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16  Super Smash Bros. Brawl Hacking / General Hacking Discussion / [Python] Polygon Reattacher on: May 05, 2011, 01:24:47 PM
It's a program the automatically do the steps in this tutorial:
http://forums.kc-mm.com/index.php?topic=23654.0

And... here's the download:
http://dl.dropbox.com/u/5869687/PythonPolygonReattacher.zip

Requires Python to be installed (http://python.org).
17  Help & Tutorials / Help / Updating wii without removing homebrew? on: April 22, 2011, 12:14:47 PM
I need a wii system update to play wii sports resort now, apparently, and launching through gecko OS doesn't work (gives me an error message)

I'd be fine with reinstalling homebrew, as long as it isn't removed forever...
18  Super Smash Bros. Brawl Hacking / General Hacking Discussion / BRRES Separator [Python][New auto-hexing version!] on: April 07, 2011, 08:36:02 AM
You're looking through a file, and it clearly has BRRES files in it (a memory dump, or some file from an iso, whatever.) However, it would take hours to extract them all manually.

This happened when I was looking through the stage files from okami. So I wrote a small program to fix it.

Simply start the program, select the file with the brres files contained within, and relax as the BRRES Separator creates all the BRRES files in that file, in the same directory the file is in.

What's more, this program will now AUTOMATICALLY hex the models in the BRRES!

Requires python to run.

Download:
http://dl.dropbox.com/u/5869687/AutoHexingBrresSeperator.rar
19  Super Smash Bros. Brawl Hacking / General Hacking Discussion / [Python] All-in-one import hexer. Version 2! GUI and multiple file support! on: April 06, 2011, 06:40:57 PM
We already have working programs to hex imports from games with MDL0s into usable models. However, these programs are fairly slow, only fix one MDL0 at a time, and, well, there's 3 of the things thatn eed to be run separately.

I am doing my first full program, based in python, to remedy that situation. It will combine the 3 steps (header, materials, polygons) into one program, which will hex every model in a brres file.

And, since it's in Python instead of Gamemaker, it's much faster than the existing programs.

It will be useful for, say, hexing those bothersome okami models.

UPDATE LOG:

V 2.0:
-Added a GUI
-Added multi-BRRES support
-Now overwrites input files


Program completed, download here:

http://dl.dropbox.com/u/5869687/Python%20Model%20Hexer%202%20%28GUI%29.zip

Old version:
http://dl.dropbox.com/u/5869687/Python%20Model%20Hexer%20-%20Complete.zip

TO DO BEFORE FULL RELEASE:
Done
In progress
Bug fixing
Not started

- Opening file, translating into a usable string
- Locating all MDL0s and logging their locations
- Creation of a module to store long functions
- MDL0 header fixing function
- MDL0 material fixing function
- MDL0 polygon fixing function
- Launching these functions through a main program
- Translating usable hex back to a savable format
- Saving the file


I may need some help along the way, just for the locating of specific values in the hex data.
20  Super Smash Bros. Brawl Hacking / General Hacking Discussion / [Collab][Help needed]Editing SSE Stages on: March 19, 2011, 05:44:52 PM
No, I'm not talking about porting SSE stages to other areas, or about texture hacking SSE stages.
I'm talking about completely redesigning SSE stages into courses with objectives, editing all of the SSE-exclusive items and objects (reward cubes, extra lives, the launch pads, barrel launchers, the switches especially, and the doors) while doing so.

Imagine, being able to create a tough course where 2 players cooperate to get to the end!
Or a 1 or 2 player capture-the-flag game!

So, here's what we need to find how to do:

1. Porting stage models INTO SSE stages.
2. Moving locations of special objects.
3. Putting special objects in that were never there before.
4. Adding enemies.
5. Importing bosses.
6. Editing switch effects.
7. Changing the linking of doors/areas.
8. Changing win conditions.

This thread contains a list of SSE stages, and their numbers:
http://forums.kc-mm.com/index.php?topic=3609.0

Let's start with trying to make the Midair Stadium (Primid battle, file number is 030001) have Hyrule Temple's Model, and making the enemies spawn in different locations.
21  Help & Tutorials / Help / Codesets with over 256 lines... on: March 09, 2011, 06:25:49 PM
I heard that you can use them, but when I try it, it won't work.
Do I need some extra file?
22  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Okami has MDL0 files! Possibly CHR0 files, as welL! on: January 01, 2011, 03:46:45 PM

They're packed into .AFS files, and I had to get 'em out using a hex editor. But it has them!
(NOTE: MDL0s and their textures are in different brres files)
23  Super Smash Bros. Brawl Hacking / General Hacking Discussion / We should have a 'Stages' Board... on: December 26, 2010, 06:37:06 PM
Textures, Vertexes, PSAs, and Music/Sound hacks all have their own boards. Stage makers have no such things. As such, stage hacking threads are lost among texture threads in the Textures board. Similarly, Stagg Requests are also lost among texture requests.

So....yeah, there should be a Stages Board.
24  Help & Tutorials / Help / Strange animation problem.... on: December 26, 2010, 04:51:58 PM
I have an animation where I have 4 keyframes, at frames 0, 3600, 7200, and 10800. In between the keyframes at 3600 and 7200, the bone continues up at a reduced pace, despite there being no keyframes in between.

How can I fix this?
25  Help & Tutorials / Help / Animated collision problems >.> on: December 21, 2010, 07:45:30 PM
Okay, so I've attacked the collision to the bone, made the bone go up and down on the y axis while the z axis rotates a bit, and all that. I followed the video tutorial perfectly. But the collision doesn't move. It stands still, not moving at all.

I'm using a custom vertexed platform made from a stage builder part, if that makes any difference.

So... help?
26  Help & Tutorials / Stage Tutorials / Guide to Stage Builder Block Based Stages on: November 03, 2010, 04:04:01 PM
Mewtwo2000 made popularized the method, but there has never been a guide on how to make these (I had to learn by reverse-engineering Mewtwo's work XD  ). So I've decided to make a guide.



This guide will cover:

1. Downloading the basic starter pack
2. Inserting Models
3. Applying textures to models
4. Positioning models
5. Applying Collisions

1. Downloading the basic starter pack

Download it here:
http://dl.dropbox.com/u/5869687/StageBuilderBlockStagePack.zip

This pack contains the models, textures, and the stage template you will need (NOTE: The template goes over Final Destination)

Extract it to a safe place Grin

2. Inserting Models

Open the Builder Block Template .pac file. This is the stage you'll be modifying. Go to ModelData[101]. This is the place all the models will go into. Right Click the red ModelData[101] icon and go to import > model. Select the model you wish to place. The model will appear in the modeldata. It should be named NewNodeXX. Rename this as you see fit. Now, expand the actual MDL0 file and go to Bones. Rename the top bone to a any name, but UNLESS YOU WANT THE TWO BONES TO BE IN THE SAME POSITION, USE A NAME UNIQUE IN THE STAGE, THAT NO OTHER BONE HAS. It will prevent quite a few headaches later Grin

3. Applying textures to models

Not really applying, really, but changing the texture a model uses. This is arguably one of the most annoying steps. First, import the textures into the TextureData Icon using Right Click > Import > Texture (to see what texture to import, go to the MDL0 texture1 tab and import those textures). Make sure it's in CMPR format, as this format usually works the best. Trust me, textures can actually crash a stage >.>  Name this texture whatever you like, as long as it's a unique name. After doing this, expand the MDL0 you want the texture on. From there, expand the Marerials1, Textures1, and Textures2 (if it's there) icons. Expand the data in Materials1 to find a texture name. Change this name, the identical name in Textures1, and the identical name in Textures 2(if it's there) to the SAME NAME. This name is the texture you want applied. Then, Save the .pac, close it, and reopen it. This applies the texture changes.

4. Positioning models

Only do this step once all of the models you need are in the .pac

In ModelData[101], use Right Click > New > Character animation. Name it whatever you like. Leave it at one frame. After that, hit preview on the model you want to move. Go to the animation, and select the top bone of the model. Change the position, rotation, and scale values to fit your stage (Beware, most of the models have backs that aren't closed. Damn brawl developers). Then, deselect the animation, and remake the same changes. Do this to every model that needs it. You can view the basic stage in the collision editor.

5. Applying Collisions
<a href="http://www.youtube.com/watch?v=6U--uOw-0cY" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=6U--uOw-0cY</a>

Pretty much this video, adding the fact that you can make new collision data with alt+click+drag



Video Tutorial:

Part 1:
<a href="http://www.youtube.com/watch?v=41U6CSzpAr4" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=41U6CSzpAr4</a>


Part 2:
<a href="http://www.youtube.com/watch?v=ay4xfhLHZ-Y" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=ay4xfhLHZ-Y</a>




Well, that's the guide. If you have any questions or problems with the guide, please post them in this thread.

27  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Project Cave Story on: October 17, 2010, 03:50:53 PM
Cave story is one of the best indie games I've played. It deserves a spot in brawl. Yes, there have been a few quote textures (and a more promising Quote model coming some time in the future)(And a coming Model and PSA by me), but I propose this:

Put the entire main cast into Brawl.
Make at least 4 stages to go with them.

This would include:

Characters-

Quote over Mario(Me)
Curly Brace over ???(Open)
The Doctor over Captain Falcon(Open)
Balrog over Metaknight or Kriby(Open)
King over Toon Link(Open)
Ballos over ???(Open)

Stages -

The Throne Room from the intro (Me)(Done, I just need to fix up the collisions, as well as get screenshots)
The Core's Room (Open)(Animated water and core?)
???? (need suggestions)
???? (need suggestions)

If it has an (Open), no one has said that they'll make it.


So, Anyone who wants to join the project can.
28  Super Smash Bros. Brawl Hacking / General Hacking Discussion / ItmCommonParam Swapping? on: October 17, 2010, 03:04:09 PM
Has anyone tried to swap the ItmCommonParam data of 2 items? Is it possible to, say, replace a useless item (Erm..... maybe Mr. Saturn) with, say, another gun by changing the ItmCommonParam data and the model?

Just speculation, but it would be cool to replace some items.

Progress so far:

Swapping the data seems to only partially work. Part of the item's normal function stays. For example, swapping the data of Mr. Saturn with that of a ray gun makes the item stay stationary, but it can't shoot, and acts as a throwing item...
29  Help & Tutorials / Help / Editing T Stance??? on: October 14, 2010, 04:47:25 PM
How would I edit someone's T stance so that all the animations would use the changes? I know someone did it with shadow....
30  Help & Tutorials / Help / Vertex editing problem (unable to create 3DS) on: October 13, 2010, 02:17:09 PM
When I try to create a 3DS file from the capsule from common3.pac, Vertex Box says:

Errorjava.io.EOFException

Then creates a 3DS file with a single point in it.

I'm using the version that works with anim8or.
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