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2821  Help & Tutorials / Help / Re: Using .thp files on: August 02, 2010, 12:39:33 PM
you've got it in pf/movie right??
thp's go here

what are the file names you have??

there is also pf/movie/param/us
pac's go here
2822  Help & Tutorials / Help / color attributes in mdl0 files... how to change?? on: August 02, 2010, 12:31:15 PM
hey...
I'm working with Pikachu's thunder...
(remodding my old green thunder)

don't even bring up DarkBones green thunder
I made a better one before him from the first red thunder hack...


anyways...
WpnPikachuDengekidama is the mdl0 I'm working with
(pikachu's in-air thunder jolt)
the glow on it is blue...
how do I go about making it green??

I've tried ghanging the color values of the mdl0...
but any changes I make to it (other than the header) never show up...

if you need an example,
I'll use one of DB's images:
this one uses a differant mdl0...
but the same attributes apply (it's blue)

anyone got any ideas??
2823  Help & Tutorials / Help / Re: How to get two different psa's on one character help on: August 02, 2010, 06:12:38 AM
hey...

I just had an idea...
can you program an extra move into the certain char with PSA,
and be able to create an extra chr0 (with a differant name) in the motion file??
(I'm not asking "you" to do this)

that was 1 idea I had...

the other one still has a bit of a ways to go...
2824  Help & Tutorials / Help / Re: Something can extract some model from SSBM? on: August 01, 2010, 06:29:28 PM
if you can get it to work...

but it won't get the model in a T-pose...
2825  Help & Tutorials / Help / Re: Info PAC on: August 01, 2010, 06:30:05 AM
(using a hex editor) try deleting most of the data in:
dummy1.dat
dummy2.dat
border.dat
(leave at least 4 bytes '00 00')

these go in the pf directory.

not garunteed this'll work though.

In an info.pac it may cause freezing to delete one of the Datas that keep it running, if its a memory space problem you have then tell me the details of the info.pac you are modifying and I can gladly tell you what needs to be done to shrink its file size


you're going to say LZ77 compression right Smiley




EDIT:
if you don't have the dat files...
just create new .txt files and rename the extension to .dat
2826  Help & Tutorials / Help / Re: Something can extract some model from SSBM? on: July 29, 2010, 06:37:09 PM
here...
milun wrote directions down here somewhere...
http://emutalk.net/showthread.php?t=50312&page=2
2827  Help & Tutorials / Help / Re: Something can extract some model from SSBM? on: July 29, 2010, 12:02:08 PM
paste the verts/faces into a txt...
the name of which is in the txt...
2828  Help & Tutorials / Help / Re: Marth Offset on: July 29, 2010, 07:49:51 AM
I have just figured out a new filetype...

what I mentioned last time...

you can export the 'Audio' folder from the RWSD...

the new filetype is .WAVE
(in the first 4 bytes of the file header)

I hope someone reads this >_> <_<

EDIT:
also .DATA
export the 'Sound' folder from the RWSD...
2829  Help & Tutorials / Help / Re: Marth Offset on: July 29, 2010, 07:31:22 AM
in brawlbox 063b:
index: 713
name: [2C9] RWSD

to export, add a dot ([2C9].RWSD), and open the RWSD file.
(you will be able to hear the sound, but you won't be able to export it...)

EDIT:
oh wait... DX
that's Marth himself... hang on...

EDIT:
here you go...

index: 799
name: [31F] RWSD

after opening [31F].RWSD:
go to Audio[10]
2830  Help & Tutorials / Help / Re: Animation Hexing on: July 29, 2010, 12:51:05 AM
what do you mean??
I just use Brawlbox and add the keyframes per bone...
(if that's what you mean...)
2831  Help & Tutorials / Help / Re: need help merging common data into separate files... on: July 29, 2010, 12:49:44 AM
bump...

well...
tried a few more ideas I had...
I had to hex a little though...
anyways...

1) Failed
create a new chr0 in 'AnimationData[0].brres'
created 'run' and hexed it to 'Run' (2 files with the same name)
this wroked just the same as replacing only half the animations

2) Failed
created 'AnimationData[1].brres' copied from 'AnimationData[0].brres' and replaced the animations...
this completely cancelled out the file, and used the original disk file

another idea I had would be to create new animation files (in 'AnimationData[0].brres')
and add the animation's to the char's logic file (using new names) (never used PSA, so I can't really say anything)
that way the char hack selection will access the new commands instead of the original ones... (depending on names)
this may not work due to software requirements

does anyone have any further ideas that may be of help??
2832  Help & Tutorials / Help / Re: Looking for an internal capture card on: July 28, 2010, 11:24:00 PM
eehhhhh... 

where am I today...
I am really doing anything but thinking...

you mean like...
looking for it on ebay right??
2833  Help & Tutorials / Help / Re: Looking for an internal capture card on: July 28, 2010, 03:07:31 PM
ah hah hah...
I soo evney you right now...

8800 GT <3 (best one)
I want the 8800 GTS only because it's thinner...
(I don't have to waste a port just for the fan) D:

unfortunatly... I don't even know what a capture card is...
and I'm a computer guru... (oh the irony)
if I knew, I'd gladly help Smiley
2834  Help & Tutorials / Help / Re: Lucus. . . on: July 28, 2010, 11:04:01 AM
NP Cheesy
2835  Help & Tutorials / Help / Re: physx separation (PSA) questions on: July 28, 2010, 10:49:44 AM
why you guys call it moveset, I'll never know...

but yea precisely...

EDIT:
actually... forget that idea...

I've figured out there's just one file that contains the command data for the char...
if there is a way to manipulate that file to work with differant effects...

eg: 1 button activates 4 commands... (1 command per selection)
the chosen selection will get that command and react differantly from another selection...

(thinking of this in terms of mugen)

yes... I used to manipulate mugen like this...
so I can do it in brawl
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