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Author Topic: Let's look into Module Fíles (.rel) - Defensive Collision is now!  (Read 168764 times)
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Sammi Husky
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    « Reply #330 on: January 20, 2014, 12:26:36 PM »


    To load the other fighters portraits and whatnot when you transform, set the edit level in the cosmetic config to 1. Then change the secondary charaster ID to the id of the character your transforming into
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    pikazz
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    « Reply #331 on: January 20, 2014, 12:38:50 PM »


    To load the other fighters portraits and whatnot when you transform, set the edit level in the cosmetic config to 1. Then change the secondary charaster ID to the id of the character your transforming into
    already did, but they dont change still :c
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    « Reply #332 on: January 20, 2014, 01:07:33 PM »


    Hmmmm :/ it may be the css config then. It also has the primary and secondary character stuff.

    If not, it must have to do with the modules or sora_melee..hmm..
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    pikazz
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    « Reply #333 on: January 20, 2014, 01:32:42 PM »


    Hmmmm :/ it may be the css config then. It also has the primary and secondary character stuff.

    If not, it must have to do with the modules or sora_melee..hmm..
    it must be something with Sora_melee, since it work perfect to switch when its over zelda or Samus

    also, I believe I found the solution now! needs testing

    EDIT: It was the solution! but now something else appeared! it works great when you transform on ground, can select effects and everything, but in air, you will either skyrocket upward or downward really fast >:C

    oh god, its just that little piece thats needed to be 100% working with grapfic and everything!
    « Last Edit: January 20, 2014, 03:23:12 PM by pikazz » Logged

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    « Reply #334 on: January 20, 2014, 04:00:42 PM »


    interesting. you think there may be a seperate method for the in air state? i don't know too much about modules, but i think that could be it the game may just set your on ground/in air state to on ground even if your in the air.

    maybe...lol

    can't wait for that guide! soon as it comes out and i fully understand it, i'll make a video tutorial for everyone that can't understand complicated stuff and give you the credit for everything Tongue
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    pikazz
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    « Reply #335 on: January 22, 2014, 12:38:39 AM »


    Almost Perfect


    everything works now! now you can select what Action will appear together with its grapfic! (I gave the grapfic to their PSA)
    but 2 minor glitch, first is smashball doesnt want to spawn if you swap characher! I think I know whats wrong!
    second if when the swap is done, it also want to load the first ModelData in the grapfic section, in the video is jigglypuffs sing and marths sword glow! dont know the solution for that one :/
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    « Reply #336 on: January 22, 2014, 12:29:11 PM »


    Hey great work pikazz! I think the graphic for the sing is actually still being called somewhere in the PSA. It may be because it's on her up-b. Because it seems like it's continuing the sing animation after the characters swap, even though the graphic was changed to something else...maybe try changing jigglypuffs transformation command to her taunt instead? If it still loads her song graphic, then it's something in the module Tongue

    Yay for troubleshooting lol
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    « Reply #337 on: January 22, 2014, 12:44:37 PM »


    https://www.youtube.com/watch?v=Z77UL_4Gyco


    Let the Swap Begin!
    Hey great work pikazz! I think the graphic for the sing is actually still being called somewhere in the PSA. It may be because it's on her up-b. Because it seems like it's continuing the sing animation after the characters swap, even though the graphic was changed to something else...maybe try changing jigglypuffs transformation command to her taunt instead? If it still loads her song graphic, then it's something in the module Tongue

    Yay for troubleshooting lol

    I found out whats the problem, but it was not that you said xD
    « Last Edit: January 22, 2014, 03:33:38 PM by pikazz » Logged

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    « Reply #338 on: January 22, 2014, 12:57:34 PM »


    Haha I see xD well, doesn't this make it 100% working? Can't wait to get my hands on the tut!

    Seriously though great work pikazz, thanks to your work we are 1 step closer to having brawl almost 100% customizable!
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    « Reply #339 on: January 22, 2014, 01:00:29 PM »


    Haha I see xD well, doesn't this make it 100% working? Can't wait to get my hands on the tut!

    Seriously though great work pikazz, thanks to your work we are 1 step closer to having brawl almost 100% customizable!
    this is now 100% working! dont know about the sound effect but nah, it shouldn't be problem xD

    I am worried about doing the tutorial ;-; it will be long and quite hard for those who dont understand modules
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    « Reply #340 on: January 22, 2014, 01:03:26 PM »


    Don't worry bout the length or complexity xD as long as SOME people can get it, that's awesome!  Besides I think I should be able to get it! Then I'll make a video tutorial for all of the people that don't jnderstand Tongue
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    « Reply #341 on: January 22, 2014, 03:54:57 PM »


    I just wanted to say nice job, we've come through with a few cool hacking things lately.
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    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #342 on: January 22, 2014, 04:11:20 PM »


    The only groundbreaking thing left in brawl modding really is...well adding sounds without replacing any, and porting or adding articles.

    er actually stage hazards too now that i think about it. Tongue

    i know PW did work on porting articles, but wasn't that fairly buggy and complicated? Shocked
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    « Reply #343 on: January 22, 2014, 04:14:46 PM »


    The only groundbreaking thing left in brawl modding really is...well adding sounds without replacing any, and porting or adding articles.

    er actually stage hazards too now that i think about it. Tongue

    i know PW did work on porting articles, but wasn't that fairly buggy and complicated? Shocked

    been actually in some of that areas!
    porting articles is hard + buggy, it freezes as soon you end the battle

    stage hazards is another thing:
    Module File Hacking


    old attemd to port the spring to final destination! so I tried to see what the spring does in Target lv 5
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    « Reply #344 on: January 22, 2014, 04:16:40 PM »


    :O that's awesome!
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