I copied every single file from cbliss and i removed my costumes so i now have the default ones plus the filler pack. I'm still getting freezes but a lot less than before, like 1 out of 10 matches, maybe that's because i need ALL 00 to 09 pcs and pac files? even tough i don't have the 00 ones and they still show up
aah i see. But some of the costumes i use only have a pcs file, so if i copy the files as you said, the pcs will be the costume i already have, but the pac will be a different costume, does that work or should i copy both pcs and pac from your filler pack?
i now have mario, donkey kong, link and samus with 10 costumes and their own csp's. Since i don't have all the csp's or 10 costumes for the rest of the characters i only tested this with the characters mentioned earlier. It works fine sometimes, but most of the time as soon as i choose a stage the game gets darker and shows the "ready to fight" but stops working (still can go back to the wii menu if i press the home button). Does this happen to anyone else? is it something common?
haven't found that command you mention yet, but i found two commands: article event and model event, and they have the option of model/article id, and an animation id, so i could just change the article in the animation but i don't know the id of the animation
i swapped link's arrow with wolf's laser, inside the model data there was an animation that makes the laser spin, but the animation didn't work, so i checked on smash attacks and found a sub action called article event and it says article id and animation id, so i already know the article's id is 01, but how can i know what's the animation's id?
1) there is a code called independent pokemon engine, which makes 4 slots: 1 for the normal pkmn trainer, and one for each pokemon individually
2) Only if you don't have a backup of your CSPs. Inside the common5 file there's a file called sc_selcharacter_en, this is the css, and inside it there's a file called char_bust_tex_lz77, this is where all your CSPs are stored, so if you download a new css, just export your char_bust_tex_lz77 file, go to your new css and replace it
i couldn't make it work, i decided to make an animation in which zero's hand disappears so it almost looks like his zero buster. now the only problem is the laser he shoots is always facing backwards, i've tried rotating it with brawl box but it didn't work. Then i tried samus' laser instead, but that one just shows up as a long line of blue stuff, so i went back to wolf's laser.
How can i modify an article's size, rotation and position?
i got a zero model for link, and in the motionetc file the arrow is replaced by the zero buster, i tried this and it works and the zero buster shows up and shoots a ray gun's laser instead of showing the bow and arrow. Now i'm doing my own zero psa, and i replaced the arrow with wolf's laser, it worked (the laser looks backwards so i have to turn it 180 degrees but i don't know how to do that yet), so then i took the zero buster model from the motionetc.pac file and replaced it over the bow in the one i'm doing, but now the game freezes, and i don't know why In project smash attacks i use generate article to make the buster and laser appear. In the original zero psa they didn't use generate article and still the buster shows up over zero's arm
im doing an animation using 2D models, so i put a model in a certain area of the stage, after 7 frames i make the model's X scale become 0 so it won't be visible, then in that 7th frame i place the next model in the same position as the other one, and so on... so the animation looks fluid, but after someone uses a final smash it gets a bit messed up. so i wonder if there's a better way to do this animation, maybe some way to make one single model change textures after a certain amount of frames but i'm not sure if that can be done?
I fixed it. It seems the textures were not the same size as the ones the model originally used. so to fix this i opened the original textures with photoshop, then i pasted my texture over that, then deleted the original. Thanks anyway.