FrozenHobo
Smash Hero
thanks... that'll make things a lot better.
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I needed to know this too. Thanks!You can add new planes just by holding Alt (IIRC, I don't have the program open right now) and dragging the mouse.
You never did index that image when you tried to replace a custom portrait. Because all the custom portraits are in CI8 format, it's highly recommended that you index the portraits so that they aren't messed up. You do lose the semi-transparency during the process though.Can someone please help me? I've been trying to replace a single CSP to get it to work but when ever I click "Brawl" to go into the CSS it freezes.
Update: I've gotten it to work with a black X and a white O written on peach, but if I use bits from the image I want to use on top of her it freezes, so I've come to the conclusion it MUST have something to do with the color... bleh...
I'm trying to use:
+ and - keysKryal could u maybe add 2 buttons for zoom in and zoom out or maybe a slidebar for zoom? I think zooming would be much easier ^^".
Submit the file.Kryal, it seems scaling does not work or at the moment. I tried scaling a stage and it shows in BrawlBox, but it becomes its small original size in-game. Then it BrawlBox it shows up big, like I wanted.
Use the quantizer in BBox, you won't lose semi-transparency. There's no need to index images before importing, the quality is the same.You never did index that image when you tried to replace a custom portrait. Because all the custom portraits are in CI8 format, it's highly recommended that you index the portraits so that they aren't messed up. You do lose the semi-transparency during the process though.
Try using the image below. I indexed it for you, so that it doesn't exceed the maximum number of colors that the portrait's palette will accept (which is 240 colors if I recall).
If you want to keep you images transparency, you can try replacing the brres that charaters CSPs are in, and then re-inserting them. I find that sometimes images will corrupt the pac, and I need to reinsert the portrait on a fresh one. Brawlbox helps us keep from having to do the WHOLE pac over.Can someone please help me? I've been trying to replace a single CSP to get it to work but when ever I click "Brawl" to go into the CSS it freezes.
Update: I've gotten it to work with a black X and a white O written on peach, but if I use bits from the image I want to use on top of her it freezes, so I've come to the conclusion it MUST have something to do with the color... bleh...
I'm trying to use:
http://www.mediafire.com/download.php?jl5jmmzwnm2Submit the file.
Actually, that's not Kryals fault. That's just how Brawl works.Kryal, it seems scaling does not work or at the moment. I tried scaling a stage and it shows in BrawlBox, but it becomes its small original size in-game. Then it BrawlBox it shows up big, like I wanted.
Or the most simple fix that seems to work for me every time:Actually, that's not Kryals fault. That's just how Brawl works.
Try making an animation in the same Brres as the stage model and have that animation rescale the stage model. I've done that before and gotten it to work.
Use the new version. Any files edited with the old version will need a fresh copy of the file. That, or you can manually type in the decal names.Quick question: How do you fix that Textures2 decal problem?
There seems to be something going on with scaling. I'm actually revisiting the animations right now, and am making a few discoveries on how the game decodes them.http://www.mediafire.com/download.php?jl5jmmzwnm2
It is a FD stage I am trying to work on and I edited the Collision file to match the model, but the model is very small in compare to the collision so they do not match. I try to scale the model so that it fits the collision. Like I said, it works in Brawl Box but not in-game.
Thanks, I appreciate that. How do I go about indexing my images exactly...? I'm using photoshop.You never did index that image when you tried to replace a custom portrait. Because all the custom portraits are in CI8 format, it's highly recommended that you index the portraits so that they aren't messed up. You do lose the semi-transparency during the process though.
Try using the image below. I indexed it for you, so that it doesn't exceed the maximum number of colors that the portrait's palette will accept (which is 240 colors if I recall).
That sucks. How about checking the PAC file that you're using. If you're using sc_selcharacter.pac, that file has to be compressed.bleh... I tried using the one you indexed for me and the same result
Click the + button after highlighting a bone. You can also right-click a bone and Assign.Alright, I'm having some issues. I can add a new object, but it will not let me assign it to a model or bone. The boxes for both the model and the bone are grayed out. I can click on them, but it will not let me type anything.
yeah... its a little odd. I replaced a couple of portraits with:That sucks. How about checking the PAC file that you're using. If you're using sc_selcharacter.pac, that file has to be compressed.
Inside that file is a PAC archive called, char_bust_tex_lz77. That archive isn't compressed, but ALL the BRRES archives inside it do need to be compressed.
If the compression status reads LZ77, then the archive is compressed.
If that doesn't help, then I'm at a total loss, regarding your issue.
i done that with sonicAnyone want to have a discussion on the feasibility of replacing one character with a different character? What I mean is, for example, taking all of Captain Falcon's files, replacing Mario's files with them, and then when you choose to play as Mario, you show up as Captain Falcon. The purpose for this would be to completely replace an alloy with a different character -- say, Link -- so that you could simultaneously put Zero on the new Link, and keep the old Link.
I've tried a variety of measures. I've tried copying all of one character's .pcs and .pac files over to a different character (e.g., rename FitCaptain.pac to FitMario.pac and replace Mario's files). The game freezes. I've thought maybe if I replaced Mario's module (e.g., rename ft_captain.rel to ft_mario.rel), perhaps it'd just load Captain Falcon's files instead of Mario's, but that resulted in a freeze. I've both of these two things combined, and it still freezes.
Any ideas?
When BBox is done, all you should have to do is copy the files and edit the action script. The trick is getting the code module to play nice...Anyone want to have a discussion on the feasibility of replacing one character with a different character? What I mean is, for example, taking all of Captain Falcon's files, replacing Mario's files with them, and then when you choose to play as Mario, you show up as Captain Falcon. The purpose for this would be to completely replace an alloy with a different character -- say, Link -- so that you could simultaneously put Zero on the new Link, and keep the old Link.
I've tried a variety of measures. I've tried copying all of one character's .pcs and .pac files over to a different character (e.g., rename FitCaptain.pac to FitMario.pac and replace Mario's files). The game freezes. I've thought maybe if I replaced Mario's module (e.g., rename ft_captain.rel to ft_mario.rel), perhaps it'd just load Captain Falcon's files instead of Mario's, but that resulted in a freeze. I've both of these two things combined, and it still freezes.
Any ideas?
It's the LZ77 compression. The CSPs all use the same image, which compress very well. When you throw in a unique image the file becomes large enough to freeze. Reduce the number of colors to 128-192 and see if that works.yeah... its a little odd. I replaced a couple of portraits with:
and it worked perfectly... it seems like when ever put something with color in it it freezes
Update: I got a few other CSPs working, its just odd that that one specifically doesnt work...
Which code version are you using? Last I read, PW said that he disabled it because of a module identifier. I did try swapping module files a few times but nothing happened.Kryal, just wanted to correct you. The current file loader DOES load modified modules.
In fact, I have made modified modules for stages with different effects.
Thats why switching modules crashes the game. They ARE loaded, they just don't work that way.
export the animation and replace it with his win1I need help, how can I change the wait animation of a character? For example I want Ike's wait1 to be his win1 wait. How can I do this? http://www.smashboards.com/showthread.php?t=262594 <--- original topic got locked. Is there a way to do easily?
Btw, I've looked I just can't seem to find the answer
you can't add new brres and have the game load them you can either make a model using mewtwo's method or find a different stage with more brres files in itI've gotten a 2D stage to work with 2 layers made of tank and soldier- but how could I make one using three layers? I've imported a new brres, new everything, but I can't seem to set the darned new object to use the new texture I imported, it just uses the same texture as the first background...
I have also already set the position for the second background layer and everything. Everything is fine but the texture it uses.
tl;dr: How can I set a newly imported infantry to use a different texture to the old one is the main question.
If that doesn't work, try 72 colors. Before CUPASH became outdated, it was recommended that every custom portrait does not use over 72 colors.It's the LZ77 compression. The CSPs all use the same image, which compress very well. When you throw in a unique image the file becomes large enough to freeze. Reduce the number of colors to 128-192 and see if that works.
Can you be more specific? So I open say FitIke00.pac then what do I do from there?export the animation and replace it with his win1
Open his MotionEtc.pacCan you be more specific? So I open say FitIke00.pac then what do I do from there?
IN preview of advance module editor right? Then what?Open his MotionEtc.pac