This in the resources here: http://www.lakora.us/rel/ is supposed to "For porting stages and characters."
So, I was wondering how to .rel port characters to replace other character slots, since I don't like characters like Wario, but I want a character like Ghirahim to replace him, without having to use a program like BrawlEx. Post Merge: January 01, 2015, 11:38:33 AMThat, and I want Wario completely GONE, as I don't want him to be selected if I choose "Random" for character select.
*Please move this or tell me to move it if it's on the wrong board.*
So I was extremely disappointed just now when I found out that Brawl replays aren't video files. And I found out that lots of people don't like this, and it could be useful to record PSAs, or in-game HUD, so I had an idea: Would it be possible(I know that the second way would be possible if the emulator can play replays in the Brawl ISO) to do one of these two things below to be able to convert the replay to a video file?
1) If the replay is on the Wii, to code something to put on your SD card that will screencapture from your SD and put it on your SD?
2) (The more likely possible one)To have the replay on your SD card transferred to your computer, put in the temp directory of the C drive, along with a modified Brawl ISO(So that only the Replays section actually has anything in it) and Dolphin, and have a program with a code to auto-open the ISO in Dolphin, auto-click "Play" and auto-record the screen to a video?(For this, I would be able to do it, but it would take a long time)
StarStack is a PAL user, and he's been having diffiulty with stages on the vault, having them freeze his Wii. Are some stages incompatible with PAL users, or is there another explanation?
I was just curious; everyone says that Project M, Brawl Minus, Brawl Plus, Hackless Brawl, and any other types are different; I'm curious what the difference is, since I don't seem to run into any issues when using Project M or normal Brawl models for my characters. So what's the difference with all of these types?
Post Merge: September 08, 2014, 04:45:03 PM(Answeing the question may be able to help me make my mods compatible with any user.)
1) Creating Alpha(Transparency): In MS Paint, you can make a solid color(using the filler pain can thing; green is usually best; just make sure that it's a color that's very different from any of the colors in the picture) of where you want the alpha to be. Alpha is when there is transparency in the texture, and it doesn't have to be full transparency. You can then open that up in Color Quantizer, replace that color with transparency of your desire, and save it.(Note that you have to save it as a .png though, or else it won't have the transparency.)
2) Replacing parts of a texture with another texture by way of "Shadows": First, copy your texture that you want having a new texture in it. Then, in MS Paint, you can make an outline, using the pencil or line segment function, of where you want to change the texture to a different texture(make sure that it's a thin line, a color that's very different from any of the colors in the picture; for good measure, you can also make a rectangle of a solid color somewhere away from the line that you made; this will help to isolate that color). You can also use this tactic for isolating a part of a picture and pasting it somewhere else. Anyways, the next step is to open Color Quantizer, open up that texture copy with the line segments, and where it says the number of colors as mentioned in the tutorial, change it to a low number that only the outline will still remain identical and the rest will be blurry; if you type in "8", that's usually a good number. Next, "Replace" each color that ISN'T the outline with one color, and leave the outline as that color, or make it a different color(As long as it's not the same color as the rest). Now save, and you should have the outline(and squares that you can easily get rid of, if you followed this step). Open up the file that you created and save it as another file, as when it's created, it bugs when you try to edit because of max numbers of colors; so save it as another file. This is CRUCIAL. Now, you can use the paint bucket to just fill in the outside with a color that is different than any in the original texture, and the inside with the color white.(It MUST be PURE white.) Then, copy the whole texture; open up the original texture(not the copy) and paste it, but don't click anything else yet. It should look like the thing you just created earlier, which I like to call a "Shadow", because it really very does resemble a shadow. The final step is to uncheck the "Draw Opaque" button and you should have part of the texture isolated; you can then copy THIS(it's smart to save it first) and paste it onto the texture that you wanted to add, and save that. You then have both textures integrated.
If anyone has any questions, feel free to ask!
Here are some in-game examples(And one out-of-game example) of using this tutorial to create CSPs: These are the results in-game of some of them(These are all of the CSPs that I made that I'm currently using in my Dolphin build, because that way, I could quickly take in-game screenshots to show what they look like in-game)
Click the image, and then when you're in imgur, click the image again, to Enlarge
Now, what the actual portraits look like, here's an example:
Note that in-game, it's more blended and less sharp on the color changes, making it more high-quality.
Here's a list of which ones of these were ONLY recolors of existing portraits(Including other people's CSPs):
Mario Ghirahim(Marth) Project M's Mr. L Diddy Kong Zant(Falco) Project M's Armored Mewtwo(Lucario) Smash 3 Sonic Project M's Unmasked Man Lucas
Here's a list of which ones of these were recolors of portraits that I made myself by looking up a render of a character on Google Images, and then cropping/resizing the picture, WITHOUT any further edits other than recoloration:
Link(The first 5) Kirby(All but the first one) Robin(Marth) Luigi Knuckle Joe(Ness; The first 5)
Here's a list of which ones of these were recolors of portraits that I made myself by looking up a render of a character on Google Images, and then cropping/resizing the picture, WITH further edits other than recoloration:
Link(Dark Link) Kirby(Dark Kirby) Knuckle Joe(Ness; Mr. Saturn Knuckle Joe)
1)This tutorial is for using polygons to make new meshes, so to do this easier, it would be smart to choose a vertex that has a simple shape, so you can easily tell how the dots connect. I have examples of good ones(including the MDL0 offsets) to use below in the second spoiler. 2)The tutorial accidentally forgot to say that when you export the vertex from the vertices folder, you MUST name it "Vertex.ddf", or else Das Donkey's Vertex Box won't recognize it to convert. 3)When in Blender, after importing the .3ds, do steps 4-9 below. Note: For steps 4 and 5, you can use http://www.models-resource.com/ to import the model, instead of BRRES Viewer. 4)Open up the character.pac that has the vertex you're editing with BRRES Viewer, and export the model as a .psk. 5)Import the .psk into Blender, and then delete the parts of the model that aren't the vertex you're using, so that you're left with the one vertex that you're editing. Note: Step 6 is not required, but it greatly reduces time and confusion. 6)Resize the object that isn't dots(the .psk/models-resource.com model) to match the dots and position it next to it, with the correct rotation. This allows you to associate the dots with the shape much easier. 7)Now comes the part with your custom model or import(If it's a full character, it would have to be made up of separate parts, like knees being different objects than feet, etc.) Import your custom model into Blender, positioning the model on the other side of the dots(The side that isn't the solid polygon; make sure that it's a specific number you can remember away from being directly over the dots[Like, for example, if they were identical clones, the second clone would be invisible and then transformed, or moved, 10.0 on the X-axis]), and resize it to exactly the proper proportions to the vertex you're editing.(For example, if I were to vertex a Bowser statue full-size out of a sphere the size of Meta Knight, I would resize it to be a lot larger than the vertex being edited) 8 )Now comes the tricky part; transform(move) the vertex points to the locations(as exact as you can get them) on the new model, while retaining the edges, so that you don't have unplanned stretching from vertices or anything(Like if you were to shape a sphere into a cube, you would make sure to do it that way) 9)The number you remember in step 7 is for this; move the dots as a whole(without changing their positions in relation to each other) back where they originally were by moving them that exact number over.(In reverse, so the opposite, i.e. negative becomes positive, positive becomes negative) 10)After replacing the MDL0 with the new object, you can go to the objects folder, and export the object.(If you have an older BrawlBox, you won't have a preview, so you can figure out which polygon it is by previewing the model, and the left panel, expand it, unselect all, then check each one to figure out if it's the correct one.) 11)Repeat the previous steps for each object you're making.(Characters would need many, and if you run out of vertices for any objects, you may need to use something with a higher number, or make multiple objects.) 12)When you're done exporting all the objects you created, you can then open up a character and in the objects folder, you can "Replace" each object with yours.(Captain Falcon is one of the good characters to do this with, as he has many objects.) 13)The UVs should now be stretched differently after the vertex hack, and if you want to replace some textures in a single object, just do it in Paint. 14)Now save the .pac/.pcs, and you are now done!
This spoiler here is for step 1 inside the first spoiler.
MetaKnight:Polygon4-Shaped like a perfect sphere, has many vertices, but small enough to be able to see the shape; MDL0 offset[-165728] MetaKnight:Polygon5-Shaped kind of like a bat-shaped curved surface, has a medium amount of vertices; MDL0 offset[-169536] MetaKnight:Polygon16-Shaped like a curved surface, has a small number of vertices; MDL0 offset[-196384] Toon Link:Polygon1-Shaped like a curved surface, I believe it has many vertices, but small enough to be able to see the shape; MDL0 offset[-142368] Toon Link:Polygon8-Shaped like a curved surface, I believe it has a small number of vertices; MDL0 offset[-154592] Zako Ball:Polygon0-Shaped like a perfect dome, or hemisphere, has many vertices, but small enough to be able to see the shape; MDL0 offset[-44736]
Method 2: Iwvi and I are still testing whether or not you can rig in Blender, email it to someone who has 3DS Max(like Iwvi, for example) and then they can just export it from there without having to rig it or anything. If this works, I will tell how by editing it into my main post here.