It's because when I made the tool, the STPM wasn't called STPM in Brawlbox, but miscdata[10], so I made the program to look for that file. Some day I'll update the tool and will make it look for both possibilities.
Are you using the original cBliss or the codes generated by cBliss tool?
The only think I can think of in your case is trying with the original costumes also placed in the sd card. For example, dunno, if FitMario00.pcs is freezing, put a FitMario00.pcs in your sd card if there isn't and test. If it worked, it may be something wrong with your riivolution config.
Come on, you don't need to copy over materials nor shaders at all, with the EnableBlend and XLUMaterial properties on materials set on true you're done...
It's easier than copying over, you only need to experiment just a little...
If you want to make a stage compatible with the melee stadium stage, you'll need more than just one more modeldata. You'd need more modeldatas (check the original file for the stage to see which ones) and some extra files, like the miscdata20, the extra collision files...
Maybe your best option to port a stage to that slot would be getting the stadium stage, replacing all the modeldatas with modeldatas with just the static model, and then place your stage models in modeldata1. You'd also need to change something else in the miscdata20 for the stage not to try to change form and things like that.
The truth is that it's too much trouble to port a stage over that one, it's better to make it compatible with just final destination and then use a rel file to make a rel port over it.
I was about to do that, but instead, I made that small number on top of the list. If you change it to 255, the list will show every possible ID in the list instead of the normal short list. Try it, it's as much useful as a manual ID imput
Hey there. I've made another tool, this one is called CSS Tool.
It just allows to easily edit the Custom CSS V3 code. There's a list with your current characters in case you're using the code. If you're not using it, it lets you add the code to your codeset. There's a way to edit the Custom Random V1 code too, one has to double-click on the 'random' on the bottom left. The list shown will be the list for the random instead. Also, if one double-clicks on 'Custom Random' after that, the random list will be just the Custom CSS list without the 'none' and 'random' items. I've not made them to be always synched because there may be people who doesn't want some of the characters to appear on random.
It looks great, but might I offer some suggestions: -By the time Link activates the rising platform on the right, the door on the left is no longer locked. Really this is just a nitpick, and whether you change it or not will in no way affect the stage itself. -I like the way the platform on the right forces players to KO opponents either to the left or top. Could you make a version where both platforms rise, alternating between, left, right, and both at the same time? -For an aesthetic change, the Dodongo's eyes could light up, and the mouth could open during the battle.
Well, this is an early WIP, the idea was having a version that didn't rise at all, and whose doors would be all closed. Then there would be the rising one, where doors would be open, and the dodongo would be too. So, don't worry, the rising version will have that door open
About the both rising platforms, sure, I'll do one version like that, no problem. But I don't guess I'm making the dodongo open and close its mouth during battle, there's no body leaving bombs in there after all
Forget the first post, download cBliss Tool, use it in a fresh Project M 3.02 gct and be sure to fill the costumes for every character, included Roy and Mewtwo.
Mewtwo2000, how did you accomplish that day-night transition in Geurdo Valley? I'm assuming your job of it is more clean than mine.
I have my one scn0 that has a 10,000 frame animation that loops. Every 2,000 frames hitting the next main point of the day cycle. (Morning, noon, evening, dusk, midnight.)
Also, in my stage there's a weird issue where when someone gets hit with a smash attack at high percentages it kills all of my UVs for a frame or two, does anyone know why this would be happening? It's been happening before I got any of the transparency or lighting or anything to work too, so I don't think it was something I broke in a shader.
You can see it happening at the 2:25 point in my video when Samus dsmashes me and again at 2:30 when I fsmash her. All of the meshes I imported do that at the same time, players aren't effected. Does anyone have any idea as to why this might happen?
My Gerudo Valley uses a light that moves from right to left during day, changes color when in sunset, and goes dark blue on night, while moving back from left to right. The sky uses different textures, they change with clr0 animations that modify the transparency.
The UV issue is something I've only seen with BrawlBox 0.71. The standard shader is wrong for some reason, because all the TextureRef things in the shader are false. The first one (TextureRef0) needs to be true.
Are there older versions of BrawlBox that are more stable with lighting/fog? Or is there some other tool I could use?
You can only use Brawlbox for this. The newer versions should be the more stable ones, but I recall having used older versions combined with the newer ones for specific things, like changing the number of frames or things like that.