Tutorial Requests Please (post the tuts here if u make them)

Started by Naruto200Man, April 20, 2011, 06:09:18 PM

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This is a thread, as the name suggests, to request a tutorial be made for some spasific thing. If you're bored and have extended knowhow of the subject, then do the request! And post it here (either in written form with pictures or video tutorial ) in this thread. To start off I have a few requests myself.

1: How to use wii scrubber (please include games besides SSBB)
2: How to use the new bress to dae importer thing
3: How to make a chargable B move (Note that I mean step by step, NOT Okay here's what you do *insert code here*)

Can i request a tutorial on how to fix character models Tales of Symphonia: Dawn of the New World?

PLEASE DO THIS!!!!
By the way, I think every active hacker in this forum could use less distractions.

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3) http://forums.kc-mm.com/index.php?topic=22683.0

Honestly, this tutorial is simple to understand and follow but incase you can't understand it despite it being simple as heck, let me diagnose it further (my bits are the bold yellow bits):

Quote from: Hollow on April 07, 2011, 11:30:38 PM
First, this guide is for a special attack. (B, Side B, Down B, Up B)

With this, the attack will have three stages, and you will be able to roll dodge out of it, and shield out of it.

Go to the actions tab and find which action you want to change.

112- Neutral B
113- Side B
114- Up B
115- Down B

Now, find a different action that you will no longer be using. Do not use any of the above.
117 and up are able to be used

Once you decide which you will be replacing, go to your desired action tab. (the B's)

Delete everything in it, then put this code in.

If: On Ground
               Change Action: 0, requirment: Button Pressed: 3
               Additional Change Action Requirement: On Ground
               Change Action: E, requirment: In Air
               Change Subaction: (This is the charging subaction, not the attack)
Else
               Change Action: (The unused action tab), requirement: In Air
End If

What this does is on the ground it sends you to the "charging" section of the move, whilst in the air it automatically makes you do the attack on whatever level of charge the attack is on.  The "Button Pressed 3" means that the character will go into a default standing pose if a Shield button is pressed (L, R, Z).

Subaction (the one you put in above)

Dissallow Certain movements: 0-2
Set/Add Momentum: 1-0, 1-0, 0-0, 0-1

This prevents you from moving during the charging.  It also, halts any momentum you have already.

Synchronous Timer: 4 (This timer is important, it tells when you are able to roll out of the charge)
Change Action: 1F, requirement: Compare: IC-Basic[1011] >= IC-Basic[3149]
Additional Change Action Requirement: Compare: IC-Basic[21001] < IC-Basic[23038]
Additional Change Action Requirement: On Ground
Change Action: 20, requirement: Compare: IC-Basic[1012] >= IC-Basic[3149]
Additional Change Action Requirement: Compare: IC-Basic[21001] < IC-Basic[23038]
Additional Change Action Requirement: On Ground
Change Action: (unused action), Requirement: Button Not Pressed: 1

(The IC-Basics are for rolling out of the charge, don't worry about not knowing what they are. Also, the values won't show up as those big numbers when you finish the code, but they are, so don't panic.)
As Hollow already said here, the IC Basics affect rolling.  1F is forwards roll, 20 is backwards roll.  Those "Compares" with the IC Basic variables are equivalent to direction to put it simply.  The "Button Not Pressed: 1" is basically saying "when you release B, stop the charge and go to the 'attack'".

Asynchronous Timer: (This is when the first charge is completed)
Bit Variable Set: LA-Bit[100]
[optional]If: Bit not set: LA-Bit[101]
                   Frame speed modifier: (less than 1)
End If [/optional]

You don't necessarily have to use LA Bit 100 and LA Bit 101 (these mark the second and final charge levels).  As long as you use two different LA Bits that are AT LEAST over 100, then it's fine.  The Frame Speed Modifier is for if you to make the animation slow down (alternatively you could have a longer animation, but a Frame Speed Modifier is much more efficient, less time consuming and saves file space).

Change Action: (unused action), Requirement: Button Not Pressed: 1
Asynchronous Timer: (This is when the second charge is completed)
Bit Variable Set: LA-Bit[101]
Change Action: (unused action), Requirement: Button Not Pressed: 1
[If you did the optional]
Frame speed modifier: x1[/optional]
Synchronous Timer: 2
Change Action Status: 0-0, 0-0, On Ground

Like before, this directs you to the "attack" part of the overall move.  Once LA-Bit 101 is set, the charge is full and you automatically get sent into a standing position 2 frames later.


Unused action

If: Bit is Set: LA-Bit[101]
            Change Subaction: Fully charged attack (strongest)
Else
            If: Bit is Set: LA-Bit[100]
                         Change subaction: One charge attack (second strongest)
            Else
                         Change subaction: Non-charged attack (weakest)
            End If
End If
(This checks which LA-Bits were set, [101] being the full charge, which is set at the end of charging subaction, and goes to the designated strongest charge attack, [100] being the half charge, and it goes to that designated charge attack, and if no bits were set, then it goes to the non-charged attack, being the weakest. Since LA-Bits are set until they are cleared, you can cancel the charge and the Bit would stay set.)


Add these codes at the beginning of the respective attacks

Strongest charge attack

Bit Variable Clear: LA-Bit[101]
Bit Variable Clear: La-Bit[100]


Second Strongest Charge attack

Bit Variable Clear: La-Bit[100]

Don't add anything to the non-charged attack.

Important!

In both Entry Subactons

Bit Variable Set: LA-Bit[152]
Bit Variable Clear: LA-Bit[101]
Bit Variable Clear: La-Bit[100]
(Clear any other variables from other charge attacks as well)

Wait1 Subaction

If Not Bit is Set: LA-Bit[152]
            Bit Variable Clear: LA-Bit[101]
            Bit Variable Clear: La-Bit[100]    
            Bit Variable Set: La-Bit[152]
            (Clear any other variables from other charge attacks as well)
End If

Other information

Only use LA Bit[100+]. Anything less than 100 is unknown to what it does. You don't need to use the values that I used, just make sure you put them in the right place.
Don't use the same LA Bit twice.
You can make as many charge attacks as you like, as long as you have enough room.

If you have any questions, PM me.

xxmasal22xx, that's not going to happen.  why?  because of the ungodly amount of hexing that you have to do.  you have to reconstruct the entire bone structure, and fix some of the bones (some are 118 bytes in length, instead of the standard D0 length).  and you have to edit most of the pointers as well, since reducing the length of the bones will shorten the length of the file, thus throwing off many of the pointers.  so unless someone that knows a lot about hexing does it, it's not happening.  i may consider it, but i'd have to make sure it actually works first.

if you don't quite believe me, look at this.
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on topic now, this is a pretty good idea, even though most of the needed guides are probably already written.  maybe a guide on how to go from Gecko to Riivolution would be nice (there's probably already one, i've probably just missed it).

1) Can someone tell me, after you import a model from another game into brawl box (after you're done hexing and can view it in brawlbox without a problem), how do you put it into a .pac file of another character so it doesn't freeze the game?

2) Can someone tell me if you can disable polygons, and if so, how?

Thanks in advance,
-pranavmeno

-I'm not sure if this is the right place to post this or not, so please correct me if I am wrong-


Check out my model import thread here
Want a sig? Well, click here!

Quote from: pranavmeno on April 22, 2011, 07:24:42 PM
1) Can someone tell me, after you import a model from another game into brawl box (after you're done hexing and can view it in brawlbox without a problem), how do you put it into a .pac file of another character so it doesn't freeze the game?

2) Can someone tell me if you can disable polygons, and if so, how?

Thanks in advance,
-pranavmeno

-I'm not sure if this is the right place to post this or not, so please correct me if I am wrong-


You have to preview the model in brawl box, and count how many bones it has, there's a pop out monu on the left side of the preview window, which is where that is located(the bones).

after that, count the number of bones the original character has, and use fortwaffles' bone adder program to add the difference to the newer model. In order for the bone adder to work, you need to export the new character's model and when prompted by the bone adder, navigate to it and open it. It will close when it's finished.

Quote from: snoopy on April 22, 2011, 07:14:59 PM
xxmasal22xx, that's not going to happen.  why?  because of the ungodly amount of hexing that you have to do.  you have to reconstruct the entire bone structure, and fix some of the bones (some are 118 bytes in length, instead of the standard D0 length).  and you have to edit most of the pointers as well, since reducing the length of the bones will shorten the length of the file, thus throwing off many of the pointers.  so unless someone that knows a lot about hexing does it, it's not happening.  i may consider it, but i'd have to make sure it actually works first.

Maybe just a tutorial on how to fix bone structures, for example: how to change parent and child bones.
By the way, I think every active hacker in this forum could use less distractions.

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Thanks xxmasal22xx!

but what if the import has more bones than the original character? should I look for another character with 92 bones? (the import has 92 bones)

Thanks again!
-pranavmeno


Check out my model import thread here
Want a sig? Well, click here!

By the way, I think every active hacker in this forum could use less distractions.

Sorry but you are not allowed to view spoiler contents.


Join my website, Brawl Imports, a gathering place for importers!
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I have a request about a tutorial, I would like to know how we can attach a graphical effect specific to a character to a precise bone.

For example, if I recall correctly, Marth's sword graphic of his neutral B move, if we replace it with something, how can we attach it to a precise bone? If someone can post a tutorial about this, it would be a good thing, because it would probably be useful!


Oh bomb, no one understands you. You have to be expressive with your feelings. Don't worry, Philia will help you with that. Fu fu fu fu....

Kitare, Saitan no Ikazuchi! Ikare, sousei no daichi! Ribaasukuruseidaaa!

Quote from: pranavmeno on April 22, 2011, 08:37:05 PM
Thanks xxmasal22xx!

but what if the import has more bones than the original character? should I look for another character with 92 bones? (the import has 92 bones)

Thanks again!
-pranavmeno


Princess peach has a [censored] ton of bones thanks to her dress, but adding more  than she has seems impossible :l

Thanks NaruZeldaMaster! I'm going to go try it!


Check out my model import thread here
Want a sig? Well, click here!

Hi
i would like a step by step guide, of how to use the "Stage Roster Expansion System" but more important the "Clone engine of Almas" i have a really dificult time triying to have more slots for the characters... Thanks a lot.

Can someone make me a tutorial (or link one) on how to make CSP's transparent in PhotoShop?

Thanks

Quote from: lolauses on May 30, 2011, 12:48:08 AM
Can someone make me a tutorial (or link one) on how to make CSP's transparent in PhotoShop?

Thanks

Go to youtube and search wacka alpaca. He has a nice one.
By the way, I think every active hacker in this forum could use less distractions.

Sorry but you are not allowed to view spoiler contents.


Join my website, Brawl Imports, a gathering place for importers!
http://brawlimports.proboards.com/index.cgi

Support Project Darkrai? Put the official Project Darkrai banner in your siggy!
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So everyone ignored my comment, i need a step by step guide, of how to use the "Stage Roster Expansion System" but more important the "Clone engine of Almas" i have a really dificult time triying to have more slots for the characters... Thanks a lot.