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106  Super Smash Bros. Brawl Hacking / General Hacking Discussion / MOVED: Bonnie over Captain Falcon possibly? on: January 31, 2019, 02:57:58 PM
This topic has been moved to Model Requests.

http://forums.kc-mm.com/index.php?topic=73750.0
107  Super Smash Bros. Brawl Hacking / Stages / MOVED: how to add rain? on: January 30, 2019, 09:15:08 PM
This topic has been moved to Stage Help.

http://forums.kc-mm.com/index.php?topic=73134.0
108  Super Smash Bros. Brawl Hacking / General Hacking Discussion / MOVED: BrawlBox .anim to Maya on: January 30, 2019, 03:43:11 PM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=74160.0
109  Super Smash Bros. Brawl Hacking / General Hacking Discussion / MOVED: i need a gtc with some stuff on it on: January 30, 2019, 03:35:07 PM
This topic has been moved to Programming Help.

http://forums.kc-mm.com/index.php?topic=74499.0
110  Super Smash Bros. Brawl Hacking / General Hacking Discussion / MOVED: Project Smash Attacks Tutorial? on: January 30, 2019, 03:33:05 PM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=74193.0
111  Super Smash Bros. Brawl Hacking / Project Concepts / MOVED: Fennekin, Anyone? on: January 30, 2019, 03:06:37 PM
This topic has been moved to A/A Requests/Ideas.

http://forums.kc-mm.com/index.php?topic=73150.0
112  Super Smash Bros. Brawl Hacking / General Hacking Discussion / MOVED: PmEx (A Project M + BrawlEx Template) 01/09/17 v0.51 release! on: January 30, 2019, 02:42:16 PM
This topic has been moved to Project Concepts.

http://forums.kc-mm.com/index.php?topic=74722.0
113  Super Smash Bros. Brawl Hacking / General Hacking Discussion / MOVED: Battlefield Smash 4? on: January 30, 2019, 02:24:43 PM
This topic has been moved to Stage Requests.

http://forums.kc-mm.com/index.php?topic=74851.0
114  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lillith's PSA Thread on: October 18, 2018, 05:51:09 PM
I'm sure the text on the logout button had its share of guilt in that.

Joking aside, I'm glad you keep making content of this quality, to this day. Keep up the good work!
115  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: August 12, 2018, 02:06:31 PM
I'm hype about the release of Alloy team. Although I haven't made reviews of Brawl Hacks in a while, I might make a review of the Alloys simply because I really like the concept.

The Ivysaur mod is cool, I mostly really like these sort of QOL edits for different slots.

About the Snake box walk, I'm glad that it's made a thing, just like Samus' ball crawl, but since I don't play PM, I'm still waiting on a vBrawl release.
116  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: July 30, 2018, 11:21:06 PM
Can you merge the previous triple post into one post? Of course new posts are necessary to bump the thread, but once it's bumped, there's no need to keep the previous multiple posts.
117  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: I had a great time! Thank you all for being a part of this with me! on: May 09, 2018, 05:46:03 PM
You almost fooled me for a second because there was an user who used to come here called "Apprentice of Death".

But, to answer your question, yes and no. Mostly no.
118  Help & Tutorials / Stage Tutorials / Merging models for stages in Stagebox on: April 27, 2018, 10:21:28 PM
Merging models in Stagebox v0.3 works wonders, as long as you do the following:

1) If both models have only one bone, it'd be a good idea to make both models have a common root bone (so that even after merging, you can still position them individually). You can do this by right-clicking the model's bone, clicking "add new child", then click the new bone you just added and click "add to parent", then right-click your old bone and click "add to next down". You'll end up with a bone tree that has your new bone as the root bone and your old bone as a child bone. Name the bone root whatever you want. For my example, I named mine "FULLSTAGEBONE", since I would use the same root bone for every model in the stage.

2) Import Existing Object

3) Pick mdl0

4) Click the "Merge Both Models" checkbox

5) Select as Skeleton Root the bone you made your root before. In my case, "FULLSTAGEBONE".

6) Select as Base Skeleton the option "Add as child"

7) Click okay

8) Go to the new model's bone tree and check for duplicates. As of right now this always happens, but if there's a duplicate, right click, choose "regenerate bone array", then delete one of the duplicate bones (preferably the one further below) and then right click and "regenerate bone array" once again. If there are no duplicates, "regenerate bone array" only once.

If you do all that, the model will import perfectly and won't have any issues with its bones
119  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Virtual SD Sync on: April 21, 2018, 06:54:47 PM
I love this, I'll be using it a lot for updating Dolphin mods. Thanks a bunch.
120  Help & Tutorials / General Tutorials / [Tutorial] Adding Titles to Custom Song Engine Brstms in PM/Brawl. on: April 21, 2018, 06:53:23 PM
>>>>> DISCLAIMER: This tutorial is originally by CALAHAN on Smashboards: https://smashboards.com/threads/tutorial-adding-titles-to-custom-song-engine-brstms-in-pm-brawl.449409/ <<<<<


Preface:
There's little detail that so many have had trouble with in the past when it comes to the Custom Song Engine. The third version of it is simple to use incorporate into a PM/PMEX build and there's even a couple of tools out there that can generate the necessary song forcer codes and the required asm programming to make said codes. Assuming you have the song forcer codes ready and working, we're going to find out how to give these songs titles and add that little touch of detail that many builds seem to miss.

Step 1:
Assuming you already have the Custom Song Engine and the song forcer codes working for our new brstms, you may be curious as to how you can give these new brstms titles like the ones already in game. Firstly you're going to have to dive into the "common 2.pac" with brawl box. Now once open, we need to edit MiscData[30]'s "sndBgmTitleData".



Step 2:
Now that we found the "sndBgmTitleData", let's open it up and see what's there. You should see a list of four digit alphanumeric ids followed by an arrow pointing to the right toward another number.



Step 3:
Right click the "sndBgmTitleData" folder and a drop down menu should appear. Click "New Entry" to add a new item to the list. In the future, if you want to do this faster, try the shortcut "Ctrl + H".



Step 4:
Go to that new entry at the bottom of the list and click it. You should see some data on the right of the Brawl Box Window. This new entry is assigned to the theoretical next entry after the last known brstm in brawl. What we want to change is what brstm is this entry assigned to. To do that we need to change the "Song ID" that this new entry is assigned to.



The brstms used by the Custom Sound Engine are given an 8 character alphanumeric name, like 0000C25F. The last 4 characters in that name are actually hexadecimal values. The song id in brawlbox is in all numbers, aka decimal. So to make this decimal value translate into the brstm of your choice, you need to convert a decimal value into the corresponding hexadecimal value. In this example, C25F in hex would give you a decimal value of 49,759. If you have a calculator on your computer, you can change it into programmer mode to get a quick translation.



VERY IMPORTANT: MOVE "FFFFFFFF" TO THE END OF THE LIST!!!!!!!!

Step 5:
Continue to add new entries and rename the song ids to your liking and need.

Step 6:
At this point, we are done fiddling with the common 2.pac. Now it's time to go to the info.pac in the info2 folder of your build. Open that in brawlbox and go to MiscData[140]. These are your song titles that appear in game and are used in other areas of the game, such as the "My Music" Menu (though each have their own list of song titles to manage, unlike in Smash 4 where all song titles are pulled from one locale). All you need to do is add a new entry into the list and name it whatever you like, though it's best to keep to the title of the brstm you have. How do you know if it cooresponds to the entry number back in the common2? The "Song Title Index" value is actually the number of songs in the MiscData[140]. This new entry should be no.265 or higher depending on how many songs you already have listed in the "sndBgmTitleData".



Click that little plus sign on the right and you'll be able to type the name of that brstm you'd like to give it.

After this, a title should be given to the brstm in game when you go to the stage it appears on.
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