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2071  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: ASF1nk's Textures ****June 13 - Brawl Minus/New Icons!!!**** on: July 06, 2010, 09:15:53 PM
I have a Character to add to your icon list.






For NTSC codename.


For PAL spelling of his codename.
2072  Help & Tutorials / Vertex Tutorials / Re: Vertex Hacking: Advanced Techniques on: July 02, 2010, 10:09:16 PM
Thank you for eliminating the need for DDV. The fact that many stage parts have vertex sets that don't get along with DDV output errors upon importing was annoying.

The model I'm trying to vertex hack Marth to is not T-stanced.
I hear rigging it can help solve my problem.
How would I go about rigging a .obj model?
2073  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Alucard (Symphony of the NIght) V1.0 on: July 02, 2010, 09:53:45 PM
You can get rid of Marth's FS effects you are talking about in the animations
"FinalEnd" and FinalAirEnd" in the GFX tab. It's ID is I think something like F0006.
Just turn the event into a nop.

Looks cool so far.
2074  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 07, 2010, 01:56:18 PM
Check the directory
C:/Documents and Settings/User

If you still don't see the dae, export the brres that has the mdlo file.


2075  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 06, 2010, 01:20:03 PM
It seems that I can't edit Stage builder parts with this method.
I tried to open the 3DS that DDVB spat out from the vertex.ddf file and I get a "improper file format"error.

I might still have to go through anima8tor for stage parts.

Nope. Still no dice.
2076  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Eternal Yoshi's Island - You can post Stage Hacks here? on: June 01, 2010, 08:08:09 PM
I haven't forgotten about HIM, but in the meantime, enjoy Gray Fox's alpha set.
I didn't know you could post stage hacks here too.
I made these stages in March.
I'll get to 3-D stages soon, I need to get a better understanding of 3D stages now that I basically mastered the 2-D template and learned to add more layers.
2077  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Eternal Yoshi's textures - Returns with MGS3 Sneaking Suit Snake and Yoshi! on: March 11, 2010, 12:10:41 PM
I'm baaack.

I noticed that vertex hacking is getting better and I can dump some TTS textures so in the future, HE will join the Brawl....
2078  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Stage Roster Expansion System Code on: November 21, 2009, 05:04:14 PM
For those who didn't see it, here an example of the filled out SSS code for SRE.

Code:
By SPunit262/Phantom Wings
046B8F5C 7C802378
046B8F64 7C6300AE
040AF618 5460083C
040AF68C 38840002
040AF6AC 5463083C
040AF6C0 88030001
040AF6E8 3860FFFF
040AF59C 3860000C
060B91C8 00000018
BFA10014 7CDF3378
7CBE2B78 7C7D1B78
2D05FFFF 418A0014
006B929C 0000001F
066B99D8 0000001F
00010203 04050709
080A0B0C 0D0E0F10
11141516 1A191217
0618131D 1E1B1C00
006B92A4 00000013
066B9A58 00000013
1F202122 25242326
27282A2B 2C2D2E2F
30313200 00000000
06407AAC 00000066
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFFFF 40024101
42024301 44024501
46024701 48020000

Here's V1.1 of the Stage Roster Expansion system code
Code:
By Phantom Wings
E0000000 80008000
04043B20 3800003A
04043B40 1C060018
04043B58 38840018
04949C8C 3884B460
04949D10 3884B460
04949E20 3884B460
04949EFC 3884B460
C294A588 00000003
A063001A 2C030040
41800008 38600000
60000000 00000000
C294A1D0 00000003
7C7D1B78 2C03FFFF
40820008 3FA0003F
60000000 00000000
04015564 48000010
2042AEB0 00000041
0442AEB0 00000000
80000000 8042AEB0
80000001 8042AEB0
60000030 00000000
8A001801 00000000
86000000 00000024
86000001 00000018
62000000 00000000
0042B34C 024B0000
80000000 8042B348
80000001 00000040
80000002 00000031
60000008 00000000
4A001000 00000000
94210001 00000000
16000004 00000010
73745F63 7573746F
6D002E72 656C0000
94010002 0000000D
86000000 00000018
86000001 00000001
86000002 00000001
62000000 00000000
80000000 8042BC18
80000001 8042B460
8A010001 00000000
0042BC18 010F0000
80000000 8042BC14
80000001 8042B560
80000002 00000031
60000008 00000000
4A001001 00000000
94210000 00000000
4A001000 00000000
16000000 00000008
43757374 6F6D3100
94010002 00000006
86000000 0000000C
86000001 00000004
86000002 00000001
62000000 00000000
E0000000 80008000
This fixes freezes with Smashville, SPear Pillar and SMI.

Here's an sample pack made by Phantom Wings with 9 SSE stages and the .rels already added for you.
http://www.mediafire.com/?muizlwztm5j
Just put it in the SD card in the pf folder.
2079  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: BrawlBox Complimenting thread (renamed) on: November 20, 2009, 02:43:58 PM
So. I'm looking for stage spawn points and think I may have found them at in ModelData[100] > StagePosition > Bones > Rebirth*#/Player*#

Are the X,Y,Z coordinates in the translation tab?

Wow it really is. I tested it on a SSE stage and I successfully fixed the spawn points.

This means you can easily mod blast zones, entry points, revival platform points, and camera limits.
Awesome.
2080  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: PSA Resource Thread on: November 07, 2009, 03:16:19 PM
I bumped this to show Ryoko's discovery about invincible body parts. I quoted because I couldn't have explained it better myself.

Quote from: RyokoYaksa
I figure this would be useful for people across the board.

As you may know if you ever played with hitbox bubble mode in Melee, an appreciable number of attacks and actions have selected body parts invulnerable (actually, intangible) during execution.  This essentially gives some moves more effective range and priority by temporarily disabling one or more of a charcter's hurtboxes from being hittable by other hitboxes.  This same mechanic exists in Brawl and has been sitting rather obviously in PSA, although it is currently not in the list of premade events.

Each unique "event" in a PSA line has an 8-digit code.  PSA has a premade list of events in plain English for our convenience, but is still using an 8 digit code that is particular to an event if you look at the text boxes while scrolling through them.  The box next to the OK/Cancel button can be used to call upon an event manually via entering the 8-digit code.
--------
The 8-digit code for editing a "Bone Collision" is 06080200.  Upon entering this line, you will see the numerical code itself and not a text-named event as it is not recognized by PSA's premade list of events.  The line will appear as such with 2 parameters to edit, "06080200: 0-XX, 0-Y" where XX is the bone of interest, and Y is the type of body collision.  I personally have not seen any Y values set to anything other than 2, which is the intangible bone collision.

06060100: 0-0, is the command that resets all bone collisions to normal.  One can also reuse the Bone Collision code and set parameter 2 to a normal bone collision to revert individual bones.  These should be used in conjunction with Synchronous/Asynchronous Timers just like offensive collisions.

Example attacks that can be observed in PSA of having these lines of code are Zelda/Sheik's Dsmash, Peach's Usmash/utilt, Fox and Falco's Usmash and Dsmash, etc.

Here are some screenshots of Melee with a couple of Peach's moves that exhibited this property, seen clearly through the game's debug mode:


Quote from: RyokoYaksa
Here's a really old image of "bone" Peach in Melee, doing her Usmash for reference of this phenomenon for those not in the know.  If anyone remembers the futility of trying to attack Peach from above while she uses Usmash, this is why.



2081  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: PSA Resource Thread on: October 26, 2009, 04:55:19 PM
You know what rules about this thread? The URL.

Amazing timing.
2082  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Forbidden 7-Meant to be dlc? on: October 21, 2009, 06:29:12 PM
Wait. How could he have missed this if he supposedly "cleaned out" the game to remove stuff like the debug mode?

Considering how sketchy the file organization is(why are there 3 different copies for all of the characters' stock heads?) He probably overlooked this too.
2083  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Eternal Yoshi's textures - Updated 10/10/09 on: October 10, 2009, 09:24:49 PM
OK. I updated. I can't take request at this time though.
2084  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Smashbox V.S. ASH on: October 07, 2009, 09:08:44 AM
Might have to do with the lighting or something.
It doesn't really matter much with my Idea.
Here's an updated pic.


I think it might have to do with the reflection texture. Just color it white or light gray.

I'm not exactly sure of your problem.

I whipped this up quicly as a test to show a non blue or gray color on SMI's buildings.

And I succeeded.


Here's a diferent SMI texture for the REX version of SMI.

2085  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Smashbox V.S. ASH on: October 04, 2009, 05:23:01 PM
Gray scale? Only the snow effects and shadows are grayscale through Smashbox IIRC.

Hers's a pic showing a rust effect I applied on the building and boxes.

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