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31  Help & Tutorials / General Tutorials / Quick and Dirty BrawlEx Cloning! on: February 26, 2015, 05:14:10 PM
So I had made this in the actual BrawlEx thread, but I thought I would put it here. Partly so that others could use it, and partly because then I personally can easily come back and refer to it. Tongue (*Note that it says "Quick and Dirty" and not "Guaranteed to work smoothly"... more than likely some trial and error will happen when you go through the process.)


For this tutorial I am using the Project M D.I.Y. files. Also I do not use Dolphin, so I have no idea if this works for it. It should, but no guarantees. Tongue

Cloning Process


1. This is what the tool should look like when you open up the folder.


2. Add a clone, and you will see that it added the necissary files to the BrawlEx directory. It also added the slot in the CSSRoster.dat



3. Change the name of the clone to the desired name. In this case I changed it to BlackKnight.
Then make a new folder /pf/fighter/blackknight/ Inside of that put the required files. Rename them to fitBlackKnight... I screwed up and forgot to capitalize the 'K' in the picture. The name should stay the same for all files.


4. Edit the module. You will need to copy the ft_ganonBX file into the module folder, and rename it to ft_blackknight. Then open it in module editor and change the 14 to 41 in section8. This is changing it from Ganon's ID to the new clones ID.
You should now have a working clone.


Cosmetic Process


1. Open common5.pac. (Note that DIY uses common5 instead of sc_selcharacter_en. Normally you would use that.)
Go to sc_selcharacter_en > char_bust_text_lz77 and create a new BRResource Pack. This will be where you put the clone portraits.


2. Change the FileIndex of the new MiscData[] from 0 to 110.  Why 110? I know there is a reason, but I can't quite think of it from the top of my head... something about not interfering with other files or something. For all consecutive clones you would just add 1. So 110, 111, 112, etc...


3. Add the CSP portraits for you character. Compress them to CMPR instead of C18. Be sure to name them MenSelchrFaceB.###1, MenSelchrFaceB.###2, MenSelchrFaceB.###3, etc... Replace the ### with the same FileIndex number as the MiscData. So MenSelchrFaceB.1101. (This 110 number is important. Remember it!)


4. Now go to sc_selcharacter_en > MiscData[70]. Add your two new textures for the CSS name and icon. Be sure to name them MenSelchrChrFace.0### and MenSelchrChrNmS.0###.



5. Now go to sc_selcharacter_en > MiscData[30] and add your CSP Name file. Be sure to name it MenSelchrChrNm.###1.


6. Now to make the names and icon appear on screen you must follow these steps (taken from this tutorial):

sc_selcharacter.pacMiscData[30]AnmTexPat(NW4R)
SelchrCname4_TopN__0
 Card010Texture0 +New Entry (FrameIndex=1101 Texture=MenSelchrChrNm.1101)
  Card011Texture0 +New Entry (FrameIndex=1101 Texture=MenSelchrChrNm.1101)
 (FrameCount = 1111)aka(+10)

sc_selcharacter.pacMiscData[30]AnmTexPat(NW4R)MenSelchrFaceA_TopN__0
 Face02Texture0 +New Entry (FrameIndex=1101 Texture=MenSelchrChrFace.110)
  Face06Texture0 +New Entry (FrameIndex=1101 Texture=MenSelchrChrNmS.110)
  (FrameCount = 1111)aka(+10)

  (export MenSelchrFaceA_TopN__0 and replace MenSelchrFaceB_TopN__0 through MenSelchrFaceI_TopN__0)

Follow the directory paths given and add new entries at the end where they tell you. Also be sure to name the properly.


7. IMPORTANT! Without this step nothing you have done will matter. Find the Cosmetic##.dat config file for your clone. In this case Cosmetic41 and open it in a hex editor. The editor I use is called HxD. Also pull out your calculator and change it's setting to programmer. If you put 110 into the calculator and convert it to Hex you get 6E. Use the calculator to convert any future numbers like; 112 = 70 or 124 = 7C.
Now in the hex editor change 1st value in the second row to that new hex number. This will change it from searching for Ganon's files to all files associated with 110. Save that file!


8. Add BPs. Get some InfFace.pac files and rename them to InfFace1101 and so forth. Inside of them replace the textures with the desired BPs, rename the numbers to the clone ID, and save.
(*note that I haven't changed the names in the picture. They should say 1101 instead of 191.)



9. Now add the MenSelchrFaceB###0 file. It is the same basic process as the BPs, but instead of seperate files they are all in one. Replace what you need. These ones line up with the CSPs in char_bust_text_lz77. Be sure to rename them so that they have your clone ID of 110. So MenSelchrFaceB.1101, MenSelchrFaceB.1102, ect...


For me, getting the BPs, CSPs, and costumes to all line up is a pain. I know that certain ones go together, but I usually just trial and error fix it after I have everything there. Just some image replacing. Nothing too strenuous.

I hope this helps. If you see an issue in it, please tell me and I'll edit it.

Post Merge: February 26, 2015, 05:22:15 PM
I get done writing this, and then suddenly my Clone tool decides to stop working... Wow. I guess I will have to add clones the long way. Tongue
32  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 26, 2015, 04:53:09 PM
Alright. I got everything mostly working. The only thing not working now is the BPs for some odd reason... They only seem to load the single first BP for all of the clones costumes. How I fixed my random name issues? I referred to this thread.
I have also updated that little tut with the info I used to fix it. I needed to go into the MiscData[30]/AnmTexPat(NW4R/ area and add things there.  Tongue
33  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 26, 2015, 01:59:08 PM
OHHHHH!! Ok. Yeah so not concerning the images... You haven't gotten there yet... K. That's the part I'm not figuring out right now.
Here is what the fighter folder should look like, with all of the required files.
Don't forget the Dark and Spy files. I know some people don't use them, but I prefer to have everything there. Tongue

I'm still looking into the results screen crash issue that I am having. Also the reasoning for random names on the CSS.

Post Merge: February 26, 2015, 02:15:14 PM
Fixed my freeze at results screen. You need to make sure to renumber the files in MenSelchrFaceB1100. I updated the tutorial to include this info.

Now I just need to figure out why it shows up as random on the CSS...
34  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 26, 2015, 01:08:33 PM
Alright I followed your instructions on adding the clone to see if it worked, and didn't have any problems on the CSS. Now when I go to the SSS and select a stage  it looks like its loading but it never actually loads.

Other than that, It looks like the clone worked. I didn't realized that it automatically created a slot on the CSS and that was probably what the problem was.
So wait... you followed my instructions and it worked... but I followed my instructions and it didn't work... WTF?! Like all your images and names showed up properly on the CSS? Interesting...

As far as your crash after SSS. That means you are missing files in the fighter folder, or files are not named properly. The game is trying to load something that it can't find, so it just sits there. If you have all the correct files and names, and it still doesn't work, double check to make sure you have the module how it should be.
35  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 25, 2015, 09:04:09 PM
Ok I started over with a new completely new download of D.I.Y. and for some reason when using the Brawl Configure Unity tool to change the character select screen theres already an extra character configured(the ID I believe is 41). I checked the module and I found "sora_menu_" files in there, could that be causing the problem. Believe it or not I actually have 9 siblings and they picked out 7-8 diffrent characters to use. I  wanted to add them all one at a time, but I cant get one of them to work.

Since there was already a Slot configured I thought I could add him using the extra slot already there without adding the images for the CSS, but it still froze on the character select screen. I'm using the tools from the first page and using a tutorial I found on YouTube as a step by step to add the character. I also wanted to know if it could be the PSA I'm using thats causing the game to freeze.

The PSA shouldn't make it freeze at the CSS... The "sora_menu_" files should be there...
I just downloaded DIY myself to check the files. You are making sure to create a new clone with ID 41, yes? 3F and 40 are for Roy and Mewtwo who are already set up.

Ah! I think I know. I'm going through the process myself using the tool. Module. Are you making sure to add the ft_ganonBX file into the module folder? If you don't add and edit that, then it won't work. The tool doesn't seem to add that file automatically. So you will have to edit and add the module yourself.

Here's a mini tutorial for you that I just threw together. (This does not cover images, it only adds a clone.)

1. This is what the tool should look like when you open up the folder.

2. Add a clone, and you will see that it added the necissary files to the BrawlEx directory. It also added the slot in the CSSRoster.dat


3. Change the name of the clone to the desired name. In this case I changed it to BlackKnight.
Then make a new folder /pf/fighter/blackknight/ Inside of that put the required files. Rename them to fitBlackKnight... I screwed up and forgot to capitalize the 'K' in the picture. The name should stay the same for all files.

4. Edit the module. You will need to copy the ft_ganonBX file into the module folder, and rename it to ft_blackknight. Then open it in module editor and change the 14 to 41 in section8. This is changing it from Ganon's ID to the new clones ID.
You should now have a working clone.

Please note that I haven't tested this, so it is all theoretical. Tongue

Post Merge: February 25, 2015, 10:09:06 PM
Alright. I went ahead and made a mini tutorial on the images too. That way there is no confusion. Yet again. Not tested. I will test it later and edit something if it doesn't work for some reason. (It should work Wink)
1. Open common5.pac. (Note that DIY uses common5 instead of sc_selcharacter_en. Normally you would use that.)
Go to sc_selcharacter_en > char_bust_text_lz77 and create a new BRResource Pack. This will be where you put the clone portraits.

2. Change the FileIndex of the new MiscData[] from 0 to 110.  Why 110? I know there is a reason, but I can't quite think of it from the top of my head... something about not interfering with other files or something. For all consecutive clones you would just add 1. So 110, 111, 112, etc...

3. Add the CSP portraits for you character. Compress them to CMPR instead of C18. Be sure to name them MenSelchrFaceB.###1, MenSelchrFaceB.###2, MenSelchrFaceB.###3, etc... Replace the ### with the same FileIndex number as the MiscData. So MenSelchrFaceB.1101. (This 110 number is important. Remember it!)

4. Now go to sc_selcharacter_en > MiscData[70]. Add your two new textures for the CSS name and icon. Be sure to name them MenSelchrChrFace.0### and MenSelchrChrNmS.0###.


5. Now go to sc_selcharacter_en > MiscData[30] and add your CSP Name file. Be sure to name it MenSelchrChrNm.###1.

5.5. Now to make the names and icon appear on screen you must follow these steps:

sc_selcharacter.pac\MiscData[30]\AnmTexPat(NW4R)\nSelchrCname4_TopN__0\
  Card010\Texture0\ +New Entry (FrameIndex=1101 Texture=MenSelchrChrNm.1101)
  Card011\Texture0\ +New Entry (FrameIndex=1101 Texture=MenSelchrChrNm.1101)
  (FrameCount = 1111)aka(+10)

sc_selcharacter.pac\MiscData[30]\AnmTexPat(NW4R)\MenSelchrFaceA_TopN__0\
  Face02\Texture0\ +New Entry (FrameIndex=1101 Texture=MenSelchrChrFace.110)
  Face06\Texture0\ +New Entry (FrameIndex=1101 Texture=MenSelchrChrNmS.110)
  (FrameCount = 1111)aka(+10)
  (export MenSelchrFaceA_TopN__0 and replace MenSelchrFaceB_TopN__0 through MenSelchrFaceI_TopN__0)

Follow the directory paths given and add new entries at the end where they tell you. Also be sure to name the properly.

6. IMPORTANT! Without this step nothing you have done will matter. Find the Cosmetic##.dat config file for your clone. In this case Cosmetic41 and open it in a hex editor. The editor I use is called HxD. Also pull out your calculator and change it's setting to programmer. If you put 110 into the calculator and convert it to Hex you get 6E. Use the calculator to convert any future numbers like; 112 = 70 or 124 = 7C.
Now in the hex editor change 1st value in the second row to that new hex number. This will change it from searching for Ganon's files to all files associated with 110. Save that file!

7. Add BPs. Get some InfFace.pac files and rename them to InfFace1101 and so forth. Inside of them replace the textures with the desired BPs and save.


8. Now add the MenSelchrFaceB###0 file. It is the same basic process as the BPs, but instead of seperate files they are all in one. Replace what you need. These ones line up with the CSPs in char_bust_text_lz77. Be sure to rename them so that they have your clone ID of 110. So MenSelchrFaceB.1101, MenSelchrFaceB.1102, ect...


For me, getting the BPs, CSPs, and costumes to all line up is a pain. I know that certain ones go together, but I usually just trial and error fix it after I have everything there. Just some image replacing. Nothing too strenuous.

I hope this helps. I'm going to try it out now. I'll make revisions to this tut if necessary after.

Post Merge: February 26, 2015, 12:13:57 AM
The cloning part worked... But the cosmetics didn't. My tutorial is a little off. I think I did something wrong in step 6. Changing the 14 to 6E didn't seem to do anything. Can anyone help me out on this? I can't seem to remember. Tongue Which config, and what value is changed?

Post Merge: February 26, 2015, 10:44:24 AM
Alright! So I wrote/edited the tutorial a little bit. Only for this to be the result!

CSPs adn BPs work, but the icon and names all say Random.
The game also crashes after battle when going to the results screen. This has happened to me in the past and I'm not sure why.
If anyone else can see where I've gone wrong, please inform me. This is rather annoying... I think I had this same issue like 2 months ago, and no one addressed it then either. Help would be appreciated.
36  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 25, 2015, 01:22:15 PM
Ok I tried adding a Black Knight PSA to D.I.Y. but when I tested it his CSS was in random places on the CSS and the game froze seconds after loading it.
CSS in random places?... So like the image was over multiple characters, or did it just appear more than one time? If you just add a single clone it should just add it to the end of the roster after random... Are you using a tool to add the clone, or are you doing it by hand?

In that situation I personally, because you only are working with 1 clone, would just start the process over again. Get a fresh download of DIY and first test to see if that works. If that works then just add the clone, but don't worry about any of it's images. So instead of looking like the Black Knight on the CSS it would just look like another Ganondorf clone. Test to see if all the clone files work. If that works, then worry about changing all the images.

That is what I do to save me the trouble of bug fixing later. Trust me. I've learned the hard way. Don't try and add 20+ clones at a time and expect it to work... I tried that once. Spent hours getting it all ready, only for it to crash at the CSS. Check it one step at a time so that you don't have to worry trying to find that 1 thing out of 1000 different variables that causes it to crash! Tongue
37  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: February 24, 2015, 11:47:27 PM
Its not so much that I don't know who to add but, its that when i try it doesn't work at all. So if I read what you said correctly if I(for example) download D.I.Y. I can add characters to it and it will be the same as playing PM?
Yes. I believe that DIY and Unbound only have working versions available for v3.02. They will work for what you need for now. I know the DIY team is in the process of decoding PMv3.5 right now.
Note that each of these are not actually PM itself. You can't use BrawlEx with the original files from Project M. These are just BrawlEx packs that are made to function like PM. It more than likely won't be as smooth as vanilla PM, but for the casual gamer you won't be able to tell the difference. (Unless your like me and play competitively Tongue then you notice)
38  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: February 19, 2015, 11:26:15 AM
I have 3ds Max right now, but would it be better to try and use Maya? What software do you guys prefer?
39  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: February 19, 2015, 09:17:54 AM
KJP's already been animating via 3DSMax or Maya, I do believe.
That's encouraging to hear. Now I just need to figure out how. Tongue
40  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: February 18, 2015, 08:18:15 PM
Who here thinks people would benefit by having a thread full of videos on animation concepts that can be applied to Brawl Mods?
It wouldn't hurt. I'm definitely not opposed to it. I know for me personally I know how to go about animation editing in BBox for the most part, but I'm interested and curious if it's possible to animate in a program outside of that and import it. I know for me a personal goal would be to make a full on new character. Custom model and bone structure. So that means a custom PSA as well. That would be my ultimate goal, considering that that's the kind of stuff I want to try and be doing for a career someday. Why not start here for a little practice?
41  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: February 18, 2015, 03:42:42 PM
This wasn't incredibly necessary. There's most certainly a better way to word it.
I think it was necessary. It makes sense. I always like when people are completely honest, sometimes even brutally honest. I would agree with the fact that people need to put more time into their work, and ask for critique from other people. That's why I haven't posted anything to the vault lately. Yeah I have a bunch of stuff that I have worked on like texture or vertex things, but I know no one would want to download it, so why add a bunch of recolors of some hack? There's no point in giving unfinished or unpolished work to the public.

~video
This is super inspiring for me! This just makes me want to learn how to animate more. I better get started ASAP! Cheesy
Now I just need to figure out 3ds Max...
42  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 12, 2015, 12:20:49 PM
Lol that's awesome! Except that would probably totally throw me off. Tongue I see Marth, but no, it's Ike! What is going on? I feel like I could definitely troll my friends with that if I don't tell them about it... What makes it greater is that I main Marth in PM. Smiley
43  Super Smash Bros. Brawl Hacking / Project Concepts / Re: VOCALOID/UTAU Imports on: February 10, 2015, 01:45:32 PM
I like this... I think I might follow this thread... I don't know how I could help though. Tongue
but what I do know is that I'm not seeing enough Luka love in the OP. Smiley It's not like she is my waifu or anything...
I would love to see a new model for her imported!
44  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 05, 2015, 09:35:33 PM
so many sm4sh mods all the way, welp, Ashley was the only character I was interested about from sm4sh so now that shes done, I can go back to what really matters: animu and mangos imports

lol yes. A while ago you had had the picture of her for your sig and profile image, but you never released a hack with her. When normally what you have in one of those two pictures is one of your most recent works. I'm glad you are working on this. Tongue
45  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Any CLEAR tutorials out there on making a Brawl CHARACTER> on: February 04, 2015, 01:57:13 PM
I honestly don't think there is such a master tutorial created... It would be awesome if there was one though. You just have to search the tutorials for everything separately. I would suggest that you go about it in this order: Model, Texture, and the A/A to finish it off. Tongue

Post Merge: February 04, 2015, 01:57:54 PM
And SFX if you are really ambitious...
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