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Author Topic: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67  (Read 99638 times)
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KingJigglypuff
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    « Reply #150 on: December 06, 2010, 05:37:14 PM »


    just one last question even though you said you got it to work, are you following the guide i made in the OP?  it'll show you what you need to replace with what.  but if it works, then it probably doesn't matter much.

    now for the throwing glitch, do you have the HipN in the right index?
    Yes, I followed the guide. And Ness's HipN is his 7th bone and Aerodactyl's 7th bone is one of his legs.
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    « Reply #151 on: December 07, 2010, 12:20:16 AM »


    ah, Charizard over Ness.  the easiest way to fix the HipN would be with Tabuu.  i don't think that just renaming the bone would work.  but are you doing a PSA with it, or just the model swap?
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    « Reply #152 on: December 07, 2010, 07:10:41 AM »


    ah, Charizard over Ness.  the easiest way to fix the HipN would be with Tabuu.  i don't think that just renaming the bone would work.  but are you doing a PSA with it, or just the model swap?
    I'm doing both, but I'm using the Aerodactyl model from Pokepark Wii. And the model has 26 natural bones, the rest are extra bones. The glitches I fixed so far are the walking glitch and the item grab glitch.
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    « Reply #153 on: December 08, 2010, 10:41:46 AM »


    oh, the actual model, no the Charizard vertex.  the thing with the Pokepark Wii models is that their TransN and HipN bones are right next to each other.  basically, the starting bone structure is something like this:  (japanese poke name) > origin > waist > then the rest of the structure.  the best way to fix it is to make the first 3 bones do this:  TopN > TransN > HipN > then the rest.  then in Tabuu, adjust the HipN BoneRef from 7 to 2, and that will fix the problem.
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    « Reply #154 on: December 08, 2010, 10:52:30 AM »


    oh, the actual model, no the Charizard vertex.  the thing with the Pokepark Wii models is that their TransN and HipN bones are right next to each other.  basically, the starting bone structure is something like this:  (japanese poke name) > origin > waist > then the rest of the structure.  the best way to fix it is to make the first 3 bones do this:  TopN > TransN > HipN > then the rest.  then in Tabuu, adjust the HipN BoneRef from 7 to 2, and that will fix the problem.
    It isn't working. The game still freezes when someone grabs him.
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    « Reply #155 on: December 08, 2010, 12:38:38 PM »


    pm me the files and i'll see if i can get it working.
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    « Reply #156 on: December 08, 2010, 05:11:41 PM »


    pm me the files and i'll see if i can get it working.
    OK.
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    « Reply #157 on: December 10, 2010, 11:10:07 PM »


    with tabuu I change trans n not? I try and when you select the stage... game freezes ..beeeppp...,xD.,is rob again my problem, xD
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    « Reply #158 on: December 11, 2010, 09:34:36 AM »


    hmm, it sounds like it might be a different problem.  i've never had anything edited with Tabuu freeze on me.  but it freezes before the match starts?  my first assumption would be that the model doesn't have enough bones to replace who you're trying to replace.  send me the files and i'll fix it.
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    « Reply #159 on: December 13, 2010, 07:29:28 PM »


    what?  A real update?  Since when?


    sorry about the super long quote but can you give me the link the the mario bros. with hats. and also do they have the pesky eye glitch where something comes out of one of their eyes?
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    « Reply #160 on: December 13, 2010, 09:10:35 PM »


    yeah, you didn't really need to quote the entire guide, all you'd have to do is ask.  but BrawlVault should have it.  all i did was hex the hat model bone to a different position.  using Tabuu would be a much better alternative, unless you need it to be a one slot swap.  but Luigi's face is stretched oddly, and i have no idea about an eye glitch, but i'd assume it'd be there, i only took the first release and hexed the bones, and that's it.  so i really don't think it'd be much better than what's already there.
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    « Reply #161 on: December 13, 2010, 09:42:50 PM »


     
    yeah, you didn't really need to quote the entire guide, all you'd have to do is ask.  but BrawlVault should have it.  all i did was hex the hat model bone to a different position.  using Tabuu would be a much better alternative, unless you need it to be a one slot swap.  but Luigi's face is stretched oddly, and i have no idea about an eye glitch, but i'd assume it'd be there, i only took the first release and hexed the bones, and that's it.  so i really don't think it'd be much better than what's already there.
    whoopsy >.< i feel dumb lol.  Oh shi~
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    « Reply #162 on: December 20, 2010, 07:58:39 PM »


    hey,  my import is over olimar. For a bunch of (not all) the animations, the dot that would be on olimars head moves to the center of the stage. i wouldn't have a problem with this except that all the graphic effects that would normally be on the character tend to appear on that dot.
    any ideas?

    thanks
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    « Reply #163 on: December 20, 2010, 09:55:16 PM »


    i think that's more of a PSA issue.  if a character doesn't have enough bones and a graphic is connected to a bone it doesn't have (or an ExtraBone from the bone adding program), then it will simply appear in the center of the stage.  in PSA, if you reconnect where the graphic attaches, then it should work.  like if a grahpic is currently on bone 59, but your model only has 35 real bones, then making the graphic attach to a bone that's less than 35 should correct the problem.
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    « Reply #164 on: December 20, 2010, 10:21:10 PM »


    so we can't use extra bones at all?

    also, how come only on some of the animation does the dot appear in the center?

    could i possibly bother you to take a look at the file?
    heres what i got so far

    http://www.mediafire.com/?51qpl2p237rcrhg
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