Would there happen to be a version of Ryu without the Evil mode available? I like the Ryu import (even though the blue fireball kinda bugs me; I'll probably just fix that myself, since it seems to be a simple animation error), but not too hot on Evil Ryu as part of it.
Well, the tutorial is designed with BrawlEx in mind. Otherwise, you'll have to just replace one, and there are few marks that aren't assigned to multiple characters.
I figured it out. It seems FPC 3.5.1 won't actually try to load a file off the SD card unless it already exists 'on the disc' itself. Once I rebuilt the ISO with the dummy Z12.brstm there, FPC read the 'real' file from SD.
So, will this version of FPC load files from SD even if they didn't originally exist on the disc beforehand?
I'd hate to have to rebuild my image every time to properly add a new brstm file into smashbros_sound.brsar.
I'm using FPC 3.5.1 at the moment, and in order to get a unique victory fanfare for Bowser (to test adding new entries into the brsar), I had to build a new ISO with a dummy copy of the file to be patched in it, and then transfer it to my USB drive.
Let's just say that wasn't very fun, and I'd kinda like to not have to repeat that experience again.
Turns out it was the game not finding the file on the disc originally. As soon as I tried with a rebuild of the image where I placed a 'dummy' Z12.brstm (a renamed copy of 000.brstm) into sound/strm, FPC 3.5.1 dutifully loaded the 'real' Z12.brstm from SD card.
Oh. Well, I'm kinda having my own issues with testing a brstm edit. All I'm tring to do right now is add a new strm (Z12.brstm) and have the Z12/FKUOPA entry play it (for Bowser's victory fanfare).
I can tell it's partially working, because winning with Bowser gives no fanfare at all, while winning with Luigi plays the standard Z01.brstm fanfare.
However, the game just does not want to even try looking for Z12.brstm on the SD card when it's being told it should (calling an external file from brstm and having FPC checking for it on SD).
I think the last thing I'm going to try is adding a 'dummy' (copy of 000.brstm) Z12.brstm to the image, and see if -that- works.
Okay, I found out it's a FPC issue, and I've dropped my edited smashbros_sound.brsar into a copy of the ISO, and then compressed that ISO back to WBFS, just to test and see if my edit worked (before upgradng to FPC4.1), but now something different happens.
When Bowser wins, there seems to be no sound at all, skipping straight to the post-fanfare track.
I have Z12.brstm (Smash 4's Bowser (Jr.) victory fanfare) sitting in sound/strm, so I don't know what's going on now.
Edit: I'm going to try rebuilding the ISO with a dummy Z12.brstm (a copy of 000.brstm renamed) added in and see if it's because the file wasn't originally on the disc. If this is what causes it to work, then I'll know it's a case of the game not playing nice with FPC if the file's not ont he disc originally.
Thanks. I'd tried a minor smashbros_sound.brstm edit, and when I didn't see any changes, I was wondering if I'd done something wrong, or if it was the code.
Hmmm... I'm using BrawlEx (via File Patch Code 3.5.1), and smashbros_sound.brsar claims I've correctly added a new external entry pointing to strm/Z12.brstm (with Z12 pointing to it), but yet when I test it out, Bowser's victory theme is unchanged.
Well, it seems complicated, but it really isn't. I really only use 3DS Max to 'rig' to the mark skeleton and export a .dae that BrawlBox will import properly.
One thing I do do, however, is work on the new mark in its own .brres until it works, so I can export a proper .mdl0. It's a little goofy, but it works.
The idea is for me to expose my flow, even if it's inefficient, so that maybe it could be streamlined for a better tutorial.
Edit: I forgot to mention that this flow I came up with gets everything necessary for the mark, including creation of textures (in both sizes, no less), so you don't have to go back and make them later. Post Merge: June 07, 2016, 08:00:33 AMSo, I've gotten all the images I need to make the full tutorial. The main question now, is should this go into the Tutorials forum, or in this thread?
I've managed to get a workable 'flow' going, so I could probably write up a tutorial, but it's a bit goofy and uses Blender (as I'm more familiar with it) to create the geometry, and then 3DS Max to import the geometry and the bones you need to rig to. It also uses Photoshop (again, 'cause I have it handy) to make the texture from Blender's viewport (again, simply because I find that pretty easy to work with for doing this).
After that, it's a matter of messing with it in BrawlBox until it shows properly in there, where it'll show properly in Brawl itself.
Really, the most elegant solution would be to turn our collective attention to breaking open smashbros_sound.brsar, and find a way to add new banks. Even if the banks added were just dummy entries that we could .sawnd into, I think that would be the best bet.
Not only that, but if we could add new banks, it would also open up the possibility of adding in new .brstm files without a bunch of code hackery.