If there's a program that converts to/from mdl0 then yes! I think Pharrox is working on this.Wait.
.mdl0 format. CAN'T WE IMPORT MODELS THIS WAY?
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If there's a program that converts to/from mdl0 then yes! I think Pharrox is working on this.Wait.
.mdl0 format. CAN'T WE IMPORT MODELS THIS WAY?
Never tried it, but some thoughts.For the animations, do the bones of the characters change like in a moveswap?
If it doesn't, everyone will be all over BrawlBox. :D
Well, I've renamed the ModelData to the appropriate things -- "WpnFoxBlaster", and so on, but to no avail. The oddest thing is that Fox still uses his old blaster model exactly as normal. It's as if I changed nothing, which is odd, because I've effectively replaced all data referring to Fox' blaster. (FitFox.pac and the effect file included.) I haven't changed any textures yet, but it should still do something...I'm not entirely sure, but you may need to rename the models to reflect the original. Like I showed with model swapping Giga Bowser, you should replace the model and then rename it to match the original. Delete the old textures and import the new ones. The texture name needs to match the original. You can do this easier if you right-click the TextureData package and Export All to a folder.
You can see what textures a model uses by looking under the Textures1/Textures2 node in the model file itself. As a last-minute check, you can open up the model viewer to make sure everything works right.
Also, things considered 'etc' may also be stored in the costume file or the main character pac. There's also the elusive 'effect' folder that may also be used at times.
I got it to work. Change the model in the costume file, not the main or etc. Essentially, each costume could then have a different model set for a blaster.Well, I've renamed the ModelData to the appropriate things -- "WpnFoxBlaster", and so on, but to no avail. The oddest thing is that Fox still uses his old blaster model exactly as normal. It's as if I changed nothing, which is odd, because I've effectively replaced all data referring to Fox' blaster. (FitFox.pac and the effect file included.) I haven't changed any textures yet, but it should still do something...
Model previews also do not work for me, but the graphics card on my computer is terrible, so it's not unexpected.
Soon. As I understood BRSAR files couldn't be replaced with codes anyways. I hear Phantom Wings might be close though (you didn't hear it from me). Depending on how that works out will change the way sound packs are handled. So, I'm not TOO enthused about finishing this until the replacing process is perfected.What happened to support for BRSAR and BRSTM files?
Excellent! I didn't think there was anything terribly important in the costume files -- guess I was wrong. Oh, and I have been making some progress too:I got it to work. Change the model in the costume file, not the main or etc. Essentially, each costume could then have a different model set for a blaster.
THAT AIN'T DIDDY KONG!I got it to work. Change the model in the costume file, not the main or etc. Essentially, each costume could then have a different model set for a blaster.
...awesome.*Link with Ganondorf's Sword*
Well, when you can make a model viewer that has 100% compatibility with all video cards on the first try let me know. Otherwise, don't bite the hand that feeds you.Tested it out, but the model viewer always causes errors to the program on my end. Not exactly a good start if you asked me.
Fox and falco have different bone names. Try renaming them in the animation to match Fox's bones.WTB Fox's nair, utilt, and fair animations of falco
Game crashes so far don't seem promising for them![]()
Didn't and won't work. I tried. Falco has more bones than Fox, so he requires more in his actions. Froze.Fox and falco have different bone names. Try renaming them in the animation to match Fox's bones.
Whoa whoa what?Without freezing, I was able to give Wario CF's down taunt (R), DK Ganondorf's jab and Wario's up tilt, and Mario G&W's taunts.
Well, I guess we can switch similar characters at least. Fire Emblem series, Star Fox series, maybe the plumbers.I just replaced the animations. They still stretch out or shrink weirdly when they use the moves, just like the old move swapping codes. But they don't freeze the game like Ganondorf does.
I tried every one you did and they just TStanced.I just replaced the animations. They still stretch out or shrink weirdly when they use the moves, just like the old move swapping codes. But they don't freeze the game like Ganondorf does.
Lol, thanksIt isn't a problem. Your English is better than 50% of the people in America.![]()
It might be possible when we're able to add/delete bones from the animation files. It's not far off, it just requires decoding the animation files. With this we may even be able to edit the animations manually instead of replacing them.Didn't and won't work. I tried. Falco has more bones than Fox, so he requires more in his actions. Froze.
Any characters you think would have similar bone layouts?
And also, will ANY article become model replacable, or does it work the same way as animations do?
EDIT: Could it be possible that, if you get rid of some bones, for example, Mario COULD have Lucario's FSmash? Maybe...
Lol, awesomeEdgyBluz, those are TERRIFYING.
BrawlBox is quickly reaching PSA levels of awesome. I've made a Mario that shoots, instead of fireballs, tanks. It's awesome.
In case anyone wants it:
http://www.mediafire.com/download.php?yge0jmngy3l
I am going to try this out NAO!EdgyBluz, those are TERRIFYING.
BrawlBox is quickly reaching PSA levels of awesome. I've made a Mario that shoots, instead of fireballs, tanks. It's awesome.
In case anyone wants it:
http://www.mediafire.com/download.php?yge0jmngy3l
I wish somebody had been around to see my reaction when I first opened this picture.
oh