ds22
Smash Lord
I could just give a link, may I?
http://showmiiwads.googlecode.com/files/Wii.cs Tools 0.3.rar
http://showmiiwads.googlecode.com/files/Wii.cs Tools 0.3.rar
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It's from New Super Mario Bros. Wii. Check the picture's name.Uhm...is this a texture, or a model from MS@tWOG? (I don't see why it would be a model...)
GaryCXJk's LZ77EX will decompress it, making it able to be hexed/previewed. One problem, though -- Bomberman's hands/antenna are only half-spheres for whatever reason. (That's the model's fault, though.)Aha, U8tool will extract from .arcs as well.
I'm looking in Bomberman Blast's stuff, and while it does use .brres, it doesn't look like we would be possible to hex them properly. There's a brres that has the 8 Bomberman colors with all the faces, but it only has the textures. In my hex editor I'm seeing that "MDL0" does appear in a decent amount of .brres files, but it isn't properly lined up, and the contents are unlike other .brres files. Sometimes the MDL0 is broken up, like M.DL0.
Also, I'm still looking for a solution to being able to have BBox read chr0's that are in .brres files from other games.
Probably not. Try using this program to extract it.When I opened Reborn's gamedata.arc in U8Mii, it said "File is not a Valid U8 Archive!"
Could the ISO being scrubbed have anything to do with it? :|
Because the original Bowser model would be nicer. The Brawl and Melee ones are more realistic, but I just hate the way they look compared to the original, and I really don't see why they had to turn him into the second Abomination. =/Still..what's the point in getting his model when Brawl's version is 500 times better/more detailed? Plus, you can just do the job with a texture. What I would really want would be the koopalings, as they would replace the ones I made on Bowser Jr.. Plus, they also have bones.
Try to uncheck some textures in the animation editor. Or maybe even edit the texture.*Picture of Bowser*
He's all translucent and whatnot! How do I get rid of the whatnot?
Ah, sweet, thanks. I don't think he has enough bones to be playable. =/GaryCXJk's LZ77EX will decompress it, making it able to be hexed/previewed. One problem, though -- Bomberman's hands/antenna are only half-spheres for whatever reason. (That's the model's fault, though.)
http://img.photobucket.com/albums/v336/RandomTalkingBush/BBox-Bomberman.png
Probably not. Try using this program to extract it.
Only 26.Ah, sweet, thanks. I don't think he has enough bones to be playable. =/
We might be able to get some stages, though...
you made me come. now, lets get brawlbox to where we can ad bones.GaryCXJk's LZ77EX will decompress it, making it able to be hexed/previewed. One problem, though -- Bomberman's hands/antenna are only half-spheres for whatever reason. (That's the model's fault, though.)
Probably not. Try using this program to extract it.
Not to be rude but why would you import Bowser?
He's all translucent and whatnot! How do I get rid of the whatnot?
That would only work IF NSMBW Bowser model has almost the same bone structure as the Bowser in Brawl.All we'd need to do is port the Brawl animations over to the new model. Simple and easy. <3
I've changed his X bone (that controls horizontal movement) to have a BoneIndex of 1 (ROB's TransN) using Fortwaffles' bone hierarchy editor. I've tried it with and without renaming it to TransN, but it made no difference.I've got Volnutt to move... sort of. When I run, he will move, but his animation is faster than the actual movement (despite the fact that I took ROB's exact TransN values)
You know that "warping" glitch that most model swapped characters do? I've still got that, but instead of warping continually back to the same spot, the "anchor position" is moving, but Volnutt still shoots off ahead of it and warps back.
Wow, a lot happened. I don't know if it's too late, but:Where could I find that?
I don't know if this is the solution to getting animations to work in Brawlbox, or if it's only for Bleach - Versus Crusade. Just give all the animations names and turn the Frame Count to something really big like 1000 if it's currently 0, turn Unknown1 to 0, Unknown2 to 1, and delete everything else in that .brres without a name if it's not a chr0.Also, I'm still looking for a solution to being able to have BBox read chr0's that are in .brres files from other games.
Excellent. I don't know the maps from that game but are there any of particular interest that would work nicely in Brawl?Proof that Bomberman (WiiWare) stages work.
Yeah, sorry to say, ThatGuy, but unless they have the exact same structure (or you change it to have the same structure) then you'll basically have to remake every animation.That would only work IF NSMBW Bowser model has almost the same bone structure as the Bowser in Brawl.
very niceProof that Bomberman (WiiWare) stages work.
just noticed this post. i'd have to say... maybe the pit holes one. i'd say the lava stage, but we'd need a way to add hitboxes.Excellent. I don't know the maps from that game but are there any of particular interest that would work nicely in Brawl?
Are the blocks kept separate? It'd be kind of cool to have the Bombers running around in an actual stage from the game.Proof that Bomberman (WiiWare) stages work.
I realize bowser is in brawl, I was just interested in looking at the model in order to make a NSMBW flavoured texture. I thought this was a strange case and decided to show everyone.Still..what's the point in getting his model when Brawl's version is 500 times better/more detailed? Plus, you can just do the job with a texture. What I would really want would be the koopalings, as they would replace the ones I made on Bowser Jr.. Plus, they also have bones.
how do you not have the AI problem?
You have no right to tell users what topics they can and can not read.get a computer. the wii's browser is crappy to use. if you don't have a real computer inyour house then you shouldn't be in this topic anyway.
Not quite so simple and easy. He has a different bone structure which would mean recreating each individual frame of each animation, then you'd have to go into PSA and edit anything that was attached to a bone and reattach it to the new equivalent bone. It would take a very long time. Then the hurtboxes would be wrong and there's no model of him hiding in his shell. For now I'm just going to do a texture. I want to edit his brawl model to suit it in the future, along with dark and dry bowser but that'll be awhile away if I do it at all.Because the original Bowser model would be nicer. The Brawl and Melee ones are more realistic, but I just hate the way they look compared to the original, and I really don't see why they had to turn him into the second Abomination. =/
All we'd need to do is port the Brawl animations over to the new model. Simple and easy. <3
The what?how do you not have the AI problem?
I think he's referring to custom stages where sometimes the CPU players don't know what to do.The what?
I don't know what problem your talking about.
Because Konoha's collision data is very similar to Final Destination with a few changes.I think he's referring to stages where sometimes the CPU players don't know what to do.
Which reminds me, do you think you could lower the camera a bit on Konoha? It's a bit high at the moment and doesn't show as much of the stage below like most stages do, such as Final Destination and Battlefield.Because Konoha's collision data is very similar to Final Destination with a few changes.
While the Ichiraku is different, as displayed by Captain Falcon running off the stage at the end.
I've been trying too. But I'm not sure what bone to move.Which reminds me, do you think you could lower the camera a bit on Konoha? It's a bit high at the moment and doesn't show as much of the stage below like most stages do, such as Final Destination and Battlefield.