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sylaxux
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« on: December 20, 2009, 07:02:57 PM »


how do you remove things with brawl box like marths cape and peaches dress.
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SqLeon
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    « Reply #1 on: December 20, 2009, 07:11:15 PM »


    In the animation editor, click on the bone of what you want to remove, then go the scale part on the lower right and set all of the 1's to 0's. If there are multiple bones for the same thing do them all. See if that works.
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    stickman
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    « Reply #2 on: December 20, 2009, 09:40:02 PM »


    how do you remove things with brawl box like marths cape and peaches dress.

    There will be a new KC-MM Tutorial coming out that will explain the hexing process... Be on the lookout for it Cheesy
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    SqLeon
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    « Reply #3 on: December 20, 2009, 11:25:05 PM »


    how do you remove things with brawl box like marths cape and peaches dress.


    There will be a new KC-MM Tutorial coming out that will explain the hexing process... Be on the lookout for it Cheesy


    well, if you wanna hex it off because the other thing didnt work.

    do This:

    1.) download http://www.zophar.net/download_file/2779

    2.) open up the character pcs file in BrawlBox.

    3.) Go into model data and right click on the characters model. Select export and save it to the desktop, (or where you see fit.)

    4.) Open up translhextion and use it to open the model you just exported.

    5.) Go back to Brawl Box and and go to the characters model. Expand it and you should some folders. One of them will be called vertices.

    6.) Open vertices and click on the one that you want to delete. (If you cant tell by the name there is another way to tell.) On the right side of the window you should now see some information.

    7.) Write down or type into notepad what the number for MDL0Offset is.(or memorize it). Take that number, remove the negative sign and add 32 to it. Keep that number.

    8.) Go back to translhextion. Go to selection on the toolbar and press "select block." Where it says " Offset of start of selection" is where you are going to put the number from before.(The one that had 32 added to it and is positive not negative)

    9.) Go back to BrawlBox and above MDL0 offset it should say "TotalLen". Take that number and subtract 32 from it. Once again keep it recorded somehow.

    10.) back in Translhextion, change the selection on the bottom to "number of bytes to select", if it already isnt selected. put the totalLen(with the 32 subtracted) in there.

    11.) Hit OK and it should Highlight a bunch of numbers and letters.

    12.) Mark down the start and finish of the highlight.

    13.) Make everything highlighted into 0's. all of it. Just make it a bunch of 0's.

    14.) press save as and save it under a different name.( when i tried to save without pressing save as it gave me an error.

    15.) Go back to BrawlBox(yes I know lot's of back and forth), replace the model in brawl box with the one you just saved. save the file in brawl box. To test it out open the animation editor and see if the polygon is there. If not, congratulations, if it is, well, post exactly what you did.
    « Last Edit: December 20, 2009, 11:31:48 PM by SqLeon » Logged


    stickman
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    « Reply #4 on: December 20, 2009, 11:35:54 PM »


    I have an easier way.. coming to a youtube near you... Awesome Face
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    VILE
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    « Reply #5 on: December 21, 2009, 05:58:41 AM »


    You can just export the polygon file of the model piece, open it in a hex editor, roughly 6 lines down (its 100 numbers down) it should say 64, everything after that fill with 0's. Go into brawlbox and replace the polygon file you want changed with the one you edited.

    I tried to explain it as noob friendly as possible, if that doesn't work, i will send you my an empty polygon file which you can use universally.
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    stickman
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    « Reply #6 on: December 26, 2009, 10:30:41 AM »


    Uh, VILE... http://kc-mm.com/?p=2106
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