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Author Topic: The Brawl Expansion Project  (Read 2827017 times)
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HaloFanODST
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    « Reply #5370 on: April 30, 2014, 09:27:28 AM »


    This could be a stupid question, but I can't find an .rel for Ness. Is there not one? If so, how are others putting the "Megaman over Ness" PSA in BrawlEx?

    Oh, you just need to make a Ness clone, but use a Lucas .rel.

    As far as I know, ONLY Megaman over Ness works with a Lucas .rel.
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    « Reply #5371 on: April 30, 2014, 09:33:46 AM »


    Oh, you just need to make a Ness clone, but use a Lucas .rel.

    As far as I know, ONLY Megaman over Ness works with a Lucas .rel.

    Much obliged.
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    Nebulon
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    « Reply #5372 on: April 30, 2014, 09:39:30 AM »


    Oh, you just need to make a Ness clone, but use a Lucas .rel.

    As far as I know, ONLY Megaman over Ness works with a Lucas .rel.

    And the new Knuckle Joe does too. He's in my build. I'm trying to release soon, I just want to put in 1 more character... I'm having a hard time with current options.
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    « Reply #5373 on: April 30, 2014, 11:26:00 AM »


    And the new Knuckle Joe does too. He's in my build. I'm trying to release soon, I just want to put in 1 more character... I'm having a hard time with current options.

    Hey Nebulon how many characters are going to added in your next build?

    Post Merge: April 30, 2014, 11:27:36 AM
    And the new Knuckle Joe does too. He's in my build. I'm trying to release soon, I just want to put in 1 more character... I'm having a hard time with current options.

    Hey Nebulon how many characters are going to added in your next build?
    « Last Edit: April 30, 2014, 11:27:37 AM by ShadowSnake » Logged

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    Nebulon
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    « Reply #5374 on: April 30, 2014, 11:39:06 AM »


    Hey Nebulon how many characters are going to added in your next build?

    Post Merge: April 30, 2014, 11:27:36 AM
    Hey Nebulon how many characters are going to added in your next build?

    Honestly, probably 3 more, and I'll do some touch ups with pictures. Then I'll do a tutorial.

    I have my remaining slots reserved for WIP characters, and I need 2 modules in order to actually complete the characters I'd like to add that are currently out. I know I'm taking a while with the tutorial, but I'll do it. I've got the basics in my head. Smiley
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    Pikezer1337
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    « Reply #5375 on: April 30, 2014, 12:14:43 PM »


    Honestly, probably 3 more, and I'll do some touch ups with pictures. Then I'll do a tutorial.

    I have my remaining slots reserved for WIP characters, and I need 2 modules in order to actually complete the characters I'd like to add that are currently out. I know I'm taking a while with the tutorial, but I'll do it. I've got the basics in my head. Smiley
    I'm guessing it wouldn't be possible to  release a build where the slots are in place so that we can just replace the characters to our liking. Either way more than happy to wait:)
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    Nebulon
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    « Reply #5376 on: April 30, 2014, 12:24:57 PM »


    I'm guessing it wouldn't be possible to  release a build where the slots are in place so that we can just replace the characters to our liking. Either way more than happy to wait:)

    I sincerely wish :/

    In fact I'd love to do that for everyone. But to put it frankly, every slot is configured differently. Same methods for some, extra steps for others, but overall if I made a slot it'd be geared to one clone. You'd still have to know how to edit it to spawn a code. If I make a slot for all the modules (Or let's say 2 of each) and you don't want to use a Pikachu PSA, then that's two slots no one's gonna know what to do with.

    I'm also trying to get Turbo to work before I release.
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    Pikezer1337
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    « Reply #5377 on: April 30, 2014, 12:30:00 PM »


    I sincerely wish :/

    In fact I'd love to do that for everyone. But to put it frankly, every slot is configured differently. Same methods for some, extra steps for others, but overall if I made a slot it'd be geared to one clone. You'd still have to know how to edit it to spawn a code. If I make a slot for all the modules (Or let's say 2 of each) and you don't want to use a Pikachu PSA, then that's two slots no one's gonna know what to do with.

    I'm also trying to get Turbo to work before I release.
    When using your pack I usually rename the fighter, put in a module, and change the CSS slot and cosmetics. Will that not work for the new slots you are using. Sorry I was just confused. Do you have to do anything special to set up for these new slots?
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    « Reply #5378 on: April 30, 2014, 03:41:04 PM »


    Much obliged.

    Heck, I've added an un-edited ness clone and used a Lucas rel and it still worked. Seems to me like lucas and ness' rels are pretty much the same.
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    « Reply #5379 on: April 30, 2014, 03:46:51 PM »


    Heck, I've added an un-edited ness clone and used a Lucas rel and it still worked. Seems to me like lucas and ness' rels are pretty much the same.

    Though some moves either freeze the game or give a T-pose.
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    « Reply #5380 on: April 30, 2014, 03:50:12 PM »


    Though some moves either freeze the game or give a T-pose.

    Hat's the method for using an REL that isn't a perfect ine for EX? Like say I wanted to use Chun Li over Ness which uses a Zelda rel, would I just need to use Lucas files and then the module and give it the proper slot values? I've never tried.
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    Carnage
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    « Reply #5381 on: April 30, 2014, 03:52:29 PM »


    Hat's the method for using an REL that isn't a perfect ine for EX? Like say I wanted to use Chun Li over Ness which uses a Zelda rel, would I just need to use Lucas files and then the module and give it the proper slot values? I've never tried.
    there is no such thing as a zelda rel if she uses any rel is a marth rel most likely since marth relling everyone was a thing if  they didnt use articles.
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    « Reply #5382 on: April 30, 2014, 05:06:59 PM »


    there is no such thing as a zelda rel if she uses any rel is a marth rel most likely since marth relling everyone was a thing if  they didnt use articles.

    Nice Smiley I'll see what I can do!
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    « Reply #5383 on: April 30, 2014, 05:46:29 PM »


    I'm having an issue with cosmetics, even though I set the Cosmetic ID properly, it doesn't load the right one.

    I'm using frostymm's template.

    Ex: I set the CSSSlot and Cosmetic Configs to use ID 120 (78 in Hex), but they don't load the correct one on the CSS.
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    « Reply #5384 on: April 30, 2014, 05:49:16 PM »


    I'm having an issue with cosmetics, even though I set the Cosmetic ID properly, it doesn't load the right one.

    I'm using frostymm's template.

    Ex: I set the CSSSlot and Cosmetic Configs to use ID 120 (78 in Hex), but they don't load the correct one on the CSS.

    That's odd, any other issues besides that one? Is it doing that for more than just that ID?
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