ds22
Smash Lord
The size has to be 390/391 kb, not more, not less.
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I have not fixed that glitch yet D:Hey pikazz, have you ever gotten that M&SatOWG's model glitching fixed? You know, disappearing by the stage boundries and that darkness stuff? Quick Question, have you modified any animations before?
Then I don't know what the problem could be.Yea, I always made sure it was that size but to no avail. Even when I used a clean info.pac, unedited my game did the same thing.
My Bad! Are you dedicated to completing your own character, cause I could definately use members. As you can see on my Amy post, Im making good progress alone.I have not fixed that glitch yet D:
and yes, I have modified animations x3
and use the "edit" button and don't double/triple/fourth post xD
I know... just my luck. Thanks anyway. I've been thinking something else, maybe my custom menu or something is conflicting somehow. I do have like almostThen I don't know what the problem could be.
So! I tried this out. I exported Zero's open hand (polygon40) and hex edited the NodeId to equal one of his detached bones. It was surprisingly easy to find the NodeId. I ran into problems directly modifying FitZero00.pac, but it worked fine changing Zero's mdl0.And, I have an idea on how to separate the buster from his arm. Ever noticed how Zero has a whole bunch of bones sprouting from his hands (that don't seem to do anything)? Use a hex editor and change the NodeID for one of the hand/buster polygon groups to one of those, and make the bone's position the exact same as the original hand. Then, you could just shrink/grow the individual parts at will.
so far as I now, you cantI got Shadow working.
*PIC ON SHADOW*
Could someone tell me how to attach the face to the body?
I would love for that to happen but unfortuantely I've tried putting Ed's model over different characters and the game always freezes. I don't know why, the thing is hexed all the way. I did it manually at first and then I just recently tried it with fortwaffles' program. It still freezes on the character selection screen.OMG I am hyped for an Edward Elric PSA. Do it.
On the disk it has to be 391KB, so it's probably wrong.Another Edit: I just made one the size is 391KB, however the size on Disk is 392KB. Is that wrong?
The texture is mirrored. It should look fine in Brawl itself.on a different note, I ran Edward Elric's brres files through the guide and I got this.
I think the textures get screwed up when its converted, also every mld0 file I've gotten out of a .fpk is not compatible with the automatic mdl0 resizer.
nvm I finally got it to work! Thanks. btw do you know how to fix the grab glitch with injected models?On the disk it has to be 391KB, so it's probably wrong.
But I'm not sure.
does he? D:crap waluigi has 40 bones :C
So! I tried this out. I exported Zero's open hand (polygon40) and hex edited the NodeId to equal one of his detached bones. It was surprisingly easy to find the NodeId. I ran into problems directly modifying FitZero00.pac, but it worked fine changing Zero's mdl0.
So yeah! It worked! I can change the bone a polygon is attached to. Which is excellent! However, Zero's extra bones are mostly all attached to eachother in a string. Currently, I can only put two individually scale-able polygons on each hand -- I was hoping for 3 or 4.
To illustrate, the current bone structure is like,
L_hand --> h_204L --> h_205L --> ... --> h_207L --{ h_208L / h_209L
Poor illustration, but it gets the point across. I can only attach to 208 and 209, because if I scale any of the earlier bones, it scales the bones attached to it.
Is there any known way to rearrange the bone structure? If not, I'll have to be content with what I have (which is much better than I ever expected).
so far as I now, you cant
find the low model (it has one S in it like kir_S.brmdl)
are you sure you used right textures?Okay thanks. But what is causing the hole in the face?
*black hole shadow*
I got the textures and named them sha_body_S and sha_face_S. Previewing the model in Brawlbox is diffrent than in Brawl.
People want him. There were a lot of posts about him. (Someone posted the same thing you did too. xD)Why am I surprised nobody tried Ryu from TVC yet?
Yha i know whatcha meanWhy am I surprised nobody tried Ryu from TVC yet?
Could someone hex Karas for me? He'd be like the second Marth if he were in. Everyone in TvC has a LOT of moves and such that are needed for Brawl. Double jumping, backwards and forward aerial animations, etc. They're probably the easiest to start with. Zero being the best because he can actually run instead of dashing on the ground.
You mean rim_soft.brtex and spc_body.brtex? I already got those.are you sure you used right textures?
there is 2 more to medium and high
I want ryu for brawl and I want all ryu's chr0/animations to be hexed to be viewable on brawlboxWhy am I surprised nobody tried Ryu from TVC yet?
From the looks of it, the characters use mot files for animations instead of chr0 files.I want ryu for brawl and I want all ryu's chr0/animations to be hexed to be viewable on brawlbox
plz someone do both... the animations are not ilegal if you post em here
Godd*mn! Screw the Blue Alloy, put her on Zelda or something, cuz that's more bones than ANY character has (I think).Morrigan has 114 bones.
Last I checked I think ROB has more than that and he's the character with the most bones.Godd*mn! Screw the Blue Alloy, put her on Zelda or something, cuz that's more bones than ANY character has (I think).
But I like zelda .Godd*mn! Screw the Blue Alloy, put her on Zelda or something, cuz that's more bones than ANY character has (I think).
Really? Why can Volnutt replace him and not Samus then?Last I checked I think ROB has more than that and he's the character with the most bones.