el_refugio
Smash Apprentice
- Joined
- Jul 31, 2008
- Messages
- 117
Does this mean that you are nearer to editing models? :OI'm about 30% done with the Collada->.brres converter.
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Does this mean that you are nearer to editing models? :OI'm about 30% done with the Collada->.brres converter.
The source will be released eventually, but I'm not exactly sure when. Sometime after the first major release and after I have a chance to clean it up (it's a mess right now).Are you writing the program in C++, and can you release your Source code/info about MDL0 files?
I'm afraid it's not that simple. You'd need to T-pose and rig the model first in order for the game to use it as a character.Hey, why not extract the Lucario model, replace it with The trophie Mewtwo, and re-pack it with a Hex Editor?
Trying to edit the models by hand would be next to impossible. I'm trying to write a model converter which will be able to convert models back into Brawl's model format (brres).I'm not sure where to post this, but i'm gonna try to start a costume model project. we all know that each costume contains the model fie, so that comes in handy if it's successful (like having roy as a costume of marth) I want to try a few things:
1. Replace all (known) character files with other ones: failed. the game froze after trying to replace all of rob's files with marth ones (unless it's just cuz it's rob, or maybe another file needs to be tweaked)
2. add textures to a pac and pcs file, and try loading them using gecko os: haven't tried it yet, but will try soon.
any help on this project would be nice :D
Edit: i want to start with some basic stuff like editing the spot of a point in the model. If anyone knows how to do this, please tell XD
Well I've answered this question hundreds of times before and ill answer it again. What i did is not the same as replacing a pac/pcs file, I actually replaced the model data and only get freezing with uncommon animations (or animations that require bones that don't exist on the current model) and kept almost all of the original loading data.to VILE, iv'e done the model swaps a few time, but i just load the whole costume file (like using the sd load code and load lucas's costume into ness) it's textured, but it mainly freezes when you shield. I believe that is because ness may have more bones in his model than lucas. iv'e done a few other ones like luigi as c falcon, fox as c falcon, snake as lucario etc. Another problem is that when u walk or run etc, the animation take the character back to the original spot. the only swap i havent seen this happen with is ice climbers as pikachu. the running/walking/etc works, but the game freezes on shielding. i've been also searching for the file with stats for the characters, and or the files defining their move set. no luck with that. It also came to mind that if stages use model formats, would it be possible to load trophies as stages? (like the event matches in melee) or (import the mdl0 file in the stage, and re-texture it)
sry, i misread it. i understand what you mean. I tried adding textures, but i don't really know how to considering that i'm using ASH, and an I made a modified .bat file to extract model files too (because some reason the steps don't work alone, but somehow ASH does) Hows the progress on the .dae to .brres converter? i think it'd be the main foothold we need to scale the mountain of...new characters (wants sly cooper rly badly)Well I've answered this question hundreds of times before and ill answer it again. What i did is not the same as replacing a pac/pcs file, I actually replaced the model data and only get freezing with uncommon animations (or animations that require bones that don't exist on the current model) and kept almost all of the original loading data.
Well its not so much a .dae to .brres, I think its more of a .dae to .MDL0 type of thing, once you have the MDL0 you can make the brres file from it, just takes a while to hex in all the names and everything (totally annoying).sry, i misread it. i understand what you mean. I tried adding textures, but i don't really know how to considering that i'm using ASH, and an I made a modified .bat file to extract model files too (because some reason the steps don't work alone, but somehow ASH does) Hows the progress on the .dae to .brres converter? i think it'd be the main foothold we need to scale the mountain of...new characters (wants sly cooper rly badly)![]()
No, hitboxes are separate collision models, but it shouldn't be too hard to edit if we can do regular model editing.could somebody answer my questions??? I wish to know if this will change the hitboxes of the characters
Well I could be completely wrong about the collision models, I'm just assuming they would be easy to hack. But editing the collision models would be stupid as you said before, no sense in overpowering characters for no reason.Well actually i would say the opposite, I think that we should leave hitboxes the same at least for some characters so that it's still legal brawl, where gameplay is the same but the characters are cooler, cuz otherwise you could just hack an uber beast metaknight that can reach across the stage in one shot
How difficult is this??? It depends on who your asking, what i did wasn't very difficult, just had to look through some numbers in a hex editor, but what Pharrox is doing is probably one of the most (if not the most) difficult thing in SSBB hacking yet.Yea how long do you tink this will take?? how difficult is this??? Can I do it with 5 ds max??
Cant wait for this, I'm already drawin up my list of model hax, dude we should be the syntaxerror of model hacking 'cept, of course that I can't contribute anything to the team,
That one's not difficult. I did write down part of the TEX0 format (yet people still ignore this, including Heinermann, which had caused the textures to not get ripped correctly, or at least it caused the TPL files to not be created correctly).Modify Gary's code to extract TEX0 files directly.
My guess is that we might be able to use the same textures if we extract a model, edit it, and put it back in. If you make a model from scratch however, i don't know if that would work. As for the mirrored textures, it might have to stay that way, but there is a spot in the pac file where textures are defined where they are put. maybe this can be edited to get the textures un-mirroredI have a questoin about texturing the new models, we will be able to rewrap the textures right, we won't just have to fish around in the current ones, trying to match them up and messing with weird streching will we??? also will we be able to un-mirror some of the texturing??/ cuz it's really annoying when you're trying to make a character but the mirroed textures screw it up