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Author Topic: The Brawl Expansion Project  (Read 2847664 times)
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[TLoZ]Link
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« Reply #6495 on: June 22, 2014, 09:56:30 PM »


Absolutely nothing. It basically just sets up all the cosmetic files for you. So all you have to do is set the correct ID and put whatever selection portrait files n whatnot you want over the temporary ones that are already in place. So realistically if you wanna just have the selection icon and are too lazy for the portraits, you can just put in an icon and make all the portraits solid colors or something and at the very least your character will have cosmetics that are seperate from the main characters.

It's really just because setting it up is a pain in the butt. Also I do believe the link is in my signature.
So how do I set up the custom CSS code for BrawlEx that way I can use your template?
I'm about to set up BrawlEx on a fresh SD card I just purchased.

Edit: Heres what I think the code is:

Custom CSS V3 [Sputnit262] (Default CSS)
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000058
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414243
44454647 48494A4B
4C4D4E4F 50515253
54555657 58595A5B
5C5D5E5F 60290000

58 because I counted 34 extra slots in the template + the default 24 would = 58 and then in the bottom I added "3F 40 41 42 43 44 45 46 47 48 49 4a 4b 4c 4d 4e 4f 50 51 52 53 54 55 56 57 58 59 5a 5b 5c 5d 5e 5f 60"  (letters in caps) which is a total of 34 slots and then put 29(the random slot) and ended it with 0000.
Is the code right?
« Last Edit: June 22, 2014, 10:30:12 PM by [TLoZ]Link » Logged


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    « Reply #6496 on: June 22, 2014, 10:55:37 PM »


    So how do I set up the custom CSS code for BrawlEx that way I can use your template?
    I'm about to set up BrawlEx on a fresh SD card I just purchased.

    Edit: Heres what I think the code is:

    Custom CSS V3 [Sputnit262] (Default CSS)
    0668310C 00000030
    387E006C 3B600000
    3C808068 38840DE0
    7CBB20AE 7CA50775
    41800014 94A30004
    3B7B0001 2C1B0032
    4180FFE8 48000038
    04690338 48000068
    066900D8 00000008
    2C170028 41820168
    02680DE0 0022FFFF
    06680DE0 00000058
    00010203 06070811
    12091A0E 1716131B
    21260D05 14101F25
    200B270C 15242218
    0A23193F 40414243
    44454647 48494A4B
    4C4D4E4F 50515253
    54555657 58595A5B
    5C5D5E5F 60290000

    58 because I counted 34 extra slots in the template + the default 24 would = 58 and then in the bottom I added "3F 40 41 42 43 44 45 46 47 48 49 4a 4b 4c 4d 4e 4f 50 51 52 53 54 55 56 57 58 59 5a 5b 5c 5d 5e 5f 60"  (letters in caps) which is a total of 34 slots and then put 29(the random slot) and ended it with 0000.
    Is the code right?

    I dunno man, I use the newer stuff where all you have to do is have the cssroster.dat and tell it what characters to display. My suggestion would be to do it that way instead because it's easier to manage.
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    My BrawlEx Cosmetic template for people who are lazy!
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    Supports up to 35 BrawlEx characters currently.

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    « Reply #6497 on: June 23, 2014, 12:22:50 AM »


    Ok Thanks. But now I have run into another issue I made the changes to the psa but when I save and re-open it I can no longer expand the moveset to get to the subaction scripts folder. The plus sign just disappears. I am using brawlbox v0.68b and trying to edit This Sephiroth: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571


    try using brawlbox v0.67 it will open any moveset no matter what.

     only difference between v0.68b and v0.67 is that v0.67 is less stable by that i mean if you edit a moveset with it some subactions that say go to end up having improper actions to go to and because of that a moveset that didn't freeze before might freeze now so you will have to do some extra fixing in the moveset if that happens, however since you are editing a sephiroth moveset which i am pretty sure is originally on marth you shouldn't have to worry about v0.67 messing up anything in the moveset if you decide to edit it with that version of brawlbox because brawlbox v0.67 usally never messes up marth movesets.
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    « Reply #6498 on: June 23, 2014, 12:25:34 AM »


    I dunno man, I use the newer stuff where all you have to do is have the cssroster.dat and tell it what characters to display. My suggestion would be to do it that way instead because it's easier to manage.
    Where can I find a guide for that? The videos here just talk about a code so I dunno :L.
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    « Reply #6499 on: June 23, 2014, 12:34:02 AM »


    My tool automatically edits the CSSRoster but there is a bug atm that makes it so you need to open the roster editor and hit save.

    as for cosmetics, my tool has a button that will do it all for you. May be slightly buggy, but i haven't encountered any issues
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    « Reply #6500 on: June 23, 2014, 07:41:11 PM »


    Where can I find a guide for that? The videos here just talk about a code so I dunno :L.

    this video covers the cssroster.dat  stuff somewhere in the middle of the video
    <a href="http://youtu.be/_RRGzeMpFzM" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/_RRGzeMpFzM</a>
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    « Reply #6501 on: June 23, 2014, 08:18:26 PM »


    My video also explains the easiest way to setup the engine with CSSRoster.dat (the css expansion) and showcases a very..outdated version of my tool. You can find the most recent one in the op of this thread or in my sig. Anyways heres the vid

    <a href="http://youtu.be/0QHtHbJL79M" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/0QHtHbJL79M</a>
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    [TLoZ]Link
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    « Reply #6502 on: June 23, 2014, 08:31:06 PM »


    My video also explains the easiest way to setup the engine with CSSRoster.dat (the css expansion) and showcases a very..outdated version of my tool. You can find the most recent one in the op of this thread or in my sig. Anyways heres the vid

    http://youtu.be/0QHtHbJL79M

    Thanks man you got great videos by the way!
    So I set it up with this tutorial and since I'm going to be using the template by frostymm I edit the sc_selcharacter in the template and replace the MenSelchrPos_TopN files in my sc_selcharacter.pac with the ones in the Resources folder and I can just insert custom characters and I just have to edit the CSP's and stuff already set, correct?
    « Last Edit: June 23, 2014, 08:43:40 PM by [TLoZ]Link » Logged


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    « Reply #6503 on: June 23, 2014, 10:14:11 PM »


    Correct, however if you feel you want to use the stock sc_selcharacter without using the template you could also use the "add cosmetics" button in my tool. However the template is probably easier in the long run Tongue
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    « Reply #6504 on: June 23, 2014, 11:48:15 PM »


    Correct, however if you feel you want to use the stock sc_selcharacter without using the template you could also use the "add cosmetics" button in my tool. However the template is probably easier in the long run Tongue
    Yeah, hah. Thanks so much, I now have Goku and Pit in two different slots with all the cosmetics and its amazing! Thank you once again for the great tool which makes everything easy and your excellently explained tutorials! One final question if I may. In your tool there are all the SFX and then numbers after it...How could I make my Pit clone which is Goku, not have a voice at all because it sounds a bit strange having Pits voice on Goku Tongue.  If it is not possible, it is fine, I am already ecstatic with just having a separate slot!
    « Last Edit: June 23, 2014, 11:49:30 PM by [TLoZ]Link » Logged


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    « Reply #6505 on: June 24, 2014, 12:11:34 AM »


    Well, i know some of the fighters who don't use sounds at all, or some fighters kirby copies that are blank have the data set to FFFFFFFF but i honestly don't know if that will work for normal fighters. Worth a try! give it a shot
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    « Reply #6506 on: June 24, 2014, 01:37:47 AM »


    Well, i know some of the fighters who don't use sounds at all, or some fighters kirby copies that are blank have the data set to FFFFFFFF but i honestly don't know if that will work for normal fighters. Worth a try! give it a shot
    I'll try it and let you know in a bit.
    Guess what...I'm having a problem with another character. Goku over clone Pit was great but I tried Vegeta over clone Wolf and did all the cosmetics and everything but when I booted up Brawl, it froze on the screen with the spinning smash ball when it says loading...
    What do you think is the problem? I really can't figure it out. What I think is that since the Vegeta Wolf files for Vegeta only had FitWolf(Changed to Vegeta)00,01,02,03,04,05.pcs and FitWolf.pac and FitWolfMotionEtc.pac and no 00,01,02,03,04,05.pac files for them so when I put the vBrawl files to fill the rest I had to put the default Wolf 00,01,02,03,04,05.pac's. Could that be the problem? I don't know :L

    EDIT: So I changed the hooktype to AXNextframe and now it loads up Brawl but crashes after I press group and then try to click Brawl to load the CSS...
    « Last Edit: June 24, 2014, 02:47:43 AM by [TLoZ]Link » Logged


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    « Reply #6507 on: June 24, 2014, 09:12:37 AM »


    I'll try it and let you know in a bit.
    Guess what...I'm having a problem with another character. Goku over clone Pit was great but I tried Vegeta over clone Wolf and did all the cosmetics and everything but when I booted up Brawl, it froze on the screen with the spinning smash ball when it says loading...
    What do you think is the problem? I really can't figure it out. What I think is that since the Vegeta Wolf files for Vegeta only had FitWolf(Changed to Vegeta)00,01,02,03,04,05.pcs and FitWolf.pac and FitWolfMotionEtc.pac and no 00,01,02,03,04,05.pac files for them so when I put the vBrawl files to fill the rest I had to put the default Wolf 00,01,02,03,04,05.pac's. Could that be the problem? I don't know :L

    EDIT: So I changed the hooktype to AXNextframe and now it loads up Brawl but crashes after I press group and then try to click Brawl to load the CSS...

    I'm no expert but try opening the pcs's in brawlbox and then go to file, save as, save it as a pac.
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    « Reply #6508 on: June 24, 2014, 09:18:41 AM »


    I'll try it and let you know in a bit.
    Guess what...I'm having a problem with another character. Goku over clone Pit was great but I tried Vegeta over clone Wolf and did all the cosmetics and everything but when I booted up Brawl, it froze on the screen with the spinning smash ball when it says loading...
    What do you think is the problem? I really can't figure it out. What I think is that since the Vegeta Wolf files for Vegeta only had FitWolf(Changed to Vegeta)00,01,02,03,04,05.pcs and FitWolf.pac and FitWolfMotionEtc.pac and no 00,01,02,03,04,05.pac files for them so when I put the vBrawl files to fill the rest I had to put the default Wolf 00,01,02,03,04,05.pac's. Could that be the problem? I don't know :L

    EDIT: So I changed the hooktype to AXNextframe and now it loads up Brawl but crashes after I press group and then try to click Brawl to load the CSS...
    I'm no expert but try opening the pcs's in brawlbox and then go to file, save as, save it as a pac.
    Close. Open your pcs files, and save them as .pair files.
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    « Reply #6509 on: June 24, 2014, 10:07:49 AM »


    Just set up bew unstable version of brawlex.
    Put fighters in 64-69. 2 fighters (3F and 50) randomly dont work now.
    Am i just chaulking that up to instability for the time being?
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