000 00000001
00000000 00000001
00000000 00000001
00000005 21000005
00000005 21000007
00000001 0000D2F0
00000005 21000005
00000001 0000D2F0
00000005 21000007
00000001 0000EA60
00000005 12000039
00000000 0000000A
00000005 000003F3
00000005 11000006
00000005 000003FA
00000005 11000007
00000006 00000007
00000005 11000006
00000000 00000000
00000001 00000000
00000001 FFFF15A0
00000005 11000006
00000006 00000007
00000005 11000007
00000000 00000000
00000001 00000000
00000001 FFFF15A0
00000005 11000007
00000005 11000006
00000005 11000007
00000006 00000007
00000005 11000007
00000000 00000005
00000001 0000EA60
00000001 0000EA60
00000005 11000007
00000001 00000000
00000005 11000007
00000001 000027D8
00000005 11000006
00000005 11000007
00000005 11000006
00000005 11000006
00000005 21000005
00000005 000003FA
00000005 11000006
00000005 11000006
00000005 21000007
00000002 9019C608
02010200 9019C400
02010200 9019C410
00070100 80FB18E4
12060200 9019C4E0
12060200 9019C4F0
000A0400 9019C500
120F0200 9019C520
000F0000 00000000
000A0400 9019C530
120F0200 9019C550
000F0000 00000000
12070200 9019C560
000A0400 9019C570
12080200 9019C590
000E0000 00000000
12060200 9019C5A0
000F0000 00000000
12060200 9019C420
12060200 9019C4E0
120F0200 9019C5B0
120F0200 9019C5C0
12080200 9019C5D0
12060200 9019C430
12060200 9019C5E0
120F0200 9019C5B0
120F0200 9019C5C0
12080200 9019C5F0
120F0200 9019C440
120F0200 9019C450
04000100 9019C460
120A0100 9019C4D0
0E000100 9019C4D8
0E080400 9019C470
0E060100 9019C490
0E010200 9019C498
00040100 9019C468
0E080400 9019C470
0E060100 9019C490
0E010200 9019C498
120F0200 9019C4A8
120F0200 9019C4B8
00010100 9019C4C8
00050000 00000000
0E070100 9019C490
00080000 00000000
06FB18F4 00000010
00070100 9019C600
00020000 00000000
06FC2478 00000008
00020000 00000000
4A000000 90000000
1619A1C8 00000050
00000006 00000007
00000005 00000000
00000000 00000004
00000001 0018B820
00000002 9019A1F0
000A0400 9019A1C8
00070100 80FADC4C
000F0000 00000000
12030100 80FB14DC
00080000 00000000
4A000000 80F9FC20
1601195C 00000008
00070100 9019A1E8


Melee Air Dodge v5.0 (2/2) [Shanus]

4A000000 90000000
1619A250 00000098
00000000 00000001
00000006 00000007
00000005 00004E23
00000000 00000004
00000001 001E3660
00000006 00000007
00000005 00004E23
00000000 00000001
00000001 007445A0
00000001 0002D690
00000002 9019A2A8
02010200 80FAF454
08000100 9019A250
000A0400 9019A258
000A0400 9019A278
04070100 9019A298
000F0000 00000000
000F0000 00000000
00080000 00000000
06FC1CA0 00000008
00070100 9019A2A0


Special fall from Air Dodge goes into Hard landing [Shanus]

4A000000 90000000
1619A490 00000058
00000000 00000016
00000006 00000003
00000006 00000007
00000005 00004E23
00000000 00000002
00000001 001E3660
00000002 9019A4C8
02010200 9019A490
02040400 9019A4A0
02000300 80fae64c
00080000 00000000
06fc1b80 00000008
00070100 9019A4C0


No Autosweetspot Ledges [spunit262, Dantarion]

C27812B0 00000006
2C04000A 40A20020
8181003C 816C0018
C00B0010 C02B001C
FC000840 41A00008
38000000 5400CFFF
60000000 00000000


Zair Goes into Special Fall and Wavedash endlag v5.2 [Shanus]

4A000000 90000000
1619A340 00000048
00000000 00000019
00000006 00000003
00000000 00000010
00000006 00000001
00000002 9019A368
00070100 9019A410
02010200 9019A340
02010200 9019A350
00080000 00000000
06fc2b10 00000010
00070100 9019A360
00020000 00000000
06fc2cf0 00000010
00070100 9019A360
00020000 00000000



Nana automatic throw enabler(auto throw routine 6100) [Bero]

C2904958 0000000F
887E01BA 2C03000A
4082005C 80770044
A0830078 2C046100
41820020 38600000
90780000 90780004
90610008 906100D0
906100D4 48000010
8083005C 2C040000
40820024 80770044
38A00001 90A3005C
38806100 3CA08090
60A53F4C 7CA903A6
4E800420 80770044
38800000 9083005C
E3E101F8 00000000
13  Help & Tutorials / Help / Re: Trying to mod characters, not sure if i did it right. on: June 11, 2014, 09:31:18 PM
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.
14  Help & Tutorials / Texture and Portrait Tutorials / More exciting Eyes (with Gimp) on: June 09, 2014, 05:00:19 PM
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
15  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 08, 2014, 07:00:21 PM
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.
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