Are you naming your files "Sheik" as they're supposed to be, or "Shiek" as you've been typing it in this thread? Incorrect filenaming could be why they aren't loading.
If you're loading from usb try playing without any hacks active and see if the problem persists. I'd also reccomend copying from data off the SD card, reformatting it and trying it then.
Were your stages designed to go over the slots you put them on? Do you have the proper stage rel files setup if not? I use the file replacement code so Idk how much I can help with file organization but I'd assume you either have a rel incorrectly named or placed in the wrong section of your filesystem.
I'm not sure why it's happening, but strange texture glitches keep occuring on various model imports I've been trying to use from the vault. The models appear fine in Brawlbox, they all have working preview pics and some of them I even recall using at earlier dates with no issues, so I can't understand why they're having these strange texture issues, all of which seem to be similar (hence the reason I'm clumping them all up into one thread). I'm using an NTSC copy of brawl with the File Patch Code v3.5.1 to replace files with my 2GB SD. I've tried redownloading all of them and the problems persist, I've basically run out of ideas on how to fix them at this point.
Oh, I think I see why this works. Shadow over DK has his articles remapped over spintraces so that Sonic and Shadow's articles both fit in the same file, so it works fine with that PSA but not as well with SDoom's original. Mmmk, I get it now. Cool stuff.
Wouldn't this give the Sonic psa Shadow's articles? That wouldn't fix graphic problems, it would just fix Shadow's problems and dump them all on Sonic...
Just a quick suggestion I've wanted to make for a while, is there anyway we could have the vault list by most recently updated? I find a lot of times people update some of their older models but because they get burried under the many newer releases it's hard to keep track of those that have recieved fixes (better rigs, metal textures and shaders fixed, etc). Anyway, just figured since the vault already keeps track of when things were last updated that it might not be too difficult to implement and if it could be it would be greatly appreciated. Thank you for taking your time to read my suggestion.
@BlackJax96 I'm still using the default result screen pics, so I doubt that's the cause @Mewtwo2000 I've not had a problem with these stages before, and it seems to occur on any stage at pure random.
Thanks for the suggestions regardless though, I'm going to revert some of my changes and see if I can determine what's causing it through process of elimination.
EDIT: I took off the Peach port over Wario and it seemed to resolve the issue, or atleast I didn't encounter it during my time of playing. I still don't understand how it would affect the game without that character being in play though... Unless perhaps some of the codes necessary for the port were causing the issue? Either way, I suppose I'll just stop using it for now. Thanks to everyone who helped.
As the title suggests, I've been getting a silent crash randomly when loading the results screen. I've never had this happen before, and the crash doesn't seem to be character specific either. It almost seems to occur at pure random, though the only things I've added recently before it started occuring were the Peach replacment for Wario and a couple of model imports that have all worked without crashing.
tl;dr: Are there any common causes for a silent crash before the results screen?
I like where this thread went. Anyway, I ended up just vertexing the fur to be nearly invisible. It still sticks out of the body for some reason, but it's barely a pixel in height and width, so it's not noticable in game now. Thanks anyway though for the tips.
Well, I hexed out the vertices amd ended up with no game breaking glitches. However, I still have random pieces of garbage polygons that stick out slightly from his body (thin lines of fur shooting out from his lower half and arms. They aren't noticable during gameplay, so if I can't fix them I won't be too dissatisfied by it, but is there anyway I can remove/make these less visable?
Yeah, the graphical slowdown murdered me when I tried it in game =/ If I did the same method with vert sets, would I achieve a similar result, without slow down? I really need to get rid of all that extra fur and with 30/40 or so of Diddy's polygons being excess fur... it'll be a tedious task to vertex all of it out lol
I've decided to start working on my second vertex, and long story short, I've been having trouble with double patching. The model is Diddy's, trying to double patch to fix his left leg and hand. I double patched other polygons to attempt fixing his eyes and ran into no issues doing so, though now I recieve an error whenever I try to import my new .dae file into 3dsmax. I'm running 3dsmax 9 if that's any help. It recognizes the .dae and asks the usual options, but then crashes before reaching the import name conflicts between the two models. Any help is greatly appreciated, thanks so much for your time.
EDIT: I can import the .DAE when my project isn't loaded, but if I try to import and it is I get the error =/ EDIT2: I managed to save the solo imported model as it's own scene, then merged it with my current project without crash. This workaround should do me for now, though any assistance or answer to why I need to do this in the first place would be greatly appreciated.
Wow, no wonder Dant got fed up with posting here, just reading through the thread makes it look like his progress post was practically ignored =/ That aside, it's wonderful to see some real progress towards the fabled clone engine. I'm assuming Masquerade has been put on hold in place of this, which is fine with such amazing work getting done. I'll be lurking around and keeping up to date with your progress =3 Keep up the amazing stuff.