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1  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Community Support on: May 01, 2021, 05:08:10 PM
Broken link "Hidan Version 2-Storm 3 Version": http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36138
New link: https://www.mediafire.com/file/oie15a242znibfs/Hidan_v2.rar/file
2  Help & Tutorials / Vertex Tutorials / Re: Quick and easy vectorized STGRESULT.pac franchise icons on: April 23, 2021, 09:19:12 PM
Added a section about using Adobe Illustrator. Finally figured out how to export an .ai from there into 3ds Max.
3  Help & Tutorials / Vertex Tutorials / Quick and easy vectorized STGRESULT.pac franchise icons on: April 18, 2021, 01:12:05 PM
Upon request, I have been asked to make this a dedicated tutorial. Vectors scale better than rasterized images. An even simpler, although worse looking, method can be found here that uses images to display franchise icons: Textured Results Screen Franchise Icons with Improved Shader

I think I found a way to quickly get decent looking custom franchise icons for the results screen, even for complex shapes. This method uses Brawlbox, 3ds Max and Photoshop / Illustrator to convert an image to vectors. I will also assume you have basic understanding on how to use the mentioned programs. It's fairly simple once you get the hang of it. I think the example shown below took 10 minutes to make. This method is a compromise between making optimized vectors and the simplicity of images.



In Brawlbox (this part only needs to be done once to obtain reference files):
1. Export a stock franchise icon model from STGRESULT.pac as .dae to use as a reference.
2. Export the material, shader, and color sequence (CLR) of that stock franchise icon.

In Adobe Photoshop (Skip this section if you have a .svg file and Adobe Illustrator):
1. Import your new franchise icon image (easiest with a mono-color franchise icon on a mono-color or transparent background).
2. Select the relevant parts of the franchise icon to identify it from the background. One method is to use the quick selection tool. Refine edges if needed.
3. Right-click selection -> Make work path -> set the tolerance to 1.0 (adjust if needed) -> OK
4. File -> Export -> Paths to Illustrator -> Save the resultant .ai file

If you have Adobe Illustrator and a .svg file:
1. Open your .svg
2. Save as a .ai file.
3. Set the version to Illustrator 8. This is the latest version compatible with 3ds Max, as far as I can tell.

In 3ds Max:
1. Import the reference .dae
2. Import the .ai file. It will become an editable spline.
3. Rotate and move the spline so it overlaps the reference and is centered on all axes.
4. Scale the spline to match the size of the reference. May need to be larger, see asterisk at the end.
5. Add a "Turn to poly" modifier to the spline and limit the polygon size to 3 for triangulated polygons.
6. (Optional) Add a "ProOptimizer" modifier to reduce the number of vertices if needed. Keep in mind that this can oversimplify the shape of your franchise icon if overdone.
7. Use the compact material editor to apply the material of the reference to the new franchise icon.
8. Add a "Skin" modifier that includes all bones. Weigh all vertices completely to "mark4".
9. Select your new finished franchise icon and export the selection as .dae

In Brawlbox:
1. Use the existing MDLO and CLR filename structure to import/replace your created .dae. If adding a franchise icon rather than replacing one, import the CLR file and give it the same name.
2. Replace the material and shader of the imported .dae with the reference material and shader.
3. Set the imported .dae object's Draw Pass to XLU, Draw Priority to 251, and uncheck "Doesn't matter" for Draw Priority.
4. Save and test in game.

*If your icon is too small, I manually scaled mine to the proper size. If you need to rescale, unfortunately you must delete the skin modifer, rescale, then return to step 8 of the 3ds Max portion. The resultant file can be used as the new reference in the future for properly sizing the franchise icon.

Examples: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=220285
4  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: April 18, 2021, 02:40:00 AM
Although not directly related to Brawlex, custom franchise icons are often used with it so I should update my findings here.

I think I found a way to quickly get decent looking custom franchise icons for the results screen, even for complex shapes. This method uses Brawlbox, 3ds Max and Photoshop / Illustrator to convert an image to vectors. I will also assume you have basic understanding on how to use the mentioned programs. It's fairly simple once you get the hang of it. I think the example shown below took 10 minutes to make. This method is a compromise between making optimized vectors and the simplicity of images.



In Brawlbox (this part only needs to be done once to obtain reference files):
1. Export a stock franchise icon model from STGRESULT.pac as .dae to use as a reference.
2. Export the material, shader, and color sequence (CLR) of that stock franchise icon.

In Adobe Photoshop (Skip this section if you have a .svg file and Adobe Illustrator):
1. Import your new franchise icon image (easiest with a mono-color franchise icon on a mono-color or transparent background).
2. Select the relevant parts of the franchise icon to identify it from the background. One method is to use the quick selection tool. Refine edges if needed.
3. Right-click selection -> Make work path -> set the tolerance to 1.0 (adjust if needed) -> OK
4. File -> Export -> Paths to Illustrator -> Save the resultant .ai file

If you have Adobe Illustrator and a .svg file:
1. Open your .svg
2. Save as a .ai file.
3. Set the version to Illustrator 8. This is the latest version compatible with 3ds Max, as far as I can tell.

In 3ds Max:
1. Import the reference .dae
2. Import the .ai file. It will become an editable spline.
3. Rotate and move the spline so it overlaps the reference and is centered on all axes.
4. Scale the spline to match the size of the reference. May need to be larger, see asterisk at the end.
5. Add a "Turn to poly" modifier to the spline and limit the polygon size to 3 for triangulated polygons.
6. (Optional) Add a "ProOptimizer" modifier to reduce the number of vertices if needed. Keep in mind that this can oversimplify the shape of your franchise icon if overdone.
7. Use the compact material editor to apply the material of the reference to the new franchise icon.
8. Add a "Skin" modifier that includes all bones. Weigh all vertices completely to "mark4".
9. Select your new finished franchise icon and export the selection as .dae

In Brawlbox:
1. Use the existing MDLO and CLR filename structure to import/replace your created .dae. If adding a franchise icon rather than replacing one, import the CLR file and give it the same name.
2. Replace the material and shader of the imported .dae with the reference material and shader.
3. Set the imported .dae object's Draw Pass to XLU, Draw Priority to 251, and uncheck "Doesn't matter" for Draw Priority.
4. Save and test in game.

*If your icon is too small, I manually scaled mine to the proper size. If you need to rescale, unfortunately you must delete the skin modifer, rescale, then return to step 8 of the 3ds Max portion. The resultant file can be used as the new reference in the future for properly sizing the franchise icon.

Examples: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=220285
5  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: Custom Marks? Sure! on: April 18, 2021, 02:34:35 AM
I think I found a way to quickly get decent looking custom franchise icons for the results screen, even for complex shapes. This method uses Brawlbox, 3ds Max and Photoshop / Illustrator to convert an image to vectors. I will also assume you have basic understanding on how to use the mentioned programs. It's fairly simple once you get the hang of it. I think the example shown below took 10 minutes to make. This method is a compromise between making optimized vectors and the simplicity of images.



In Brawlbox (this part only needs to be done once to obtain reference files):
1. Export a stock franchise icon model from STGRESULT.pac as .dae to use as a reference.
2. Export the material, shader, and color sequence (CLR) of that stock franchise icon.

In Adobe Photoshop (Skip this section if you have a .svg file and Adobe Illustrator):
1. Import your new franchise icon image (easiest with a mono-color franchise icon on a mono-color or transparent background).
2. Select the relevant parts of the franchise icon to identify it from the background. One method is to use the quick selection tool. Refine edges if needed.
3. Right-click selection -> Make work path -> set the tolerance to 1.0 (adjust if needed) -> OK
4. File -> Export -> Paths to Illustrator -> Save the resultant .ai file

If you have Adobe Illustrator and a .svg file:
1. Open your .svg
2. Save as a .ai file.
3. Set the version to Illustrator 8. This is the latest version compatible with 3ds Max, as far as I can tell.

In 3ds Max:
1. Import the reference .dae
2. Import the .ai file. It will become an editable spline.
3. Rotate and move the spline so it overlaps the reference and is centered on all axes.
4. Scale the spline to match the size of the reference. May need to be larger, see asterisk at the end.
5. Add a "Turn to poly" modifier to the spline and limit the polygon size to 3 for triangulated polygons.
6. (Optional) Add a "ProOptimizer" modifier to reduce the number of vertices if needed. Keep in mind that this can oversimplify the shape of your franchise icon if overdone.
7. Use the compact material editor to apply the material of the reference to the new franchise icon.
8. Add a "Skin" modifier that includes all bones. Weigh all vertices completely to "mark4".
9. Select your new finished franchise icon and export the selection as .dae

In Brawlbox:
1. Use the existing MDLO and CLR filename structure to import/replace your created .dae. If adding a franchise icon rather than replacing one, import the CLR file and give it the same name.
2. Replace the material and shader of the imported .dae with the reference material and shader.
3. Set the imported .dae object's Draw Pass to XLU, Draw Priority to 251, and uncheck "Doesn't matter" for Draw Priority.
4. Save and test in game.

*If your icon is too small, I manually scaled mine to the proper size. If you need to rescale, unfortunately you must delete the skin modifer, rescale, then return to step 8 of the 3ds Max portion. The resultant file can be used as the new reference in the future for properly sizing the franchise icon.

Examples: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=220285
6  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: August 02, 2020, 08:24:30 PM
I need help with a small thing. I cloned Zelda using the 'ft_zelda alone BX v1.1' .rel, but her down B (transform) causes her to freeze in place. I'd like to remove her transform ability all together if possible. How do I do that?


The Zelda-based moveset down-B attack is attempting to transform but the character likely hasn't been configured to transform, causing a freeze. You can edit the moveset of the character to replace the down-B-related code with something that doesn't involve transformation. Copying a non-transforming down-B attack from a different Zelda-based moveset can give you ideas. PSA Compressor v0.39 is a good tool for editing movesets. There are people who have worked with moveset editing more than I have so further questions are better directed to the "Attack and Animation" board or Discord.
7  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl mods on Android on: April 27, 2020, 09:56:18 AM
Android: Add "Install WAD" to UI has been implemented. With this change, Dolphin no longer needs to be connected to PC to install Brawl mods! IOS 36 needs to be installed for Gecko OS to work. IOS 21 is needed for masterpiece demo games to work when not booting from the game list.
8  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl mods on Android on: April 16, 2020, 05:32:00 PM
Android: Add SD card setting to GUI has finally been implemented!
9  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl mods on Android on: March 29, 2020, 10:37:08 PM
Android: Add "Set as default ISO" to UI has finally been implemented!
10  Help & Tutorials / Help / Re: Having issues loading mods on my Wii on: March 26, 2020, 05:32:49 AM
If you're using SDHC, you'll need SDHC Extension 1.1[Reinsertion support]
11  Help & Tutorials / Help / Re: BrawlEx Extended Edition V2 JOJI {Solved} on: December 25, 2019, 05:10:15 PM
Yeah if I remember correctly the SDHC code doesn't work with Gecko OS on real Wiis. Using USB Loader GX's codehandler or Project M's launcher will work.
12  Help & Tutorials / Help / Re: BrawlEx Extended Edition V2 JOJI on: December 20, 2019, 02:09:12 PM
If you're using a real Wii, try Project M's launcher to launch it.
13  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: December 19, 2019, 09:28:02 PM
It's been a while since I posted here but it's worth mentioning AIScriptPad in the OP since some movesets have recovery issues and Brawlex builds tend to include a lot of movesets:

AIScriptPad 2.0.1 (current version at the time of writing this), which can be used for AI teleporting recovery for custom movesets based on non-teleporting characters
14  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: December 19, 2019, 09:24:52 PM
I used the latest version of this program for a quick fix that can be further customized for better results: AI teleporting recovery for custom movesets based on non-teleporting characters
15  Super Smash Bros. Brawl Hacking / Programming / AI teleporting recovery for custom movesets based on non-teleporting characters on: December 19, 2019, 09:13:37 PM
AIScriptPad 2.0.1 (current version at the time of writing this post) can be used to edit the AI of characters. Often, when a character is given a teleporting recovery move but has an AI configured for a non-teleporting recovery, the character will fail to recover. Note that this is a quick fix and can sometimes be improved upon by further customizing the AI code to a specific moveset, but it's much better than a character that almost always fails to recover.

After extracting scripts from original Brawl characters, I've found that 2040.as usually contains recovery move mechanics. Zelda's 2040.as can properly use a teleporting recovery move. Diddy Kong's 2040.as can properly handle teleporting recovery moves that require holding UP+B. Simply add or replace 2040.as on the character that fails to recover, recompile the Fit*MotionEtc.pac, and you'll likely see a significant improvement!

Examples of this change:
AI recovery improvement: Princess Amaterasu
Ultimate-ish Palutena PSA v1.0a

Some characters that have benefited from Zelda's 2040.as:
Palutena
Princess Amaterasu
Isaac
Sword Ganon

Some characters that have benefited from Diddy Kong's 2040.as:
Phantom Ganon
Tidus

Some of the above mentioned characters either have many revisions or were leaked so it's best to make this simple change yourself rather than asking me to do it.


Post Merge: December 20, 2019, 07:42:57 AM
And here is a visual representation of how this helps recovery. Palutena is used in this example.
A -> A' represents location pre-recovery -> location post-recovery.
Red indicates bad, Green indicates good.
The E -> E' case (slightly below stage vertically, far from stage horizontally) can still be a problem but this is still a significant improvement.
These aren't all of my test cases but you'll get the idea.

Before my changes:


After my changes:
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