Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 285 286 287 [288] 289 290 291 ... 590
Author Topic: The Brawl Expansion Project  (Read 2843311 times)
0 Members and 2 Guests are viewing this topic.
superstarfy64
Advanced Kitten
***
Offline Offline

Posts: 26


It's a me, a Starfy!!!


View Profile Awards
« Reply #4305 on: March 19, 2014, 06:57:18 AM »


MY PROBLEM HAS BEEN SOLVED (just in case anybody else finds this problem) The first times I did this I had the CSS Expansion and the CSS Code (CSS Expansion is better of course). The second time I did it (without the CSS Code) I forgot to put in the ExModules. I just put them in and that solved the problem!
« Last Edit: March 19, 2014, 04:08:54 PM by superstarfy64 » Logged

Working on my BrawlEx Pack now!

Power Marshall
-JDeLL~
Special Access
*****
Offline Offline

Posts: 622


  • Awards Hot Topic Heart Container Dedicated Hacker Tutorial Writer

  • View Profile WWW Awards
    « Reply #4306 on: March 19, 2014, 07:23:31 PM »


    For some reason, I have my CSS to support ZSS, Samus, Squirtle, Charizard, Ivysaur, Zelda, and Sheik to have their own CSP; however, the problem is that although it works, as it gives me stand alone characters, their CSPs aren't affect. E.G. Zelda and Sheik still share a CSP no matter who is selected, same with the three Pokemon. Is there something I didn't or need to include? Or do I just have to edit the CSPs myself?

    EDIT: I do have to edit it lol. No problem haha Looked at Project M's CSPs.. ha
    « Last Edit: March 19, 2014, 07:31:35 PM by Power Marshall » Logged

    Want to learn about my new project? Click here!
    Updated 1/18


    yadayada
    Mega Kitten
    *****
    Offline Offline

    Posts: 133


    View Profile Awards
    « Reply #4307 on: March 19, 2014, 09:16:49 PM »


    I haven't been really following the Smash modding scene, but lets say I wanted an entirely custom, unique, roster. Could I use this to remove all the regular characters from the CSS and only display custom characters? If I didn't need more slots than the original 40 (or whatever it is), would it be better to just replace pre-existing character slots, or would more issues arise from that than if I were to just add them as customs and display only the custom characters on the character select screen?
    Logged

    ShinF
    Supreme Kitten
    ********
    Offline Offline

    Posts: 591


  • Awards Tutorial Writer Pin Collector Hot Topic Featured

  • View Profile Awards
    « Reply #4308 on: March 19, 2014, 09:29:21 PM »


    I haven't been really following the Smash modding scene, but lets say I wanted an entirely custom, unique, roster. Could I use this to remove all the regular characters from the CSS and only display custom characters? If I didn't need more slots than the original 40 (or whatever it is), would it be better to just replace pre-existing character slots, or would more issues arise from that than if I were to just add them as customs and display only the custom characters on the character select screen?

    Well, you could always replace all the originals and add new ones if you wanted.
    Logged


    Want cBliss on your BrawlEx Build? Check out this tutorial!

    yadayada
    Mega Kitten
    *****
    Offline Offline

    Posts: 133


    View Profile Awards
    « Reply #4309 on: March 19, 2014, 09:33:28 PM »


    Well, you could always replace all the originals and add new ones if you wanted.

    Like, no exaggeration, I stopped modding SSB when the model importer was about 4 days after release and I had played with it for a little while, just lost interest. Is replacing the standard characters with alternate meshes/bones/animations any sort of complicated thing (aside from the obvious modeling/animating etc). In other words, do we have the full capability to import an entire mesh and bones and create custom animations to go along with a moveset, or are we limited to the given bones?

    EDIT: Perhaps someone could point me in the right direction. I'm wanting to do a total revamp of the entire roster and basically create a new slew of characters, but not just mesh replacements. Total animation changes, new meshes, new bones, the whole deal. What threads should I be looking at at this point? Like I said, it's been a while...
    « Last Edit: March 19, 2014, 09:35:23 PM by Lateralus » Logged

    ShinF
    Supreme Kitten
    ********
    Offline Offline

    Posts: 591


  • Awards Tutorial Writer Pin Collector Hot Topic Featured

  • View Profile Awards
    « Reply #4310 on: March 19, 2014, 09:41:16 PM »


    Like, no exaggeration, I stopped modding SSB when the model importer was about 4 days after release and I had played with it for a little while, just lost interest. Is replacing the standard characters with alternate meshes/bones/animations any sort of complicated thing (aside from the obvious modeling/animating etc). In other words, do we have the full capability to import an entire mesh and bones and create custom animations to go along with a moveset, or are we limited to the given bones?

    EDIT: Perhaps someone could point me in the right direction. I'm wanting to do a total revamp of the entire roster and basically create a new slew of characters, but not just mesh replacements. Total animation changes, new meshes, new bones, the whole deal. What threads should I be looking at at this point? Like I said, it's been a while...

    It's possible to make movesets that don't even resemble the original characters, with totally custom animations and attacks. It's a lot of work of course, and there are still limitations (mainly the inability to create new articles) but there are quite a few PSAs that do this. If you want to se an example of what's possible (though very difficult to create), check out Project M's Mewtwo:
    Project M Roster Reveal - Mewtwo!

    Or the Mega Man PSA:
    Actually replacing the movesets is just like replacing costumes - copy and name the files properly and it's done. It's creating them that can be difficult.

    If you want to find PSAs, just use the advanced search on the Vault and search for Character -> PSAs. You'll find quite a few.
    « Last Edit: March 19, 2014, 09:49:07 PM by ShinF » Logged


    Want cBliss on your BrawlEx Build? Check out this tutorial!

    the98pika
    Holy Kitten
    *
    Offline Offline

    Posts: 1246


  • Awards Heart Container Warm Welcomer Concerned Elector Tutorial Writer

  • View Profile Awards
    « Reply #4311 on: March 19, 2014, 09:45:32 PM »


    I can't seem to make the CSPs, CSS icons, etc to work for Brawlex...I tried to do what the tutorial said in the OP but still no changes at all. (trying to have tabuu CSPs CSS icons to work over ganondorf) Here's the link to my files if anyone wants to help me it would be awesome:  https://www.mediafire.com/?knxnh3ifanz0wo5

    I also changed something inthe cosmetic file in hexedit like in the tutorial but I don't know if that's for dolphin only or something...
    « Last Edit: March 19, 2014, 09:46:44 PM by the98pika » Logged

    -

    yadayada
    Mega Kitten
    *****
    Offline Offline

    Posts: 133


    View Profile Awards
    « Reply #4312 on: March 19, 2014, 10:14:53 PM »


    It's possible to make movesets that don't even resemble the original characters, with totally custom animations and attacks. It's a lot of work of course, and there are still limitations (mainly the inability to create new articles) but there are quite a few PSAs that do this. If you want to se an example of what's possible (though very difficult to create), check out Project M's Mewtwo:
    Or the Mega Man PSA:
    Actually replacing the movesets is just like replacing costumes - copy and name the files properly and it's done. It's creating them that can be difficult.

    If you want to find PSAs, just use the advanced search on the Vault and search for Character -> PSAs. You'll find quite a few.


    While those mods to exhibit functionality I would like to tap into, to my understanding, those models use pre-existing character skeletons, correct? If I'm wrong, please tell me. I think thats the thing I'm most hung up on. Custom skeletons; Do they work properly (assuming you make your own animations for them and whatnot)?
    Logged

    ShinF
    Supreme Kitten
    ********
    Offline Offline

    Posts: 591


  • Awards Tutorial Writer Pin Collector Hot Topic Featured

  • View Profile Awards
    « Reply #4313 on: March 19, 2014, 10:19:15 PM »


    While those mods to exhibit functionality I would like to tap into, to my understanding, those models use pre-existing character skeletons, correct? If I'm wrong, please tell me. I think thats the thing I'm most hung up on. Custom skeletons; Do they work properly (assuming you make your own animations for them and whatnot)?

    The only real limit I'm aware of (other than the obvious file size limit) with skeletons is that it can't have fewer bones than the original. Even then, you can just have bones that are unbound to any vertices. I know for sure Mewtwo has a custom skeleton. It's so different that it won't even work with a model bound to Lucario's original skeleton. (Lucario being the one he was cloned from, even though they have their own slot.)
    « Last Edit: March 19, 2014, 10:20:24 PM by ShinF » Logged


    Want cBliss on your BrawlEx Build? Check out this tutorial!

    yadayada
    Mega Kitten
    *****
    Offline Offline

    Posts: 133


    View Profile Awards
    « Reply #4314 on: March 19, 2014, 10:20:09 PM »


    The only real limit I'm aware of (other than the obvious file size limit) with skeletons is that it can't have fewer bones than the original. Even then, you can just have bones that are unbound to any vertices. I know for sure Mewtwo has a custom skeleton. It's so different that it won't even work with a model bound to Lucario's original skeleton.

    Thanks for your assistance.
    Logged

    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #4315 on: March 19, 2014, 10:21:47 PM »


    Custom Skeletons will work fine provided you do your bone hiearchy edits in Max or Maya BEFORE you rig the model.

    Project M's Mewtwo and my Simon Belmont PSA are the best examples, as they use existing bone Hierarchies but add bones and modify translations and rotations to allow animating the tail and whip respectively, while having their own proportions.

    Oh and like ShinF said, you need to make sure that you don't have less bones than the original character.
    Logged


    yadayada
    Mega Kitten
    *****
    Offline Offline

    Posts: 133


    View Profile Awards
    « Reply #4316 on: March 19, 2014, 11:05:17 PM »


    Custom Skeletons will work fine provided you do your bone hiearchy edits in Max or Maya BEFORE you rig the model.

    Project M's Mewtwo and my Simon Belmont PSA are the best examples, as they use existing bone Hierarchies but add bones and modify translations and rotations to allow animating the tail and whip respectively, while having their own proportions.

    Oh and like ShinF said, you need to make sure that you don't have less bones than the original character.

    So would you say that simply modifying existing skeletons is probably the best approach to take? There's many different angles to approach something like this, I'm just trying to pinpoint the best/easiest one.
    Logged

    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #4317 on: March 19, 2014, 11:18:12 PM »


    Sorry this reply is delayed, but yes, just get a normal Brawl character model and skeleton in Max or Maya, erase the regular character model, start editing the boneset, hiearchy, and whatnot to fit it around your new character, then rig.

    If you're using Max, be sure that the scale of the import is 1 instead of 0.39____.
    Logged


    yadayada
    Mega Kitten
    *****
    Offline Offline

    Posts: 133


    View Profile Awards
    « Reply #4318 on: March 19, 2014, 11:29:39 PM »


    Sorry this reply is delayed, but yes, just get a normal Brawl character model and skeleton in Max or Maya, erase the regular character model, start editing the boneset, hiearchy, and whatnot to fit it around your new character, then rig.

    If you're using Max, be sure that the scale of the import is 1 instead of 0.39____.

    Thank you~ Off to play around with some skeletons.
    Logged

    Lillith
    Heroic Kitten
    **
    Offline Offline

    Posts: 2172


    Resident Lunatic & Fox Fanatic

  • Awards Ceiling Cat Star Hacker RAGE!! Tutorial Writer

  • View Profile Awards
    « Reply #4319 on: March 19, 2014, 11:43:35 PM »


    Thank you~ Off to play around with some skeletons.
    You're aware of how creepy that sounds, right? XD
    Logged

    I still talk to myself! If anyone wants to use anything I've done, feel free to! But do tell me where you use it, I want to see the finished product!

    Pages:  1 ... 285 286 287 [288] 289 290 291 ... 590
    Print
    Jump to: