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76  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: August 14, 2010, 01:19:54 PM
its up to you, what you want to do with it. But if you post it here, of course I'll update it to my OP.

by the way thanks for your time writing a tutorial on the subject. My writing skills are soo bad lol
77  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: August 14, 2010, 12:21:37 PM
yup, what he said, I can just link to it in my OP.
78  Help & Tutorials / Help / Re: Vertex Hacks Explode! Help! on: August 13, 2010, 05:44:31 PM
yo thats EPIC!

also it means you need to restart using a fresh MDL0, I'm not sure what caused that.. maybe the verts were injected wrong. was this a result from using my script?
79  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: August 13, 2010, 01:33:02 PM
yup what he said is the method of trial and error you would need to use to get that to work. I haven't covered it in any videos, cause its dodgy, just randomly moving verts till it works. I understand your frustration. but theres no solid fix, not unless kyral finishes brawlbox.
80  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: August 12, 2010, 06:43:58 PM
theres no list lol.

simply anything using physics, ask yourself what is logical to be affected by wind.
... hair... capes... tails... long ears... every character has some bit using a physics bone. its just a matter of avoiding to edit these areas.
81  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: August 12, 2010, 06:25:52 PM
its possible to correct, but its extremely difficult
82  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: August 12, 2010, 03:03:13 PM
hm, it was late, maybe i pasted the wrong code. I'll double check

edit

I remember when i was on winXP, anything I used from my friends win7 machine wouldn't work. due to a syntex error. we couldn't figure it out, but my assumption was that win7 was using some strange new unicode which would inject random characters into the script. causing it to be broken when used on another system.

I think this maybe the case?

so here I've quoted the script below. and also I've included a RTF file, which maybe retain the unicode. please try both and report any issues between the copy and pasted script, and the RTF exported script.

http://cid-c59ea3c98a300f31.office.live.com/self.aspx/.Public/MaxScripts/Wii%5E_BrawlScript%5E_.zip


Code:
fn readBEshort fstream = (
short = readshort fstream #unsigned
short = bit.swapBytes short 1 2
return short
)
fn readBElong fstream = (
long = readlong fstream
long = bit.swapBytes long 1 4
long = bit.swapBytes long 2 3
return long
)
fn ReadBEfloat fstream = (
fpt=readfloat fstream
itger = bit.floatAsInt fpt
hih = bit.intashex itger
while hih.count < 8 do hih = "0" + hih
shn = (substring hih 7 2) + \
(substring hih 5 2) + \
(substring hih 3 2) + \
(substring hih 1 2)
bit.intAsFloat (bit.hexasint shn)
)
fn WriteBEFloat fnum = (
intgr = bit.floatAsInt fnum
honey = bit.intashex intgr
while honey.count < 8
do honey = "0" + honey
sign = (substring honey 7 2) + \
(substring honey 5 2) + \
(substring honey 3 2) + \
(substring honey 1 2)
xintgr=bit.intAsFloat (bit.hexasint sign)
return xintgr
)

rollout DDV "Brawl VertexHacker Tool" width:311 height:257
(
button btn1 "Import Verts" pos:[9,10] width:144 height:40
label lbl0 "-Mario_Kart64n, (Aug 11, 2010)" pos:[153,238] width:156 height:23
button btn2 "Export Verts" pos:[8,56] width:144 height:40
checkbox chk1 "Checkbox" pos:[165,59] width:14 height:13 enabled:false checked:false
label lbl1 "Save as 3DS File" pos:[182,58] width:119 height:15 enabled:false
checkbox chk2 "Checkbox" pos:[165,76] width:14 height:13 enabled:false checked:false
label lbl2 "Save As Seperate Files" pos:[182,75] width:119 height:15 enabled:false
checkbox chk3 "Checkbox" pos:[165,94] width:14 height:13 enabled:true checked:true
label lbl3 "Save Changes to MDL0" pos:[180,93] width:119 height:15
checkbox chk4 "Checkbox" pos:[165,112] width:14 height:13 enabled:true checked:true
label lbl4 "Read Offset from File" pos:[180,111] width:119 height:15
editText edt1 " MDL0 Offset:" pos:[162,129] width:130 height:16
groupBox grp1 "Export Options" pos:[157,7] width:143 height:147
radioButtons rdo1 "" pos:[165,21] width:147 height:32 labels:#("Vertices", "Texture Corrdinates") default:1 columns:1
button btn3 "Create" pos:[15,138] width:60 height:30
button btn4 "Patch" pos:[81,138] width:60 height:30
label lbl8 "Don't Use EditPoly" pos:[31,119] width:119 height:15 enabled:false
groupBox grp3 "Patching Options" pos:[7,101] width:143 height:76
checkbox chk8 "Checkbox" pos:[15,120] width:14 height:13 enabled:false checked:false
button btn5 "Fix AiS Import" pos:[165,205] width:128 height:25
groupBox grp2 "AiS Fixing Options" pos:[155,154] width:143 height:79
checkbox chk5 "Checkbox" pos:[166,173] width:14 height:13 enabled:true checked:false
label lbl5 "Selected Only" pos:[182,172] width:111 height:15 enabled:true
checkbox chk6 "Checkbox" pos:[167,189] width:14 height:13 checked:true
label lbl6 "Scale" pos:[183,188] width:44 height:15
checkbox chk7 "Checkbox" pos:[222,189] width:14 height:13 enabled:false checked:true
label lbl7 "Rotate" pos:[239,188] width:44 height:15
button btn6 "Import" pos:[14,198] width:60 height:30 enabled:false
button btn7 "Export" pos:[80,198] width:60 height:30 enabled:false
groupBox grp4 "VertexWeighting" pos:[6,180] width:143 height:72 enabled:false
label lbl9 "Dump to LogFile" pos:[38,232] width:105 height:15 enabled:false
checkbox chk9 "Checkbox" pos:[22,233] width:14 height:13 enabled:false checked:false

local typedOffset=""

on edt1 entered txt do(
if txt != "" do(
typedOffset=txt as float
if typedOffset==undefined do(
typedOffset=0
messageBox "Error: User Input \n Value Cannot be Identified \n as either a dec or hex number"
)
if typedOffset<=0 do(
typedOffset=typedOffset*-1
)
local typedOffset
)
)

on btn1 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Import" types: \
"All files (*.*)|*.*|"
if fsource!=undefined do(
f= fopen fsource "rb"
fpath= getFilenamePath fsource
fname = getFilenameFile fsource

vertArray=#()
uvwArray=#()
faceArray=#()

fSize=readBElong f
mdlOffset=readBElong f
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numVertices=readBEshort f
eMinX=readBEfloat f
eMinY=readBEfloat f
eMinZ=readBEfloat f
eMaxX=readBEfloat f
eMaxY=readBEfloat f
eMaxZ=readBEfloat f
pad=readBElong f
pad=readBElong f


if entryStride==12 then(
for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=readBEfloat f
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)
)
else(
for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=0
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)
)


msh = mesh vertices:vertArray faces:faceArray   --build mesh
msh.numTVerts = vertArray.count
msh.name=fname
buildTVfaces msh
select msh

 messageBox "Done !"
 
 
gc()
fclose f
)
)

on btn2 pressed do(
doVerts=chk8.checked
doUVs=rdo1.state
do3DS=chk1.checked
doDUMP=chk2.checked
doMDL=chk3.checked
doOffset=chk4.checked
if doUVs==1 do(
obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
local mdlSize=""
local mdlOffset=""
local numEntrtices=""
--
if doOffset==true then(
fsource = GetOpenFileName \
caption:"Select UVSet to Replace" types: \
"All files (*.*)|*.*|"
if fsource!=undefined do(
f=fopen fsource "rb"
mdlSize=readBElong f-64
mdlOffset=(readBElong f*-1)+64
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numEntrtices=readBEshort f
fclose f

)
)
else(

for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

mdlSize=(num_verts*12)+64
mdlOffset= typedOffset+64
numEntrtices=num_verts

delete tmesh
)

)

--
fsource = GetOpenFileName \
caption:"Select the MDL0 to inject to" types: \
"MDL0(*mdl0)|*.mdl0|All files (*.*)|*.*|"
if fsource!=undefined do(
fext= getFilenameType fsource
fsize= getFileSize fsource
fpath= getFilenamePath fsource
fname= getFilenameFile fsource
fclose f

--
deleteFile (fpath+fname+"_backup"+fext)
copyFile fsource (fpath+fname+"_backup"+fext)
f=fopen (fpath+fname+"_backup"+fext) "rb"
s = fopen fsource "wb"

print "ffff"
print mdlOffset
for wr = 1 to mdlOffset do(
read=readbyte f
write=writebyte s read
)

fseek f -34 #seek_cur
lenCheck=readBEshort f
fseek f 32 #seek_cur


if numEntrtices==lenCheck then(



for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

padding=((mdlSize/8)-numEntrtices)



for t = 1 to numEntrtices do(
tv=getVert tmesh t
nSwap=writeBEfloat tv[1]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[2]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[3]
write=writelong s (bit.floatasint nSwap)
)



-- for p = 1 to padding do(
-- write=writelong s 0
-- write=writelong s 0
-- )

delete tmesh
)

fseek f (mdlOffset+(numEntrtices*12)) #seek_set
for wr = 1 to (fsize-(mdlOffset+(numEntrtices*12))) do(
read=readbyte f #unsigned
write=writebyte s read
)
messageBox "DONE!"
)
else(
gc()
fclose f
fclose s
deleteFile (fpath+fname+fext)
renameFile (fpath+fname+"_backup"+fext) (fpath+fname+fext)
messageBox "ERROR! Wrong Offset?"
)



)
)
if doUVs==2 do(
obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0

--
if doOffset==true then(
fsource = GetOpenFileName \
caption:"Select UVSet to Replace" types: \
"All files (*.*)|*.*|"
if fsource!=undefined do(
f=fopen fsource "rb"
mdlSize=readBElong f-64
mdlOffset=(readBElong f*-1)+64
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numEntrtices=readBEshort f
fclose f

)
)
else(

for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

padding=((mdlSize/8)-numEntrtices)


mdlSize=num_verts*8
mdlOffset= typedOffset+64
numEntrtices=num_verts

delete tmesh
)

)

--
fsource = GetOpenFileName \
caption:"Select the MDL0 to inject to" types: \
"MDL0(*mdl0)|*.mdl0|All files (*.*)|*.*|"
if fsource!=undefined do(
fext= getFilenameType fsource
fsize= getFileSize fsource
fpath= getFilenamePath fsource
fname= getFilenameFile fsource
fclose f

--
deleteFile (fpath+fname+"_backup"+fext)
copyFile fsource (fpath+fname+"_backup"+fext)
f=fopen (fpath+fname+"_backup"+fext) "rb"
s = fopen fsource "wb"

print "ffff"
print mdlOffset
for wr = 1 to mdlOffset do(
read=readbyte f
write=writebyte s read
)


for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

padding=((mdlSize/8)-numEntrtices)


if num_uvws!=0 then(
for t = 1 to numEntrtices do(
tv=getTVert tmesh t
nSwap=writeBEfloat tv[1]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[2]
write=writelong s (bit.floatasint nSwap)
)
)
else(
for t = 1 to numEntrtices do(
tv=getVert tmesh t
nSwap=writeBEfloat tv[1]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[2]
write=writelong s (bit.floatasint nSwap)
)
)



-- for p = 1 to padding do(
-- write=writelong s 0
-- write=writelong s 0
-- )

delete tmesh
)

fseek f (mdlOffset+(numEntrtices*8)) #seek_set
for wr = 1 to (fsize-(mdlOffset+(numEntrtices*8))) do(
read=readbyte f #unsigned
write=writebyte s read
)


)
)
gc()
fclose f
fclose s
)

on btn3 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Import" types: \
"All files (*.*)|*.*|"
if fsource!=undefined do(
f= fopen fsource "rb"
fpath= getFilenamePath fsource
fname = getFilenameFile fsource

vertArray=#()
uvwArray=#()
faceArray=#()

fSize=readBElong f
mdlOffset=readBElong f
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numVertices=readBEshort f
eMinX=readBEfloat f
eMinY=readBEfloat f
eMinZ=readBEfloat f
eMaxX=readBEfloat f
eMaxY=readBEfloat f
eMaxZ=readBEfloat f
pad=readBElong f
pad=readBElong f

for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=readBEfloat f
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)

obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
max modify mode
addModifier obj (edit_poly())
subobjectLevel = 1
-- modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
diffArray=#()
directionArray=#()
for x = 1 to numVertices do(
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
$.modifiers[#Edit_Poly].Select #Vertex #{x}
vert=$.modifiers[#Edit_Poly].GetVertex x
-- $.modifiers[#Edit_Poly].SetOperation #Transform


mX=(vertArray[x][1])-(vert[1])
mY=(vertArray[x][2])-(vert[2])
mZ=(vertArray[x][3])-(vert[3])



append diffArray[mX,mY,mZ]

)

deleteModifier obj 1

createFile (fpath+fname+"_patch.pta")
s = fopen (fpath+fname+"_patch.pta") "ab"
vcount=writelong s numVertices
 for x = 1 to numVertices do(
write=writefloat s (diffArray[x][1])
write=writefloat s (diffArray[x][2])
write=writefloat s (diffArray[x][3])
write=writelong s 0x0
 )
 
 messageBox ("Patch Created !"  +"\n"+
"\n"+
"File Saved To:"  +"\n"+
(fpath+fname+"_patch.pta")
)

gc()
fclose s
fclose f
)
)

on btn4 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Patcher" types: \
"Patch(*pta)|*.pta|All files (*.*)|*.*|"
if fsource!=undefined do(
f= fopen fsource "rb"
fpath= getFilenamePath fsource

vertArray=#()
vcount=readlong f #unsigned
for x = 1 to vcount do(
vX=readfloat f
vY=readfloat f
vZ=readfloat f
dmy=readshort f #unsigned
side=readshort f #unsigned
append vertArray[vX,vY,vZ,side]
)

obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
max modify mode
addModifier obj (edit_poly())
subobjectLevel = 1
--modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
for x = 1 to vcount do(
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
$.modifiers[#Edit_Poly].Select #Vertex #{x}
vert=$.modifiers[#Edit_Poly].GetVertex x
$.modifiers[#Edit_Poly].SetOperation #Transform
mX=(vertArray[x][1])
mY=(vertArray[x][2])
mZ=(vertArray[x][3])
$.modifiers[#Edit_Poly].MoveSelection  [mX,mY,mZ]
$.modifiers[#Edit_Poly].Commit ()
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
)
subobjectLevel = 0
--modPanel.setCurrentObject obj.modifiers[#Edit_Poly]

messageBox "Patched !"

gc()
fclose f
)
)

on btn5 pressed do(

disableSceneRedraw()
st = timestamp() --get start time in milliseconds
undo off(
delete $helpers
if chk7.checked==true then(
geo=getCurrentSelection()
delete $helpers
stuff=#()
if geo.count!=0 do(
for x = 1 to geo.count do(

addModifier geo[x] (Normalmodifier ())
geo[x].modifiers[#Normal].flip = on
addModifier geo[x] (smooth ())
geo[x].modifiers[#Smooth].smoothingBits = 1
collapseStack geo[x]
if chk6.checked==true do(
--rotate geo[x] (quat -1 0 0 0)
geo[x].scale = [2.54,2.54,2.54]
)
-- aBox = Box length:0.2 width:0.2 height:0.2 name:"dummy"
aBox = Box()
aBox.rotation = quat 0.707107 0 0 0.707107
aBox.name = (geo[x].name) as string
convertTo aBox TriMeshGeometry
-- convertTo geo[x] TriMeshGeometry
attach aBox geo[x]
-- update aBox geometry:true
delete aBox.verts[#{1..8}]
addModifier aBox (Morpher ())
append stuff aBox
)
addModifier stuff (Edit_Mesh ())
)
)
else(
geo=$polygon*
for x = 1 to geo.count do(
addModifier geo[x] (Normalmodifier ())
geo[x].modifiers[#Normal].flip = on
addModifier geo[x] (smooth ())
geo[x].modifiers[#Smooth].smoothingBits = 1
collapseStack geo[x]
if chk6.checked==true do(
--rotate geo[x] (quat -1 0 0 0)
geo[x].scale = [2.54,2.54,2.54]
)
)
delete $helpers
for x = 1 to geo.count do(
-- aBox = Box length:0.2 width:0.2 height:0.2 name:"dummy"
aBox = Box()
aBox.rotation = quat 0.707107 0 0 0.707107
convertTo aBox TriMeshGeometry
)
dmy=$Box*
myBoxes=#()
myMeshes=#()
for x = 1 to geo.count do(
objA= dmy[x]
objB= geo[x]
append myBoxes objA
append myMeshes objB
)

for x = 1 to geo.count do(
myBoxes[x].name = myMeshes[x].name
attach myBoxes[x] myMeshes[x]
)

for x = 1 to geo.count do(
for i = 1 to 8 do(
delete geo[x].verts[#{1}]
)
addModifier geo[x] (Morpher ())
)
addModifier $Polygon* (Edit_Mesh ())
)
)
et = timestamp() --get end time in milliseconds
enableSceneRedraw()
gc()
print ("Operation Completed In: "+(((et-st)/60)as string)+" Seconds") --print time to finish
)
)

createDialog DDV
83  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: August 11, 2010, 11:26:55 PM
there are 3 different types of vertices.. or rather 3 different ways the data is stored and arranged. thus posing 3 different problems for us. one of course is the one leg growing larger.. fixed with double patching. the other is physics bones. from personal trial and error, you have to manually offset these yourself to compensate for any rotations. if your lucky those rotations will only by increments of 90 degrees.. otherwise we cannot edit capes, hair etc.. though if you use the very first method with editing vertex clouds, there is no issues.

ok, so you can't convert a brres a second time, usually caused by a bad bress.. but you found that out. try not to tinker with the MDL0, or the bress, until all your vertexhacks are complete.

as for the double patching, again there is no patching anymore. its more or less a coin phrase now.

please review this video, it recaps the process. I feel its more summarized and simple for people to learn.

<a href="http://www.youtube.com/watch?v=OYXeXMmzlsk" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=OYXeXMmzlsk</a>
84  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: August 09, 2010, 02:49:51 PM
thanks for helping people, I've been pretty useless the past month.
85  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: August 06, 2010, 11:36:58 PM
limewire isn't safe, I'm surprised people use that.
86  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Mario's Pad on: August 06, 2010, 10:06:46 PM
nope, the tools i have are only for the xbox version. each version of sc2 uses slightly different formats, due to the change in platform.
87  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Mario's Pad on: August 06, 2010, 06:08:33 PM
yup lol

I did the same thing in RE4 for the PC. I was able to import any model. its actually the first video I did on youtube i think ...

<a href="http://www.youtube.com/watch?v=f5RzvhbHe1M" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=f5RzvhbHe1M</a>
88  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: August 06, 2010, 05:24:56 PM
why, whats the main problem guys?
89  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Mario's Pad on: August 06, 2010, 05:22:54 PM
@flammable
some guy's tossed around the idea of modding SC4, but nobody actually worked on a tool to get models back in..

I thought the models would be all broken up, since the sc4 engine is soo customizable.. but actually no. the models are all together, most of them completely un-optimized.. so like nude meshes included with clothes all as a single model package.

so theoretically YES sc4 is moddable. though I'm not that into modding it, that I'd trying to create my own compiler.

a compiler means to make or author a new file that will work for a specific system..

anyway since someone already made tools for SC2, its easier for me to just import models into sc2.. even sc4 models and putting them into sc2. just because my background is stronger in 3d editing.

I've tried to contract out to have sc3's models hacked. this way I can obtain SC3 models, and have them brought into SC2. making sc2 quite awesome content wise ^_^

only draw back about the sc4 models, is the annoying material system it uses. I had to write down all the colour values from in the gme, to get the colours right. the textures are white by default, and coloured actively by the game engine. quite impressive really, but makes utilization of the resources a bit of a pain.

@PAVGN
sure thing, but you'll need to have a modded xbox1. some guys apparently can play copied xbox1 games on there hacked 360s.. but still you would be best with a modded xbox1.

the game uses a more complex skeleton for its characters, so you can add alot of dynamic characters.

one of my early tests, was getting in kasumi from DOA


it takes alot less time to get a character into SC2, then forming a character into brawl.
90  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Mario's Pad on: August 06, 2010, 04:30:28 PM
Hi guys, thanks for not letting my topic sink.

I've been busy working on SoulCalibur2 for the xbox, modding supports new model importing and I wanted to make the most of that.

Then a last week I decided it was time to upgrade. I'm now sporting an i7-930 and nvidiaGX470 with win7.

Took awhile to get alot of my programs back, and getting into the swing of win7 for the first time.

I'm on the process of doing some modding guides for SC2, then I''ll head back over here to finish up where I left off.
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