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Author Topic: The Clone Engine Progression  (Read 128990 times)
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    « Reply #30 on: February 26, 2011, 11:37:21 AM »


    I need to know where the result name and logo are located.

    I found a file on pf/menu/result/result_en.pac
    That the same file as the miscdata[110] from the STGRESULT.pac file.
    « Last Edit: February 26, 2011, 11:39:11 AM by ds22 » Logged

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    « Reply #31 on: February 26, 2011, 11:43:54 AM »


    But where are the names?

    oh and does someone have the Naruto Announcer call? that i can haz


    oh and does someone have the a sound bank modifier for Game and Watch?
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    Albafika
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    « Reply #32 on: February 26, 2011, 11:46:56 AM »


    I need to know where the result name and logo are located.

    Did you manage to change the Result Screen's character portrait succesfully? I get a freeze when I added the MenSelchrFaceB240.brres (Cloud's CSPs from my Common5 over Olimar) to
    Private\Wii\APP\RSBE\Pf\Menu\Common\char_bust_tex.

    Also, anyone, any idea why these codes work, but Cloud isn't getting the Third Jab?

    Code:
    Olimar Sound mod
    4A000000 80AD89E0
    14000064 00000020
    E0000000 80008000

    Olimar has Ike's IC-Constants(Dantarion, variables by Eternal Yoshi)
    C2858928 00000003
    2C040019 40820008
    38800022 1C040038
    60000000 00000000

    Make sure that the MenSelchrFaceB240.brres doesn't have any sort of compression.
    Also, I got the result screen mark changed.
    Problem is, it isn't a texture, but a model.

    Managed to fix it, thanks a lot! I'll have to add the CSPs to the .brres manually for 'em to not compress.

    Managed to change the Result Screen mark? If so, could you upload it?

    (No one has any idea why my Olimar Cloud can't do the Third Jab? D:, I'm using SDo0m's PSA) Also, using Ike's Sound Bank over Olimar Code doesn't gets all the Sounds working, unless Ike is in the fight.
    « Last Edit: February 26, 2011, 11:48:08 AM by Wolfric » Logged


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    « Reply #33 on: February 26, 2011, 11:56:00 AM »



    Sorry for the quality of the picture, but it shows that it is possible to swap icons.
    Also, I haven't found where the names are, but I am almost positive that they are controlled by the nameN bone in the InfResultPanel_TopN.mdl0 file.
    « Last Edit: February 26, 2011, 11:58:05 AM by ds22 » Logged

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    « Reply #34 on: February 26, 2011, 12:06:57 PM »


    Hmm.... it does have a PAT0 entry.
    I'm gonna look into it more.
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    « Reply #35 on: February 26, 2011, 12:15:39 PM »


    You have put the Smash Bros. Icons. You can change the icons of Pikmin?
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    « Reply #36 on: February 26, 2011, 12:18:51 PM »


    It's because those icons aren't textures, but models without textures.
    Therefore I chose to replace Olimar's icon with the Smash icon.
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    « Reply #37 on: February 26, 2011, 12:21:45 PM »


    Try to rename the model bone.
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    « Reply #38 on: February 26, 2011, 12:24:50 PM »


    It's because those icons aren't textures, but models without textures.
    Therefore I chose to replace Olimar's icon with the Smash icon.

    Means that for Cloud and Naruto, we'd have to make a name Model, right?
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    « Reply #39 on: February 26, 2011, 12:27:45 PM »


    Try to rename the model bone.
    Do you even understand what I just said?
    These icons are flat models with no textures.
    You can replace them with each other.
    But if I want for example Naruto's own icon, I would have to vertex a already existing one.

    It's because those icons aren't textures, but models without textures.
    Therefore I chose to replace Olimar's icon with the Smash icon.

    Means that for Cloud and Naruto, we'd have to make a name Model, right?
    You mean icon, right?
    Because the names still aren't found yet.
    « Last Edit: February 26, 2011, 12:28:48 PM by ds22 » Logged

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    « Reply #40 on: February 26, 2011, 12:30:59 PM »


    Try to rename the model bone.
    Do you even understand what I just said?
    These icons are flat models with no textures.
    You can replace them with each other.
    But if I want for example Naruto's own icon, I would have to vertex a already existing one.

    It's because those icons aren't textures, but models without textures.
    Therefore I chose to replace Olimar's icon with the Smash icon.

    Means that for Cloud and Naruto, we'd have to make a name Model, right?
    You mean icon, right?
    Because the names still aren't found yet.

    Ok.
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    « Reply #41 on: February 26, 2011, 12:31:09 PM »


    I supect the names to be models as well, especially the way they sorta show the whole name in big, then shrink it
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    « Reply #42 on: February 26, 2011, 12:36:50 PM »


    Try to rename the model bone.
    Do you even understand what I just said?
    These icons are flat models with no textures.
    You can replace them with each other.
    But if I want for example Naruto's own icon, I would have to vertex a already existing one.

    It's because those icons aren't textures, but models without textures.
    Therefore I chose to replace Olimar's icon with the Smash icon.

    Means that for Cloud and Naruto, we'd have to make a name Model, right?
    You mean icon, right?
    Because the names still aren't found yet.

    Yeah, I meant that.

    Other than this, what'd we be missing? I suppose stuff from SSE
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    « Reply #43 on: February 26, 2011, 12:57:04 PM »


    Can Anyone give me a list of characters that can be "cloned" onto other characters and if this would remove the filesize limit?

    like say I "cloned" ZSS to Mister GAW, or Olimar, would I use ZSS's.pac and rename it to whatever olimars.pac?
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    « Reply #44 on: February 26, 2011, 12:57:41 PM »


    I'm pretty sure you have to vertex the model into something you want to if it's custom.

    That model has very little PAT0 entries....
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