Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67

Started by Snoopy, June 07, 2010, 01:31:42 AM

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Quote from: snoopy on April 22, 2011, 02:29:36 AM
it looks like the swords all have the same setup, just a guess from looking at a few, which obviously makes sense why they'd be the same.

but Naru, try this, try renaming the bottom 3 bones to match Ganondorf's sword's bones.  so basically, rename KK_emi05_ki_00_01 to HaveN, at_loc_00 to SwordN, and ki_00_00 to SwordM.  if my theory is correct, Emil's sword should then be animated like Ganondorf's. 
okay, thanks for the tip.
Like we NEED another overpowered ganondorf anyway XD but meh he's easy to work with.

I might replace his victory sword with a different blade then figure out how to give him two swords >=D

You will probably have some difficults to give Ganondorf two different swords as he seems to have only one article usable...



Oh bomb, no one understands you. You have to be expressive with your feelings. Don't worry, Philia will help you with that. Fu fu fu fu....

Kitare, Saitan no Ikazuchi! Ikare, sousei no daichi! Ribaasukuruseidaaa!

I tried it ands I just got a big old BZZZZZZT when he taunted >_<
It may be due to the vertexing I did  on the sword though, I'll try it without the vertexing tomorrow.

Quote from: NaruZeldaMaster on April 22, 2011, 02:01:24 AM
@ XX: How to get the models is like any other game. Get the ISO of your chosen reagon for the game ya want and use wii scrubber.(I suggest googling Wii Scrubber 1.40) if it's a character that you're after, open the second partition, then find the catagory chr and click the pluss sign.

You'll have to dig around to find the character you want cause they're named weird. Kakashi in CON 3's ISO is labled KaK and Shikumaru's is Shik etc.

Actually the TOS2 Models do work with the mdl0 fixer.

At least with the weapons anyway.

After you do the three programs, open up the "fixed" bress in a hex editor and find the "MDL0" text on the right side of the window. Change the 0 at the end of MDL0 to "2" (without quotes) Save it, then run the programs again with the BRESS file. After that, open it up in a hex editor again and change the "2" back to a "0"

I managed to fix all of emils weapons ( http://www.mediafire.com/file/mv4ukk4unm1liqa/Renamed%20Weapons.zip <-- there ya go if you want em. They're renamed properly, at least I think so. Only one of his weapons didn't work with the fixer. I'm assuming it's possibly a "dummy" sword or something) with this method so I know it works. :)

@ Snoopy: Yeah, the sword has a Have N, and a Trans n I think.
You can download the swordds via the mediafire link I gave XX Most of the swords have 4 bones I think.

I'm trying to get Richter's brres fixed, when u said to change 0 to 2, did you mean the "MDL0" or the hex value "00"?

@ Snoopy: I will send you the brres of the character.
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Quote from: NaruZeldaMaster on April 22, 2011, 04:34:18 PM
I mean the actual MDl0 text not the 0's next to it

when i do that, and try to run the programs when mdl0 is changed to mdl2, it opens the file and stays black.....
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....
Thats how the programs work XD
They open the file, then seemingly crash,  it fixes them though, cause I've managed to get the weapons to work anyway. I've been able to open them up in the bb mod too :)

Quote from: NaruZeldaMaster on April 22, 2011, 05:17:13 PM
....
Thats how the programs work XD
They open the file, then seemingly crash,  it fixes them though, cause I've managed to get the weapons to work anyway. I've been able to open them up in the bb mod too :)


Could you do me a favor and try one of the TOS2 characters?
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don't worry, i've hand hexed it.  but it seems there a different error,



the bone structure.  it's weird, some of the bones are 118 bytes in length, instead of the standard D0 bytes.  it still gives me an error, and that's why nothing is showing in the left hand tabs, but that's most likely from the bones.  also, some of the bones do branch off from others, but all of them (there are duplicates for some reason) are at the top of the structure, all 168 of them, and there's no parent/child relationship between them.  like i said before, this may take a while.

Quote from: snoopy on April 22, 2011, 07:19:49 PM
don't worry, i've hand hexed it.  but it seems there a different error,



the bone structure.  it's weird, some of the bones are 118 bytes in length, instead of the standard D0 bytes.  it still gives me an error, and that's why nothing is showing in the left hand tabs, but that's most likely from the bones.  also, some of the bones do branch off from others, but all of them (there are duplicates for some reason) are at the top of the structure, all 168 of them, and there's no parent/child relationship between them.  like i said before, this may take a while.

Yea, thts exactly what happens for me....how long do you think it will take to fix?

Also, when i click details from the error that pops up, it gives me this:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at BrawlLib.SSBB.ResourceNodes.MDL0Node.ApplyCHR(CHR0Node node, Int32 index)
   at BrawlLib.SSBB.ResourceNodes.MDL0Node.Attach(GLContext context)
   at System.Windows.Forms.ModelPanel.AddTarget(IRenderedObject target)
   at System.Windows.Forms.ModelEditControl.ModelChanged(MDL0Node model)
   at System.Windows.Forms.ModelEditControl.set_TargetModel(MDL0Node value)
   at BrawlBox.ModelForm.OnShown(EventArgs e)
   at System.Windows.Forms.Form.CallShownEvent()
   at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
   at System.Threading.ExecutionContext.runTryCode(Object userData)
   at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
   at System.Windows.Forms.Control.InvokeMarshaledCallbacks()


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3620 (GDR.050727-3600)
    CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
BrawlBox
    Assembly Version: 0.63.3970.27232
    Win32 Version: 0.63.3.0
    CodeBase: file:///C:/Documents%20and%20Settings/Steven/Desktop/BrawlBox%20Modset4.0/BrawlBox.exe
----------------------------------------
BrawlLib
    Assembly Version: 0.10.3970.27232
    Win32 Version: 0.10.3.0
    CodeBase: file:///C:/Documents%20and%20Settings/Steven/Desktop/BrawlBox%20Modset4.0/BrawlLib.DLL
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3614 (GDR.050727-3600)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


By the way, I think every active hacker in this forum could use less distractions.

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Try finding the "system" folder on your computer, and deleate some of those files if you can.
They won't do anything to your comp, as the actual "system" files would be stored under the folders for the hardware that runs the computer. (For example if you wanted to find the stuff for Vista it wouldn't be in the system folder)

Quote from: NaruZeldaMaster on April 22, 2011, 08:00:07 PM
Try finding the "system" folder on your computer, and deleate some of those files if you can.
They won't do anything to your comp, as the actual "system" files would be stored under the folders for the hardware that runs the computer. (For example if you wanted to find the stuff for Vista it wouldn't be in the system folder)

Wait, why should i delete them? What's the point of tht? The code is just the details of the error message from brawlbox.....
By the way, I think every active hacker in this forum could use less distractions.

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Quote from: xxmasal22xx on April 22, 2011, 08:10:09 PM
Wait, why should i delete them? What's the point of tht? The code is just the details of the error message from brawlbox.....

The Just In Time or "JIT" error is often caused by system registry errors.(A registry is a file type. .xml etc) Thus the system doesn't understand what .mdl0 etc is (which is why sometimes we get the JIT error) I'm assuming the JIT debugger appears cause windows is trying to open a file type it doesn't know how to read. And by "windows" I mean your Operating system, BB can read mdl0 etc, but windows/vista etc alone can't as it was not designed to do so normally.

The JIT debugger could also be turned off, but you'll have to find a tut on that with everyones best friend, google! :)

Also try Right Clicking BB and clicking "run as administrator" that also sometimes helps as an "administrator" can sometimes access files that a normal user cannot.

The reason for deleating them is because windows will just look for those files when it hits the JIT error and thus display that message once more.

Quote from: NaruZeldaMaster on April 22, 2011, 08:17:46 PM
The Just In Time or "JIT" error is often caused by system registry errors.(A registry is a file type. .xml etc) Thus the system doesn't understand what .mdl0 etc is (which is why sometimes we get the JIT error) I'm assuming the JIT debugger appears cause windows is trying to open a file type it doesn't know how to read. And by "windows" I mean your Operating system, BB can read mdl0 etc, but windows/vista etc alone can't as it was not designed to do so normally.

The JIT debugger could also be turned off, but you'll have to find a tut on that with everyones best friend, google! :)

Also try Right Clicking BB and clicking "run as administrator" that also sometimes helps as an "administrator" can sometimes access files that a normal user cannot.

The reason for deleating them is because windows will just look for those files when it hits the JIT error and thus display that message once more.

is it in C:\WINDOWS\system or somewhere else? theres like 8 system folders in different locations on the c drive.....
By the way, I think every active hacker in this forum could use less distractions.

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im not sure if anyone has posted this but im trying to port marth over ike. i got his textures to work and so do his moves, heres my problem; hes half way under the ground so all i can see is his torso, also he has a huge glowing sword in his chest and he holds his sword all funny, like backwards. any idea how to fix this?