Well I tried Klonoa on Sonic and it froze and I know it's not a bone issue. I think brawl is just picky about stuff.Really? Why can Volnutt replace him and not Samus then?
Now that I look at it, ROB does have more bones than Volnutt. Odd...
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Well I tried Klonoa on Sonic and it froze and I know it's not a bone issue. I think brawl is just picky about stuff.Really? Why can Volnutt replace him and not Samus then?
Now that I look at it, ROB does have more bones than Volnutt. Odd...
How do I remove the alpha channels? Won't that just fill the background with white? And there are areas that are completely transparent, how could it possibly know what colour is supposed to go there if it's controlled by the texture?CLR0s don't have anything to do with it -- it's an "alpha" channel on the texture. It will not affect the way it looks in-game, but if you want to preview it without it looking partially see-through, you'll have to edit the textures to remove the alpha channels.
So do I. She's one of my favourite characters to play as, and yet I don't mind if someone wants to put another character over her, because it's not a big deal.But I like zelda .
Sonic is a strange character though, I wouldn't try replacing anything over it. In fear it would develop a pink layer of doom.Well I tried Klonoa on Sonic and it froze and I know it's not a bone issue. I think brawl is just picky about stuff.
You should already have expected me to see this! ant chance you can PM me any animation you get involving amy? Anything can be used because they are real animater animations so I can tweak them and keep the realness in them.I figured out how to hex the headers of M&SatOWG's CHR0's. This makes the animations show up in BrawlBox when used with the model previewer.
Whee!
There's probably other stuff that needs to be done before the animations are fully Brawl-compatible, but so far my process seems to work. The resulting animations work with all three model sizes, except for the facial animations -- they don't work with the Small models because their faces don't have any bones to animate.
Hey I told you. Go into the texture folder when you open his pac. Extract the sha_face_s onto your desktop, then re-insert it and change the format to CMPR.Okay thanks. But what is causing the hole in the face?
That did the trick. Thank you very muchHey I told you. Go into the texture folder when you open his pac. Extract the sha_face_s onto your desktop, then re-insert it and change the format to CMPR.
Hey can anybody check DEAD RISING: CHOP TILL YOU DROP if it uses MDL0?
I'd like Frank West, Frank West (Megaman lol) and Adam the Clown in my Brawl XD
Edit: Yeah I know there's the TvC version, but that still leaves Adam the Clown Q.Q
OMG! Bub and Bob in Brawl = Epic Nostalgia xDWhoo! Bubble Bobble Plus uses MDL0s! (This means a lot to me, since I'm a fan of Taito's games.)
Only... either I hexed it wrong (the "outline" material seemed to be missing the "Part3Offset"), or something else is making it not work properly. I froze the game by Falcon Punching him, and I'm pretty sure that's not supposed to happen. XP
You're welcome. Tell me if you figure ouy how to fix the disappearing texture.That did the trick. Thank you very much
Hmmm. I don't really have any ideas for a moveset, actually. I just wanted to see if it'd work in Brawl.OMG! Bub and Bob in Brawl = Epic Nostalgia xD
I'm a really big fan of the Bubble Bobble/Puzzle Bobble/Bust a Move series and i would definitely love to see Bub and Bob in Brawl ^.^
Bub and Bob could be alternate costumes to each other (maybe... since they both look the same anyways).
anyways awesome job for making a piece of my childhood a part of Brawl! ^.^
btw any ideas for a moveset? maybe make them shoot bubbles like in their own games?
I say "no". No offense to you or any of the other guys on your team, but I'm a busy university student and I don't have the kind of spare time necessary for team commitments.You should already have expected me to see this! ant chance you can PM me any animation you get involving amy? Anything can be used because they are real animater animations so I can tweak them and keep the realness in them.
EDIT: Would you like to join my team as the model/animator hexer? I know you haven't done any animations from scratch (I think) and you said you don't know PSA, but what you're doing now is extremely important, and you would definately derserve glory from this project when it is finished. So What do you say?
RandomTBush, please add the following disclaimer to the OP:Hey can anybody check DEAD RISING: CHOP TILL YOU DROP if it uses MDL0?
I'd like Frank West, Frank West (Megaman lol) and Adam the Clown in my Brawl XD
Edit: Yeah I know there's the TvC version, but that still leaves Adam the Clown Q.Q
Oh, sweet! Thank you. You want to know how to hex edit the NodeId of polygons, or just how the whole thing works in general?You can edit the bone hierarchy using Fortwaffles' tool, found here.
Also, this discovery seems vital to Volnutt. Care to share a bit more information on the subject?
Wait -- are you able to get animations from TvC? If so, I would really love to know how.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.
No Stoney, just post the guide here. That's why the first post has guides. lol.
We don't need another thread just for CHR0s.
Okay, you guys asked for it:Wait -- are you able to get animations from TvC? If so, I would really love to know how.
Holy crap! They made a Reborn fighting game?*still needs help regarding Wii ARC Extractor and other ARC extractor programs not extracting the .arc from Katekyo Hitman Reborn - Dream Hyper Battle*
=p
As far as I know for the ARC extractor all you have to do is put the .arc file in the same folder as the ARC extractor and then drag the .arc file onto the extractor exe.*still needs help regarding Wii ARC Extractor and other ARC extractor programs not extracting the .arc from Katekyo Hitman Reborn - Dream Hyper Battle*
=p
There aren't any such strings in Zero's .brres. I don't have access to the whole .iso; does anyone know where/how to get animations from TvC?Okay, you guys asked for it:
1. In Mario & Sonic at the Olympic Winter Games, all of the CHR0 files are inside of BRRES files. Open one up in a hex editor (I use Hex Workshop), delete everything that comes before the "CHR0" string, then save the resulting file with the extension ".CHR0". Now open up that file in your hex editor again.
I think we established that TvC doesn't use CHR0 animations. As a result, everything has to be done from scratch...There aren't any such strings in Zero's .brres. I don't have access to the whole .iso; does anyone know where/how to get animations from TvC?
Good guide, though.
Kamen Rider: Climax Heroes W says "hi". It's a port of the PS2 version to the Wii, and it has MDL0s. However, I have revised the statement on the first post (and highlighted Pokémon Battle Revolution so that we won't have more people asking if it has MDL0s or not).RandomTBush, please add the following disclaimer to the OP:
Wii ports from other game systems do not have MDL0s.
Seriously Kei, I checked that game weeks ago and it does NOT use the MDL0 format. Neither does any other game I've checked that uses assets borrowed from a game on a different console.
And yes, the above disclaimer includes Virtual Console games too. Duh.
*obligatory "Good Naruto, you look kind of cool" statement*I want to address something with the resizer Fortwaffles made.
*two images of Naruto -- one normal, one screwy*
The top one is the model I got from Fortwaffles which he resized with vertex hacking while the bottom one is a similar model resized with the resizer.
See the difference?
I resized some other Naruto EX3 models with the resizer and they also had screwed up faces.
I get it working by dragging the WAD file to the __wwunpacker.bat.*still needs help regarding WWPacker*
Perhaps it's a different format ARC file? Either way, you're supposed to go to the command prompt, then type "arcman.exe *ARCNAME*.arc", and it should extract to a folder named "arc", and then extracting the *.APP files with U8Tool.*still needs help regarding Wii ARC Extractor and other ARC extractor programs not extracting the .arc from Katekyo Hitman Reborn - Dream Hyper Battle*
=p
Yep. Either the *.MOT file or the *.SEQ files store the animations (dunno which one), but they're not CHR0s, and therefore aren't usable.I think we established that TvC doesn't use CHR0 animations. As a result, everything has to be done from scratch...
Still confused as to how it knows what colour to fill the gaps with. Some areas are entirely transparent.How do I remove the alpha channels? Won't that just fill the background with white? And there are areas that are completely transparent, how could it possibly know what colour is supposed to go there if it's controlled by the texture?
Apparently you're right since it worked, but I'm confused.
Forgot to take a screenshot but in his eyes, he has a white cornea, red iris, black pupil, and white shine. However there's only one texture for his eyes - a white square with a circular transparent hole in it.
Filling in the gaps with colours won't work. You have to open the files (TGA format keeps the original textures without the transparency!) in a program such as Paint Shop Pro and just delete the alpha channel, or you could just export the textures as BMPs and re-import them immediately afterwards. Either way works (and the latter method is much more convenient).While you're online:
Still confused as to how it knows what colour to fill the gaps with. Some areas are entirely transparent.
Amy's missing something, if you know what I mean