bboynotbgirl
Smash Journeyman
- Joined
- May 24, 2009
- Messages
- 202
@TGYMK
thanks for that info =]
thanks for that info =]
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People usually get ignored when the solution to their problem isn't known. For example... I have no idea how to fix your problem with Ganon's sword....And exactly how many times am I going to be completely ignored like several other people in this thread? It doesn't take much but a couple minutes and a bit of consideration to help someone out when they're really trying hard to ask nicely for it. -_-'
No, I'm trying to give Ike Ganon's sword. I tried replacing the bress for the swords model and importing the bress for the texures and changing it's type to TextureData since once imported it said "MiscData". All that did was make the game freeze if I tried to attack, plus the sword was still the normal one. When I onyl replace the model, he'll have the normal sword, but when he does Aether, Ganon's sword appears textureless beside Ike's body, and when he does Great Aether, he's actually holding Ganon's sword, but the game freezes.You said you're trying to give Gannon Ike's sword? What did you try?
Sorry, Ikes sword is part of his model(like Ness' bat)... So, I don't know if it's doable.No, I'm trying to give Ike Ganon's sword. I tried replacing the bress for the swords model and importing the bress for the texures and changing it's type to TextureData since once imported it said "MiscData". All that did was make the game freeze if I tried to attack, plus the sword was still the normal one. When I onyl replace the model, he'll have the normal sword, but when he does Aether, Ganon's sword appears textureless beside Ike's body, and when he does Great Aether, he's actually holding Ganon's sword, but the game freezes.
Are there certain archives that I should or shouldn't compress? I tried compressing all the root archives but it causes the game to crash.Certain archives require compression. When viewing archives, the compression status bar may display LZ77, which means that the archive is compressed.
On a side note, whenever you modify a PAC file, it would probably use less memory than normal if any of its archives require compression.
I want to main this kirbyHowever, the Kirby hat swap, I can tell you ... I tried to swap Kirby with his Snake model, but it ended disastrously. He instead became a glitched-out balding bearded blob, missing one arm. He had no headband, except when floating, at which point he became just a headband. When he shielded, his right foot would become huge and then slowly shrink.
Probably something that hasn't been implemented yet, I imagine.ahhh i was being slow. lol nvm i know what insert and delete is.
but wat about the math button?
nNo problem.. It won't really be possible until model hacking's doable though.Even though there's a separate model file for it? -.o
Oh well. At least I got my answers for both. Thanks for the help guys. :3
I understand he has no textures, I was just hoping there would be an option to view all textures as a default gray texture. That way, even if something didn't have a texture, you would still be able to see the polygons. We could edit his animations if this was possible...You cannot see his model because he has no textures. Though, by model swapping, I did see how he looked like in his "real" form (3D). You can see it on my blog.
To solve your problem, keep the notes below in mind.Are there certain archives that I should or shouldn't compress? I tried compressing all the root archives but it causes the game to crash.
Thanks a bunch! I'll try it out as soon as I can.To solve your problem, keep the notes below in mind.
1: The PAC file, sc_selcharacter.pac, has to be compressed.
2: All the BRRES archives inside sc_selcharacter.pac are not compressed.
3: The PAC archive, char_bust_tex_lz77, is not compressed, but the BRRES archives inside that archive have to be compressed.
Follow these notes, and sc_selcharacter.pac should operate properly again.
Oh no no, it's fine. I wasn't mad at you at all. x_x Sorry I was so grumpy and everything. It was just a bit frustrating since I didn't know about the sword being part of the model. But...Sheesh, that seems like an awful lot of work just to get oen sword to show up. XD@carlpie, you can still rotate models. you press control and rightclick to rotate it like the earlier versions. took me forever to figure that out too XD
@Wave Kusanagi: sry i didnt get back to you, I just posted it then went to bed. i didnt mean to ignore you, i just didnt see the question yet.
wait so its flying around when you use it? how so? like what does it look like?
it works fine on the Dolphin emulator, but i havent tried it on a wii (mines broken), mabe thats the problem? idk. tell me exactly what its doing when u try to use it if u can. and also, who ur using when u use it.
and yeah, I'm just trying to keep a level of professionalism here. no point in compleatly trouncing on a trait (such as the mastersword only being weildable by link) if there are alternatives such as that sword. there are other swords in the game that are usable. ill start a thread when i get free called the Armory, for weapon model replacements.
and yeah, Ike's sword is part of his model. same with marth. you cant replace them. however, you can replace one of his models (i think he has a model for his special fire or something) with that sword, retexture Ike so Ragnell is invisible, then use PSA to generate that effect on the bones of his hand, then use brawlbox to resize and tweak accordingly. It should work for Ike. unfortunatly, marth and ganondorf are not so lucky, so no adding/replacing swords for them.
message me if u need help
and btw
Don't worry about it. I've fixed it. Apparently the CHR0 encoder needed some attention. Update soon.@Kryal: I could still post my files if necessary. In fact, I already would have, but mediafire's really been acting up lately. :/ Thanks for looking into it.
Theoretically, you could set all the scale values to zero.now on waluigi, hes got his racket permantly on him
on the left panel in preview where u can disable polygons, his racket is made up of polygons 1 2 and 4. if i disable these polygons in the preview, everything he does in the preview is racket-less and looks perfect.
so the question is, how can i disable these polygons while playing? (and also re-enable them if i want to, like for his fsmash, sort of like what peach does)
Allow me to explain how the transformation values work. Every transform value (translate, rotate, scale) that you place on a bone affects all other bones attached to it. If you scale one part of the model, all parts attached to it will also scale. There's no need to set scale values for all bones, only the parent bone. This is also true for translate and rotate: the location and rotation of every piece of geometry is relative to its parent.I understand he has no textures, I was just hoping there would be an option to view all textures as a default gray texture. That way, even if something didn't have a texture, you would still be able to see the polygons. We could edit his animations if this was possible...
EDIT: I wasn't going to mention this, but now that I think about it, I don't think anyone has brought this up.
While I know you just added the animation viewer and editor, there seems to be a glitch in the scaling (in the editor, not in the game) that scales objects way too high. I'm guessing it's because when you scale say, the shoulder bone, it scales the entire arm, and I don't think this is how the game handles scaling.
Here's an example of what I mean:
It looks like every joint being scaled is being added together until it becomes that massive size.
Good idea! Thanks for the report by the way. Easy fix!
http://www.mediafire.com/?sharekey=bf68243dc4c908b28d78a0e5552916095d6170349cac00195be6ba49b5870170So, looks like I'm gonna need to hunt down some files. All of the textures and models for the Pokemon, Assist Trophies, SSE enemies (pretty much any non-playable character)....in what file(s) are those characters located? I can't find them in the common3. A link would be appreciated.
You don't since it'll probably waste your time trying to do it. Just use the code instead. XDBut how would we make it do tat with out a code? o_O
Oh, no, I didn't change anything with that animation, that's what it looks like loaded right from the original file. I understand how the bones scale, I just can't figure out why some animations go so out of proportion. There must be some kind of thing in the game that tells what type of scaling to use(?)...Allow me to explain how the transformation values work. Every transform value (translate, rotate, scale) that you place on a bone affects all other bones attached to it. If you scale one part of the model, all parts attached to it will also scale. There's no need to set scale values for all bones, only the parent bone. This is also true for translate and rotate: the location and rotation of every piece of geometry is relative to its parent.
So, set scale values only on the parts you want changed and leave the child bones alone. If you want to set the child bones back to normal scale, reduce the scale appropriately (with some math).
Example:
Sonic's entire hand is scaled to 1.5 using the LHandN bone. I then set L1stNa to 0.6666, which makes his index finger normal size.
sry (i hate asking so many ques) but where can i find this code? its not in the big code thread here:Chibo: There's a code PW made that gives Alloys win/loss animations.
Good idea! Thanks for the report by the way. Easy fix!
I'd like to see this. >:3i made wolf do some air guitar for his victory pose!
So wait, what did you change then? I don't recommend changing the bind pose at all. Until vertices can be rebuilt this is a no-go.Oh, no, I didn't change anything with that animation, that's what it looks like loaded right from the original file. I understand how the bones scale, I just can't figure out why some animations go so out of proportion. There must be some kind of thing in the game that tells what type of scaling to use(?)...
I did everything you specified and it still freezes my game!To solve your problem, keep the notes below in mind.
1: The PAC file, sc_selcharacter.pac, has to be compressed.
2: All the BRRES archives inside sc_selcharacter.pac are not compressed.
3: The PAC archive, char_bust_tex_lz77, is not compressed, but the BRRES archives inside that archive have to be compressed.
Follow these notes, and sc_selcharacter.pac should operate properly again.