So I decided to make my very first mod today. I did a costume for Sonic. After I made it, I tried to test it out with PM. I put the alt over Sonic's red PM alt. I lauched training mode, selected the red alt and when I entered the game the costume doesn't even load. It just loads Sonic's red alt from VBrawl, meaning that the gane didn't even load the .pac or .pcs file at all. I checked the other costumes and they all worked fine.
So I tried to change a characters voice manually using Super Sawndz by replacing wav files and when I went into the game the character's voice was fully muted. Why? Is it because the Sfax weren't loud enough or did I miss something?
So apparently CSS codes don't work on dolphin but it will work if you put the codes on a Virtual SD Card. But when I do this it always resets the game (the screen starts up with the "Create a new save file" screen as if i don't have one. And when I try to create one it says I don't have enough storage) meaning everything has to be unlocked. How can I stop this from happening ?
How can I change the character selection portraits on Project M 3.6 and how can I change the announcer calls without the game reverting back to the brawl announcer?
It might be an issue with the music file itself. If you want, I can remake the music track for you and you can loop it to whatever you'd like. What's the track?
This is because the white part of the shoes does not have any Env textures, whereas the red part does; so, to fix it, there are two ways to do it:
Option 1(Highly recommended) - Change the OpaMaterial of polygon0 to BodyNormal; this will simply remove the reflections of the shoes entirely, so if you move the camera, there won't be a reflection following the camera.
Option 2(This option is most recommended if you know what you're doing; I'd recommend BB .71 for this, as I've had issues with Material and Polygon Deletion with other versions) - Go into the polygons folder and delete the objects polygon0 and polygon5, and select yes if it pops up with any dialogue boxes. Delete the ShoesEnv and ShoesRingEnv Materials. Now open it up in BB .76b, open the model up in the preview window, and only show the polygon2. Drag-select the shoes parts and go to Weight Mode and edit it to 100% effecting only one bone(I'd recommend the RFootJ or LFootJ bone). Now scale this down to almost invisible, and vertex it to the side. Now enable the other polygons, re-select the shoes parts that you just re-weighted and vertexed, and vertex them to the location of inside a part of Sonic that is affected entirely(Or almost entirely) by the bone that you re-weighted it to.(In this example, you'd vertex it inside of the base of the shoe) Now in an un-edited Sonic model, export the model, and open it up in a program like 3DS Max, Blender, or something like that, delete everything but the shoes, and then combine them into using only one material.(In Blender, you'd use Ctrl+J); now import that model rigged over a Sonic model, replacing it, and then, usingBrawlBox .71, use the Import New Object and import the shoes. If you use Blender to import, you'll most likely have to both vertex it and weight it in BrawlBox, unless you know something I don't about Blender importing.
Option 3(I'd recommend BB .71 for this, as I've had issues with Material editing with other versions) - Export the ShoesEnv Material, then Replace the BodyNormal Material with the one that you just exported. And I don't mean exporting FitSonicBody or FitSonicEnv03, I mean exporting the ShoesEnv and replacing the BodyNormal before expanding the Materials. Do the same thing with replacing the HeadNormal and Mouth Materials with ShoesEnv. Now expand both the HeadNormal and Mouth Materials, and in the box on the right, where it says "FitSonicBody", use the dropdown to change it to "FitSonicHead". All of this will make the entire model to use the reflection on the shoes(With the exception of the fur), including the skin, which is why it is highly UNrecommended to do this option.