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76  Super Smash Bros. Brawl Hacking / Model Imports / Re: iwantgames Projects: Getting Back On Track (Wii U Samus) on: January 09, 2014, 01:57:39 PM
idk but soon. not the same soon i have been using for the current other m samus and zss. got more work done on smash 4 samus yesterday than i did during both of the other m model's import process.
k, thanks for feedback

AS FOR PROGRESS

yesterday i started the rig and that's pretty much done. just need to do left hand, pads, and the mid section. mid section is taking time because of that difference in models problem. after rig i will have to do few vert edits for arm joints and knees. then wield and normals. then it's in game testing for materials.

UPDATE OF EVERYTHING MODEL HAS

zss head
two visors
new textures
uses specs maps
spec texture unlike previous one
metal box material
new shadows just because
proper sized arm cannon
will do update to smash 4 arm cannon animation
no lag (tested with 4 samus at high poly skyloft) no edits have been made

probably more but i'm done thinking, so everything else will have to be found out or mentioned later.

here is pic of up-to-date model with the new textures. GBC used the original unedited model for his screen Tongue


i forgot a in between front and side view pic

no progress will be made today because i don't have access to desktop computer. if i am able to get on later progress will be made. i probably need one working day to have it finished, but two to be safe. also the other samus i had planned will probably be discarded. tried my best to work with that old import and it's worse than the current samus. don't know what i did when i first imported to make it the way it is. so if anyone still would like to have it then i could re import later for better results and give out the current version. it can also use the smash 4 textures.
Alright koo.

Those textures though, has more details and saturation than Smash 4. I still like it though.
77  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 08, 2014, 03:42:58 PM
That's what I was afraid of. I have neglected to learn the inner workings of sound editing, and was hoping someone had discovered a way to add new sfx files without replacing any before I taught myself how to mess with them.


Its not as bad as you think I actually had lots of fun editing and adding sounds.

that was actually on the list of things blackjax planned on adding to Brawlbox, alas, it never got done.

Likely, the only way we are going to get the ability to add new sounds to the game is if someone picks up development of Bbox and adds the ability to add data to the sound file.
Dang that sucks. I don't even know how to code a program let alone make one.

Is there some way to get more than 2gb of brawl hacks with Gecko?
78  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 08, 2014, 03:13:52 PM
If you go dark, I can fill that role for you. I'm pretty comfortable with all this stuff now.

Has anyone found a way to add new sounds yet, or are we still stuck with editing existing files and hexing them to the character?
What I know of so far we can create sfx packs over other things and have the cosmetic go to that sound bank. One thing will be actually getting the sfx and importing them. Lastly you will have to go into the PSA and switch all the sfx clips to match that of the file index sfx.

I'm hoping for 2 new things.

1. Adding sfx to the game without replacing any vbrawl sfx.
2. Someone figures out how to get Gecko to run over 2gb or Riivo works with the clone engine.
79  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 08, 2014, 05:45:46 AM
That happened to me earlier. I'm not exactly sure what fixed it, but these were the edits I made:

make sure your new file in MenSelchrFaceA_TopN__0 through MenSelchrFaceI_TopN__0 is below the file MenSelchrChrFace.051in Face2, and below MenSelchrChrNmS.000 in Face6. Make sure the frame count is the same number as the last file +1 on the end.

In char_bust_tex_lz77, make sure your new MiscData is after MiscData[46] (don't ask why mine was before it, I don't know)

Doing these things solved that problem for me.
Thanks brah. Got my problem fixed. Appreciate the help.
80  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 08, 2014, 05:18:08 AM
I finally fully understand this. I have everything down but one thing. How do I get rid of the problem with the random icon looking like my last CSP?
81  Super Smash Bros. Brawl Hacking / Model Imports / Re: iwantgames Projects: Getting Back On Track (Wii U Samus) on: January 07, 2014, 01:44:29 AM

WII U SAMUS

Collaboration with GBC

transparency visor


battle visor


Wii U/Smash 4 design, model has:

new textures
specs
zss head
light inside gun
glowing lights
new shadow just because
I can't wait brah. When is it going to be released.
82  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 06, 2014, 03:54:26 PM
I double checked, I don't really get what I did wrong and I didn't replaced anything, I added new entries for the AnmTexPat, I renamed those "new entries", I added the CSS's name and face images, renamed them [...]

In your case, what was the problem ?

Well I had a few problems. I had to make sure the Character Name, Franchise Symbol, CSS Icon, CSPs and Icon Name was all named currently and properly inserted into the AnmTexPat. Also I had to make sure the frame count of the MenSelChrTopA - I was correct or all I got was random icons.
83  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 06, 2014, 03:35:10 PM
Erm... If someone could help me on that one
I have a new CSP, yay, I have a new CSS... yay too
Except ... For some reason, the "random" CSS is also replaced by my new CSS...? ôo
And I didn't replaced anything, I just added two files (the name and face of the CSS)
I was having that issue. Make sure you didn't replace the random css icon texture. If you didn't then double check everything you did. It took me awhile but I just perfected my CSS. I have 3 slots to spare.
84  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 06, 2014, 03:14:00 PM
to be honest, probably not only because im still at work, and it takes forever for just 1 entry lol

your best bet would just be to extract the entire MenSelchrFaceA_TopN__0 from ASF's pack, then replace the one in your pack with it.

make sure to do it to all of them


what do you mean edit the css? starting fresh and following the video tutorial, or modifying ASF's?
just PAT0.

 i actually just  realised i could export and reimport the one i already finished over all of them and rename them -,- lol that woulda saved me alot of time
Actually it was WAAAAY easier than it sounded. It shouldn't take that long to add them in manually. For letters A-I  but if you do a set of characters at once it will go faster instead of doing 1 by 1. This is getting easier by the second. I already installed this to my personal SD card and got back 8 Vbrawl characters.
85  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 06, 2014, 02:59:26 PM
to be honest, probably not only because im still at work, and it takes forever for just 1 entry lol

your best bet would just be to extract the entire MenSelchrFaceA_TopN__0 from ASF's pack, then replace the one in your pack with it.

make sure to do it to all of them


what do you mean edit the css? starting fresh and following the video tutorial, or modifying ASF's?
That is a great idea. Do I need the mdl0 file as well or just the PAT0?
86  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 06, 2014, 02:45:48 PM
the css icons wont show because you have to open miscdata[30], and open the AnmTexPat(NW4R), look for
MenSelchrFaceA_TopN__0. your going to have to edit A through I. the way to do that is to add an entry to both texture 0 folders inside face02 and face06. those entries you have to change to point to the CSS icon, and name respectively by changing 'texture' in the properties.

but you also have to change the frame index to match the Cosmetic ID of the character you added. For ASF's, the first one he added was for roy, and it was cosmetic ID [110]. change the frame index to 110+add a 1 to the end. so 1101.FOR ALL of the menselchrface entries A through I.

 then you have to change the properties of the menselchrface entries themself.

where it says frame count in the box to the right of the screen when highlighting MenSelchrFaceA_TopN__0, you have to change 'frame count' to match the number of the last entry you added+1 added to the end.
 if you copied ASF's its 118+ add 1 to the end.

well, let me know how that works. i honestly dont know if loading it from disk would give problems...it really shouldn't
DAMN that sounds complicated. I'll try though. lol

If I can't get it to work could you fix that?

Just copy the Spy files from Falcon, and Pit's actual Final file.
Go to the resources page and scroll all the way down to the bottom. Find Data Partition 2 and click on it. Click on the fighter folder and then the Pit folder. Download the files you have missing.
87  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 06, 2014, 02:20:27 PM
it looks like you followed my tutorial for CSP's. and you did it perfectly right at that.

my tutorial doesn't explain how to give css icons. that's something that is gonna be in the tutorial i make today, that will replace that one. (it's also a terrible pain in the ass lol)

hmm...could you post your css code? it may be causing shenanigans Tongue that's the only other thing i could think of as to why it would work for me but not you.
Well I just rebuilt the Grid CSS. Now It works but all the CSS Icons are random boxes that don't freeze. The CSPs also show. What is wrong here?
88  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 06, 2014, 02:12:46 PM
it looks like you followed my tutorial for CSP's. and you did it perfectly right at that.

my tutorial doesn't explain how to give css icons. that's something that is gonna be in the tutorial i make today, that will replace that one. (it's also a terrible pain in the ass lol)

hmm...could you post your css code? it may be causing shenanigans Tongue that's the only other thing i could think of as to why it would work for me but not you.
Yupp here you go.
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002C
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414243
44454629 00000000
89  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 06, 2014, 01:55:09 PM
That's strange. it loads up for me, i didnt even change anything. did you hover over the slot after you changed the compression?

i'll take a looksee as well lol

your freezing grid css is working for me as well, have you tried changing the hooktype to axnextframe?
 Im srs here Ya I did. I have no idea what is wrong.
90  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 06, 2014, 01:31:12 PM
Alright here it is.
http://www.mediafire.com/download/mh3n3vve15ttnd1/CSS.zip

Now there are 3 files. The freezing grid, the grid (which I'm trying to get it to work on) and the original vbrawl that works.
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