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Author Topic: Mewtwo2000's tools - cBliss Tool updated [21/04/2014]  (Read 101735 times)
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Mewtwo2000
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    « Reply #45 on: November 12, 2011, 05:50:24 PM »


    Re-download and your wishes will come true xD
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    « Reply #46 on: November 12, 2011, 07:53:49 PM »


    I want to remove some stages from the Brawl Page (STGCUSTOM 1E-25), but don't know how. Also, if I do remove those stages, can I still assign their icon ID to a different stage?
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    Mewtwo2000
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    « Reply #47 on: November 13, 2011, 01:50:49 PM »


    To remove stages, just select them in the lists on the right side, select the 'remove' option and click 'to brawl'. You'll notice it says there's a stage less in the brawl section.

    You can assign any icon to any stage at any moment.
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    « Reply #48 on: November 16, 2011, 08:09:57 PM »


    Wait this works wit Stage expansio 2.0 right? also, i already have stages on there. Do i have to use a music code? because i want some stages just to have custom music. Also, I'm trying to use Oshtoboy's Dependant Song loader for expansion stages, but i don't know how to use 'em...
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    Mewtwo2000
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    « Reply #49 on: November 16, 2011, 08:15:23 PM »


    It works for both the old and the newer codes, cause what we edit with the program is the SSS modifier, which is the same in both cases.

    You don't need to use the tracklist code, but I guess it was recommended to use it while using the code you talking about, cause you can control how many custom songs can you use in the stage this way. Anyway, I've never tested it.
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    « Reply #50 on: December 01, 2011, 11:12:58 AM »


    I've updated my Material Tool



    Changes:

    - The OBJ fix option gets unused unless you are extrictly using a recently obj-imported model
    - The Color option can now be disabled, or enabled. Before, it only changed the color once, and didn't change it again unless you loaded again the file.
    - You can choose the color to be used. It's in hex, and will affect every color in the model.
    - The DAE fix now will write over the shader related to the current material, not the first shader as before.
    - Added flag7 as editable. Flag7 changes which fog affects a model. Changing this in a row for multi-material models is sure interesting.
    - The DAE fix option will write a 'character shader' if type is 1, and a 'stage shader' if type is 3. If the value in the 'type' box isn't 1 or 3, it will work the way it was working until now.

    I know almost nobody uses this tool. But, well, I share it, can be interesting in some cases. I personally use it alot.

    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23278
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    « Reply #51 on: December 01, 2011, 12:57:20 PM »


    What does it fix for character imports, exactly?
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    Mewtwo2000
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    « Reply #52 on: December 01, 2011, 02:37:18 PM »


    For characters? Right now, I guess nothing. I mean, with the previous brawlbox, the shader wasn't fine. Material Tool rewrote that shader to fit the one extracted from a brawl character.

    When the newer version came, I compared the shader generated by default, and it's exactly the same as the one generated by Material tool for characters. So, nothing.

    Still, you can normalize the colors if you didn't do it in 3ds max, or just change the flags in all the materials in the model at the same time. The interesting options in the tool right now is just the fact that you can edit a row of materials instead of needing to edit/import them one by one.

    Also, there's a hidden option I use to enable transparencies easily. If you double click on the material name, it will ask you some password. After entering the correct one, you will get into a menu that only I really understand. There are some editable values there to change the way the light affects the model, or the ability to be transparent or translucent.

    Anyway, it's nothing that you can't do with brawlbox by just importing a new material or shader. Still, if somebody was interested, that person would get the password by PM.

    I forgot, by the way, 2 of the small improvements in the program.

    - You can apply the colors just by hitting enter where the color code is, no need to 'fix dae', which modifies materials and shaders.
    - You can write the name of the file to open without the extension. Not a big thing, but it's more comfy this way xD
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    « Reply #53 on: December 07, 2011, 10:34:23 AM »


    I've updated the Stage Roster Expansion Tool with a new feature in the tracklist part

    Now you can add/change/remove instances of Oshtoby's Stage(and Track) Dependant Song Loader for each stage. While the tracklist part is only for the STGCUSTOMs, you can manage Oshtoby's codes for any stage by just double-clicking on the stage name once in the menu.

    Try it out yourselves if interested, and if got any questions, just ask here.

    For those who don't know it, Oshtoby's code forces a song to be loaded when a stage loads a certain song. It can also force a single song to be loaded independently of the song being loaded by the stage at that moment.
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    « Reply #54 on: December 08, 2011, 05:13:12 PM »


    Cool. I already knew how to use them before you had this update. But do Riivolution users have to edit their xml for this? I had to edit mine or else they wouldn't work.
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    « Reply #55 on: December 12, 2011, 06:11:19 AM »


    It depends on the songs you're using. If you're using Dantarion's CSE code to use extra songs, you'll need to include those files in your xml.

    For already existing songs, it works as the code always does, so if it didn't need any xml edit before, using Stage Expansion Tool will not change this fact.
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    « Reply #56 on: January 13, 2012, 09:14:55 AM »


    Hey M200: I know you're busy and all with exams, but could I trouble you to make a "X character has X character's sound bank" code? I would like one so that fox has zelda's soundbank.
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    « Reply #57 on: January 20, 2012, 02:17:05 AM »


    That stage/song loader sounds pretty useful. I didn't know we had song redirecting codes: I'm guessing that it couldn't be tampered with to have a stage with 4 songs be able to play from 5 separate songs, or to replace the music as it's being played in the My Music preview in Brawl, right?
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    Mewtwo2000
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    « Reply #58 on: January 20, 2012, 08:54:56 AM »


    Hey M200: I know you're busy and all with exams, but could I trouble you to make a "X character has X character's sound bank" code? I would like one so that fox has zelda's soundbank.

    No, sorry, I don't know about coding gct files. And I guess I would need some memory addresses I can't get by myself.

    That stage/song loader sounds pretty useful. I didn't know we had song redirecting codes: I'm guessing that it couldn't be tampered with to have a stage with 4 songs be able to play from 5 separate songs, or to replace the music as it's being played in the My Music preview in Brawl, right?

    You can use a 5-songs playlist on the 4-song stage, and map 5 different songs from the game into each of the 5 slots in the playlist. Messing with the My Music menu when using these codes is not recommended.
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    « Reply #59 on: February 22, 2012, 08:26:31 AM »


    New update for the stage expansion tool

    Changes are:

    - Full refreshing when switching between .gct files (not doing so before caused glitches)
    - When you try to add a stage and the selected item is the last one in the list, the new stage is put as the last one, unlike before.
    - Doubleclicking on the count of brawl/melee stages allows you to imput a lower number and delete stages quickly from the list.
    - Some automatic list updates that weren't there before.
    - Major changes in the Oshtoby Song Loader part. You can choose stage and song from lists.
    - While the song and stage lists are there now, the old method still is possible. You can enter the song code manually and hit enter. You can select stage by doubleclicking on the top part.
    - A single click on 'current code' switches between showing the song code or the song title.

    I guess that's all.

    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23654
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