...:::VILE:::...
Smash Ace
- Joined
- Apr 15, 2009
- Messages
- 786
Nice 4 swords adventure idea, i can try do it for you.
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I tried this with Luigi, it worked but I couldn't get animations to not freeze, and without his own animations, he looked really messed up.OMG LOL
If this works, then double character teams would be one of the coolest things in a while.
lol. i guess i should be cautious about saying something like that without explaining. where it is right now, you can replace it with a custom stage, but it doesnt matter which 1 you choose for some reason. im working on that nowthird that^^
There are rumors of nintendo putting a code in or something so that pacs or whatever crash the game if its under 300kb. thats why i had to add the ness model to the pokemon trainer... just to get over the 300kb limitWhy would the file size even matter...
You know what I find ironic about your statement. Some of Kirby's hat PAC files use less than 300 KB (for example, FitKirbyMario00.pac uses around 238 KB) and they still work.There are rumors of nintendo putting a code in or something so that pacs or whatever crash the game if its under 300kb. thats why i had to add the ness model to the pokemon trainer... just to get over the 300kb limit
It could be name specific, dunno.You know what I find ironic about your statement. Some of Kirby's hat PAC files use less than 300 KB (for example, FitKirbyMario00.pac uses around 238 KB) and they still work.
Didn't he say it was a RUMOR?You know what I find ironic about your statement. Some of Kirby's hat PAC files use less than 300 KB (for example, FitKirbyMario00.pac uses around 238 KB) and they still work.
Oh, I thought since textures can be imported from melee, then models can.Melee's arrangement is different to the pac files. This wouldn't open the melee files AND no one currently knows where the melee's model files are.
Well...
Did you do the same with the IC's .pcs / .pac ?Both models of Nana and Popo as Toon Link show up in BrawlBox, but not in-game.
Nope, just their .pcs file. I'll add the .pac and see what happens. I've renamed the models to fit, but other then that, I clearly missing something.Did you do the same with the IC's .pcs / .pac ?
I did. I replaced the Bob-omb with that Bomb Head guy from SSE. The only thing that failed was, when the bomb head entered the animation phase (when the bob-omb moves on it's own)No one's model replaced items yet?
BrawlBox inflates the size of the .pac making it impossible to load :S
That's amazing. I'd like that file, plz.I made Sonics Up B tails accidentally lol
the lucario in your sig has boobsThat's amazing. I'd like that file, plz.
. . . how do i get to work like the 3rd screenshot. . .
No. CMPR compression has already been improved with the nVidia texture tools source. Next release.You know, I just thought of something. With the ability to create new archives, you can set up certain textures so that they're ASHable. The idea may not be all that impressive, but BrawlBox doesn't always treat the CMPR (tex#00_14) format textures very well (especially with the transparent sections). Fortunately, ASH does treat the CMPR textures pretty well, but semi-transparency is still off-limits.
In the end, after ASH does its job, use BrawlBox to place the texture data .brres files back into their proper slots.
Eventually, maybe. An animation editor is well on its way. I ALSO want to figure out the hit boxes. One thing at a time.Feature Request!
Ability to edit properties/position of bones.
The stageposition nodes that each stage has control spawn position and respawn position, and a bunch of other goodies. Eventually I want to be able to overlay this positions onto the stage model :D