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406  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Possilble thought - Two textures in one slot? on: July 02, 2009, 10:13:26 PM
As you've noted: in quick-loading, pac is used --- otherwise pcs is (since pcs has to take extra time to be decompressed) If you can figure out how to swap which loads based on a button combo... sure that will work.

But that would probably require a PW level code maker --- have to essentially change the game's programming on what it loads / when.
407  Help & Tutorials / Help / Re: Indexing (With GIMP, not photoshop) on: July 02, 2009, 05:41:06 PM
TIP: You can't use GIMP on Ganondorf's hands unless you are willing to manually to manually hex (or SSBBarc) the images into the pac.

(Ash is simply not compatible)
408  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Paint.NET, GIMP or Photoshop: Which Do You Use? on: July 02, 2009, 05:03:31 PM
GIMP is all I use.

There are a few awkward things about it... but you get used to them. Hell, I got so used to the "Ctrl+K" to delete that when they changed the hotkey to just "delete" I immediately changed it back.
409  Help & Tutorials / Help / Re: CUPASH is being a [censored] >_< on: July 02, 2009, 04:32:39 PM
You are letting it run all the way to completion, right?

Have you tried running it through command prompt to see any error messages?
410  Help & Tutorials / Help / Re: Textures don't show up. on: July 01, 2009, 01:53:34 PM
I think you have to rename the folder as well.
411  Help & Tutorials / Help / Re: Textures don't show up. on: July 01, 2009, 01:37:16 PM
Sounds like you have the wrong names.

http://forums.kc-mm.com/index.php?topic=6.0

Bowser should be Koopa for one --- just refer to the naming there.
412  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: So what textures does everyone like using? Need some input. on: July 01, 2009, 01:51:12 AM
I had made a roster topic on the old forum.

http://kittycorp.proboards.com/index.cgi?board=ontopicdiscussion&action=display&thread=512

Hope that helps ya out! Also... I keep track of my own texture download stats...

http://www.kittycorp.xtreemhost.com/?p=662 (Not including stuff since I've moved to media-fire, madworld ganon currently leads there at ~200 new downloads while Jetterz Daibon trails at 10)
413  Help & Tutorials / Help / Re: What's the most amount of textures possible without game freezing. on: June 30, 2009, 03:25:15 PM
I have roughly 99 character textures right now (all with CSP's), 10 stages, 1 asist trophy, and have no issues. As far as CSPs go... I have heard that over 100 will cause issues --- but this is a CUPASH bug. I don't think there is really a limit... freezing is often a result of a bad file / SD card.

As for common3... that is items, no? There isn't a quick way of doing this. Using SSBBarc (instead of manual hexing) does speed up the process a great deal (as it does support adding of multiple files)... but no there isn't really an easier way yet.
414  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Death Warp Texture on: June 30, 2009, 01:38:46 PM
I'm pretty sure those are the ef_dead's located in ef_common.

But they appear to be grayscale... meaning CLR0 editing... although I haven't tested this.
415  Help & Tutorials / Help / Re: Effect textures. on: June 30, 2009, 11:27:29 AM
Pretty much.

Although (I never have seen this myself) I've heard that the sound issue might be caused by out of region files. Since these files contain sound info... using NTSC files with a PAL brawl may have some issues.
416  Help & Tutorials / Help / Re: Map Textures Size is too big... on: June 30, 2009, 11:23:52 AM
Even if you have no indexed images... it may be a good idea to index your images (then set them back to RGB).

Image > Mode > Indexed (Some #)
Image > Mode > RGB

This will reduce the color count (and therefore the filesize).

Also... "reducing complexity" may help. A single color image will be a smaller file size than a checkerboard pattern, and a checkboard pattern will be smaller than random "static".

----

STASH works best if you edit one image at a time, repacking after each. Many stages contain at least 1 "huge" image that you can apply either of the above steps to and give yourself some "leeway" with modifying the rest.
417  Help & Tutorials / Help / Re: Effect textures. on: June 29, 2009, 01:39:54 PM
Yeah, that's exactly how they work. But... go and ask the guy who made the textures --- I believe he did mention that he accidentally removed those effects you mentioned.
418  Help & Tutorials / Help / Re: Transparent and files that are used for what? on: June 29, 2009, 01:39:05 PM
No. Read the FAQ --- there is a section specifically about transparency.

And both those are basically specularity --- that is... the "shine" of an object. Basically... you can shape it / dim it. Additionally, the spec texture of his defines how much lighting his outfit recieves --- allowing for the appearance of smooth / rough segments.
419  Help & Tutorials / Help / Re: Problem with ASHtage on: June 29, 2009, 01:33:07 PM
Noone really uses ASHtage here. We all use STASH --- check the FAQ for details.

Of course it comes with it's own issues... but overall I think it works better.
420  Help & Tutorials / Help / Re: Having trouble with bowser textures and other stuff.... on: June 26, 2009, 10:15:08 AM
Just try redownloading / putting it back on. That's about all you can do.

Maybe scan your SD card (my computer is constantly telling me to scan mine, might just be Vista / 7 or the fact I usually forget to "safe remove")
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