It's the Stage Roster Expansion combined with cBliss. Does this work for anyone? I've been fiddling with it off and on for a week and I can't get it to work. Any input would be greatly appreciated.
I'm experiencing a silent freeze when I select a stage and the two mods in the title are the only things installed on my SD card. More details below:
I started out by installing this pack made my DarkEagle7: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36175 It is an already setup pack of both the Stage Roster Expansion code and cBliss. Everything about it is working well for more, Except for the random silent freeze that I mentioned above. I say "random" because the freeze only occurs some of the time and I haven't been able to pinpoint what affects it. All I know is that it happens regardless of what stage is selected and what characters are in the match, and if it doesn't freeze the first time a stage a loaded, it NEVER freezes after that until the game is shut off. This behavior suggests to me that a code is responsible (since they are loaded only at the beginning of the game's start-up) but I don't know enough about the inner workings of these codes to speculate on what specifically might be causing this behavior.
Has anyone else ever experienced a glitch like when using these codes or this pack?
Has anyone ever imported/vertexed Igglybuff over Jiggs? I've been following brawl hacking for like 4 years and I swear I saw a nice Igglybuff in the vault at some point but it doesn't seem to be there now. Maybe I'm just misremembering. Does anyone else recall this existing?
Following Kit Ballard's model importing tutorial I'm instructed to to right click and work with the "skin" under the modify tab in 3dsMax. You can see the tutorial here:
The part I'm talking about is around 2:30. The problem is that my model doesn't have one of these "skins"... (I know next to nothing about 3d modeling, if it's not obvious.) My model is a model that I made from scratch in Google Sketchup Pro 8 and then exported as a .3ds file. I then imported it into 3dsMax 2010. Why doesn't it have a skin? :/
I thought it was .dae but I made a model in Sketchup, exported it as a .dae and when I imported it into BrawlBox I got a critical error. Is .dae not the right format? I know this is common knowledge but I'm having a difficult time finding it for some reason...
Is the alternate file loader code compatible with Riivolution? (To be clear, I mean the code that allows you to load from different directories depending on what buttons you hold down when selecting a character or stage.)
I've heard conflicting information concerning this and am not sure what to believe. I'd like to make the switch from Gecko to Riivolution but I'm quite fond of this code and am not willing to part with it. Unfortunately, I can't test the compatibility for myself because my Wii stopped reading discs and in order to use Riivolution I will have to buy a new console (which I of course don't want to do until I'm sure I want to use Riivolution).
Can anyone help me out? Does this code work with Riivolution? Are you sure?
I imagine this is relatively common knowledge by now so I apologize if this is a misinformed question, but what are the downsides to using Riivolution over Gecko? Are there any?
I remember when Riivolution was relatively new there was something significant that it could not yet support that Gecko could, but I don't remember what it was. I know that, at least in part, I was avoiding making the switch to Riivolution just because I didn't want to take the time to restructure my files...perhaps I was seeing problems that didn't exist to suit my already made choice...
I know Riivolution offers soundFX replacement and I've also heard that Riivolution can not be made to work with games loaded from an external hard drive. What other benefits and detriments are there?
Is there something special I need to do to make 2D objects like the ones included in this guide, work? Whenever I try to use one it looks fine in BrawlBox, but doesn't show up in game.
(Note that this thread was previously about another question, but instead of making a new thread for this new question, I just modified the OP. The old OP is inside this spoiler tag:)
FIXED Is there someplace I can see the maximum file sizes for the stage PAC files? Perhaps someone has compiled a list? Alternately, if anyone could just tell me what the maximum file size of STGFINAL.PAC is, I'll be happy, for now.
EDIT: Also, what are the file size limits for the model and texture data BRRES files?
Anyone happen to know the file name of the Bullet Bill trophy? I can't seem to find it...It apparently isn't BulletBill or Bullet or Bill, or anything like that, unless whoever upload the partition I'm looking through just forgot to include it. This is the partition I've been searching.
To be completely honest, I haven't looked past page 3 of the trophy folder, yet (that's the end of the B names), so don't do any hard work searching through it on my part--I'll do that later. I just figured I'd ask if anyone happened to know the name off hand before I manually search all 28 pages knowing full well that this partition has been randomly missing some other files...
and reviewed it multiple times to try and ensure that I'm following all the steps correctly, but my platform's collisions still won't animate. For the sake of clarity: I have a single model and bone that I've animated to float slightly back and forth horizontally. After creating it, I went to the collision editor, made a new collision object, selected both my platform's bone and my new collision object, and clicked the + next to model. The information shows that my second collision object is now associated with the model and bone that I want it to be, but for some reason it doesn't actually follow the bone's animation in game.
I imagine I've just overlooked something simple, but I can't seem to figure it out... Any idea what I may have done wrong?