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136  Super Smash Bros. Brawl Hacking / Programming / Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] on: February 03, 2014, 04:41:27 PM
I'm pretty sure somebody did release the files to go with a cBlissed ProjectM 3.0, I guess it was in smashboards. Anyway, I'm putting things together to provide my own ones in case somebody needs them. I'd post them one of these days.
137  Super Smash Bros. Brawl Hacking / Programming / Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] on: February 03, 2014, 02:35:59 PM
You forgot the costume for Giga Bowser.

About the order of costumes, it should be the Project M order now, so the original cBliss costume files will be in the wrong order. All the extra costumes will come after the original ones in their original order.

Open your common5 and the ProjectM one and be sure to re-order the CSPs, they will match after that.
138  Super Smash Bros. Brawl Hacking / Programming / Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] on: February 03, 2014, 01:26:48 PM
I guess it may be the most usual mistake with my cBliss Tool when used on Project M. I've made it avoid the lost costume in characters that have the standard costume as a team color, so the fitxxx10 costume is needed for some characters. Those would be Bowser, Luigi, Sonic, Rob, Ness, Lucario... Don't remember now more, but well, just those who have the original costume in one of the team colors. I don't guess the Brawl Costume Manager program knows of this yet. So, try adding the fitxxx10 for these characters.
139  Super Smash Bros. Brawl Hacking / Programming / Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] on: February 03, 2014, 12:46:36 PM
Since I always had problems adding codes to Brawl and make them work, it's such a relief to use your tools.
But now I'm pretty much confused, now that you said cBliss actually works for Project M 3.0x.
I added everything cBliss needs (Brawl Costume Manager proves it), but it doesn't work and I was told Project M uses something else to load characters and it's not compatible, so I almost gave up combining Project M with cBliss.
Is there something else I need to change additionally to make it work? In the official cBliss thread, there is an explanation but it seems like it's just for 2.5b.


What do you mean by 'it doesn't work'? Costumes aren't added? Do you get a black screen when booting the game?

The latest version of cBliss Tool just adds the codes needed to expand all the characters in Project M 3.02, including Mewtwo and Roy. The regular cBliss doesn't work well, but my tool knows what to change in the Project M codeset in order to combine the Project M alts with extra character costumes.

You only need to 'add codes' once, and use all the extra menu and character files to get no freezes. If you add them to the iso already, you'll never have to worry about freezes when using extra costumes.
140  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: February 03, 2014, 12:21:24 PM

Has anyone else done a day/night cycle?  I'm guessing someone has, but I just hadn't ever seen one in brawl that animates as the stage progresses.  (That being said, my knowledge of the contents of the Brawl Vault is pretty limited.)


Well, I have one, but it's not in the vault yet:

[Project M] - Gerudo Valley: Red Team Vs Peach


I got another, it's not a day-night cycle, but it's also a stage with changing lighting. This one can be found in the vault:

[SSBB hack] - All SM64 Bowser stages (smaller, tilting and looped)
141  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [16?] on: February 03, 2014, 11:59:58 AM
I think the amount of troubleshooting that's going on in this thread has taken on a whole new level of unnecessary.

Why hasnt the OP been updated with a current build/codeset of cBliss?

Why isnt there a Project M version available for download? Or other builds, like Minus?

Why is it taking so long for somebody to update this thread with current materials when that would solve most of the issues posted here? If we could have a dedicated build posted on the front page for download, we wouldn't have to resort to trying to build our own with various levels of experience. Ive been here since 2008 and I still had a bit of trouble getting this to work...

I'm not normally a complainer, but my mind is honestly boggled as to why this hasnt been addressed already...

Well, the fact is that cBliss as a code is just what you can see in the OP. It's a code made by ASF1nk that just copies over a 10-costume version of Wario's costume set while keeping the 12 costumes on Wario. Because of that, cBliss has a different team color set for characters like Mario or Bowser. That's the order in the menu files made and posted in the OP by ASF1nk. The codes generated by cBliss Tool aren't that, but an expansion to that. They're stored differently and that's something I've made by myself and shared because I wanted to.

They don't copy over the costume sets anymore, characters use their own sets from a different place in memory with room for it. That allows to select how many costumes each character have individually, and also allows to use the original costume order in each character, instead of being forced to be like Wario. Same to color teams, they can use the standard costume as a color team, while cBliss doesn't allow that.

This is a thread for cBliss, but there's not been support by ASF1nk for awhile. So, when somebody tries to set their cBliss, they go here, they ask, and as I'm around here, I tell them to use the cBliss Tool to upgrade their codes to my custom codes.

In short, ASF1nk's cBliss has no 'official' support right now, probably because he's using the new Clone Engine by PW and that one allows to do what cBliss does already, dunno.

If one doesn't want to use the BrawlEX clone engine but just expand costumes, the easiest way is downloading cBliss Tool, using the tool with a gct file, and test. If something's freezing, the answer may be in the OP already. And if it isn't, troubleshooting isn't a bad thing, and I'm up to it.
142  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: February 03, 2014, 06:22:45 AM
Hmm...

First off in order to do transparency, you need the texture to be transparent (as in a checkered background in photoshop/gimp, not a black background) and to save it as a .png.

When you get it in there, you need to make the format either CMPR or RGBA8(For semi transparency)

Also for materials that have textures you want transparent, you need to edit the highlighted part of the material that the clouds/whatever you want transparent use.

Also right click the Mdl0 block and make a new Shader for the transparent parts to use. Here's an example of a Shader ready for transparency usage.

http://www.mediafire.com/download/bwv1862u8nn1do6/ShaderTrans



A few notes here:

PNG is fine, but it kills the color information in the fully transparent pixels. Well, at least for me, not sure if it happens in all cases. Anyway, there's cases in which those invisible pixels are transparent black pixels, and they're visible in-game because of the blur used in the materials. If you import a TGA texture with an alpha channel instead, you can have fully transparent pixels with colors other than black, which makes the borders look better.

CMPR only has hard transparency (pixels are visible or not visible, not middle terms). RGBA8 is the best for semitransparency, but the image files in this format are too big. Sometimes the quality doesn't need to be that good and RGB5A3 is another option for semitransparency. RGB5A3 can also be used for hard transparency materials in case CMPR compresses too much the textures and look bad. And there's also the CI8, but materials need to know that there's a palette in this case.

About the shader, there's no real need to use a new shader specifically for the transparent materials. If the light properties are the same, transparent and not transparent materials can share the same shader. If the one generated by brawlbox automatically doesn't work, disable the alpha in the first color channel in the material:



You may need different shaders if you're using materials that use lighting together with materials that don't use it. For example, you may be interested on having a sky that's not affected by lighting. That could use a different shader that doesn't have the 'RasterColor' in its stages, and whose ColorScale is smaller. Depending on the vertex colors you're using if any, you'd need MultiplyBy2 or MultiplyBy1 instead of the standard MultiplyBy4. The MultiplyBy4 comes because the lighting in stages have small color values (something like 120,120,120 overall), and that color is multiplied by the color in the stage model, usually (128,128,128). This means that you get something like an overall (60,60,60) in the model. To look fine, the model should have values around white (255,255,255), that's why the shader gets that (60,60,60) and multiplies it by 4, so the model in this case would get colors around (240,240,240).

If you make the material not to use the stage lighting, you'll have that (128,128,128) alone. The shader in this case needs to multiply only by 2, to get an exact (255,255,255).

Also, if instead of a standard (128,128,128) you're using vertex colors, and your brightest color is white (255,255,255), then your shader doesn't need to multiply by anything, so your shader should have the MultiplyBy1.



So, in short, you don't really need different shaders for different transparency options, materials can share the same shader. It's when you combine lighting-affected with lighting-unaffected models that you may need different shaders.

The better option for stages is vertex-coloring, so you don't need a complex and specific lighting set to obtain nice colors. You can emulate the casting of shadows and other stuff that the brawl lighting will never do. If you vertex-paint your model, use a shader for that. If you're using parts without coloring, you can either paint them white and keep the same shader, or paint them grey and use a MultiplyBy2 shader. For materials affected by lighting, you'll need (128,128,128) as the vertex colors and the MultiplyBy4 shader. You can also have vertex colors plus stage lighting, but you have to remember that stage lighting will darken those vertex colors and you'll probably still need the MultiplyBy4 one.
143  Help & Tutorials / Help / Re: Project M help? on: February 02, 2014, 04:14:17 AM
If you're using Configurable USB Loader, you have to make sure you're loading the game with a SDHC compatible cIOS. Install either cIOS d2x or Hermes cIOS based on IOS 57. You can download Pimp My Wii, for example, to install any of these in your Wii.
144  Super Smash Bros. Brawl Hacking / Programming / Re: Hack Downloader: Databases! on: February 02, 2014, 04:10:09 AM
Looks like a nice idea. Maybe you could add a column for wifi-safety in stages and texture hacks, in case people want hacks that don't change the gameplay at all. And maybe another column for preview links? Like another url that takes to a video or picture instead of the download itself or something.
145  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [16?] on: February 01, 2014, 03:22:30 AM
Sounds like an issue with the common5.pac itself, maybe something went wrong when you imported the cBliss stuff into the expansion pack file. Freezing after selecting stage though sounds more like you forgot to add the /info/portrite/ files.

Do original slots work?
146  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [16?] on: January 31, 2014, 01:04:02 PM
A small update on the cBliss Tool:



Detailed info here.
147  Super Smash Bros. Brawl Hacking / Programming / Re: Mewtwo2000's tools - GCT Fusionizer / cBliss Tool [11/01/2014] on: January 31, 2014, 12:57:48 PM
A small twist to cBliss Tool:



My current codes use the memory in a way that every character can be up to 11 costumes except for Wario. It's because of CSP limits that every character except for Wario is limited to 10 costumes by the program to be like in the original cBliss code.

Well, it happens that there's some characters (Ganondorf, Rob, Toon Link, Wolf and Sonic) that don't have those CSP limits. I'm sure there's people who already know about this.

Well, considering this all, I've made cBliss Tool able to add 1 more costume (for a total of 11) to those characters, no matter if in Project M mode or not. Rob, Toon Link and Sonic would use fitxxx11 as the new costume in Project M 3.0x mode. Out of the Project M mode, these would use fitxxx10. Ganon and Wolf will use fitxxx10 no matter what's the mode.

If you use them, don't forget to add the needed cosmetics and character files to prevent the game from freezing.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33347
148  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [16?] on: January 30, 2014, 02:04:48 PM
Who says they don't work? If you do have the placeholder pictures in the sss, it has to work, unless some file for the actual character is missing. If your game lacks one costume in a character, and you select that character, even if you're not selecting the missing costume it will end up freezing. So be sure you have all the costumes in their place, and then the placeholder textures for css, battle portraits and stuff. If you got all the textures, then it's the characters themselves what's wrong.
149  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [16?] on: January 30, 2014, 01:23:38 PM
Well, I got it working... kind of? I used the tool on Brawl Minus' RSBE01.gct. Then moved the appropriate files over to Minus' directory. But now I have two problems. One, which isn't a HUGE deal but it would be cool if I could fix it, is that the backgrounds to my CSS and SSS are just generic Brawl backgrounds (except on the CSS I can see Zero Suit, Sheik, and the seperate Pokemon as their own seperate characters, which is part of cBliss, right?). The second is that whenever I try to import textures over the cBliss costume slots the game silent freezes when I select a stage to begin the battle. I don't have any of the portraits or stock icons, but is that the issue? Because I can play the newly added Fox textures that come with cBliss and they don't have those either.

I'd be really appreciative if someone could help out. Thanks.

EDIT: Also, the textures I'm trying to use do, in fact, have  LZ77 compressed .pcs' and uncompressed .pacs.

You need the cosmetics to make them work. You don't need the stock icons, but the portraits in css, results and during the match need to be there. You'll freeze at the CSS if you don't have the CSS one, and you'll be unable to start the battle if the small in-battle portrait can't be found. You'll be able to play them without the results screen versions of the portraits, but you'll freeze after the end of the match.

Also, neither cBliss nor the codes generated by cBliss Tool change the order or number of icons in the CSS at all, that's something with the Brawl Minus codeset.
150  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's Stage Thread - [Keeping the slow progress] - (24/01/2014) on: January 30, 2014, 05:22:18 AM
I've updated the Norfair with Brinstar background for Project M, now wifi safe with 3.0x.



http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34854

I've also made a first video showing yet another Ocarina of Time stage:

[SSBB hack] - Dodongo's Cavern (First Preview)
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