^Exactly
I've already made some fixes.
At this rate, I might as well call this a Beta. Aha! But rest assured, Brawlboy and I will get it done.
And if someone wants to help with music, let me know. Someone posted here a while ago (Though I can't find it) about BRSTMs. If that person is still around, please pm me. I've got some things I need help with
Hi Nebulon.
I really admire the work you've done with your brawlex how everything is organized and offical but I'd like to ask a question about your method.
I've already read your tutorial about making your clones have their own GFX. I followed it applied it to some of mine however I'm still having some graphical hiccups. Specifically with Viewtiful Joe and Geno clones of Captain Falcon and ROB respectively. I've noticed that their moves that use brresless EFLS conflict with each other and the first chacter loaded has the dominant GFX (Example If Joe ad Falcon are in the same fight sometimes for his up b I see the proper GFX but captain falcon's fire moves have joe's GFX and vice versa.) And for Geeno no matter what I replace the GFX with the beam texture does not work and to make things worse his up b and neutral b GFX overlap with other rob clones
I'm wondering if there's an extra step I'm missing or something specific to these characters. I thought I did everything right... Should I rename the EFLS files?
Honestly, that tut is outdated. You don't actually need to use an enemy ef_file. Instead, just name the ef_file the proper enemy name according to the programming (Check this out for the proper spelling of the names, since some of them are the Japanese names:
http://opensa.dantarion.com/wiki/Effect.pac_IDs) and change the IDs in the .pac of the GFX to match the hex (or Dec if using BB) ID of the ef_file you decide to use.
As for what you're talking about, I had this problem when working with Dante and Ike. The key is to rename the EFLS entries. Say the name is something like "Charizardfireball". You'll notice that it won't use a model (model is set to "false") so it won't have a model number either. The game knows what effect to load based on the name "Charizardfireball". So what you'd do here is go into VJoe's Ef_file, and rename the EFLS entries (I'd just add a V at the end of them or something) and then find the actual effects in the .pac file using a BB. I believe most (if not all) of the time the effects associated with names will be in the "REFT" section. Change the name of the effect to whatever you named the entry in the EFLS, and you SHOULD be good.
It's been a while since I did that myself as those aren't normally used.
I hope that helps
Anyway, back on topic:
Since I'm sort of treating this like a Beta, I'll be reuploading it again once we apply all of our fixes. I'm aiming for the weekend, but we'll see what happens. I've fixed 5 characters in total, and did some cosmetic tweaks so far. I also added in some missing files and I released a patch earlier. Brawlboy's tackling some things too, so I don't think it'll take TOO long to do
And due to popular demand, I'll be releasing the build in smaller chunks so that people's downloads don't take as long. I already know how I'm going to split it up. Hopefully it makes sense to everyone.
Sorry to have to do that everyone, but... well I guess this is just the nature of releasing big projects.
Sort of like a Day 1 patch, ya know? (Except a few days later). Anyway, thanks for beliving in us.