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Yes, that should be possible. Although like i said there are some flags related to texture settings i still need to work out for every texture to look correct at the moment. Certain textures are still improperly scaled due to this. Then there are also the flags necessary to distinguish the low-poly versions of the characters from the hi-poly data, as both are visible currently.^ *_*
OMG NICE revel8n! XD That's too cool. I know this is an obvious question, but with those models, we could also use them to preview textures, right? When the time comes, anyway.
this would be so much cooler if the ruleset were correct.just finished an idéa i had a ton of pages back, made it a bit easier to remember the tournament rules, the ruleset is replacing the intro movie until sleepy (or someone else) figures out how to place it over the hpt movie ^^
i got this. this is where you would see it right?I think I have made my first texture but I am not sure. I used GIMP to edit the images that I got from S. texture dump post and then clicked on the text converter.
However I do not have dolphin emulator on my computer, can someone plug this in to there dolphin emulator to see if it worked?
ComoSandbag Beta: http://www.megaupload.com/?d=LBXZ0035
If it did not work or it did not change at all what did I do wrong? What do I need to do different?
that textconv batfile creates your tpl files, those files needs to be inserted into the original dat file. open up the dat and all you tpl files in a hex editor, check the notepad document for placements and start copy pasting =PWait...that is more steps then what I did >_< I think I really screwed up here.
Here is what I did...
1) Downloaded the unmodified texture dump.
2) Opened up the file and Edited the tga image file with GIMP.
3) Double Clicked on the file which I believed to be the text converter file. A black screen with white numbers and letters appeared and did its thing automatically.
And I thought I was done, sorry for all this trouble this is my first attempt at making my own texture.
Just a hunch, but you probably edited the wrong language. Assuming you have an NTSC Melee, there should be a folder called "us" inside the "audio" folder... Now look for the audio file of the same name as the one you edited. THAT's the one you want.also I seem to have some trouble editing sound effects, I followed the guide, got my dsp, found the correct offset (my dsp was one hex shorter than the original, and it ended right where it was supposed to, so im sure it's the right one). After that I found the offset for the decoder (1c-3c), copy pasted that aswell and gctooled it. But once the game starts it still says GO (even though there should be no hex of go left =S)
Dang it .@ dragoon fighter
the texture freezes the game, you probably pasted the hex in the wrong location =S
I've been working on just that.i just wondering is there a way to edit the time variable somehow for pokestadium, so it doesn't change at all? even with yoshi story's randall movement lol
I've seen the mushroom kingdom mod with no side platforms and blocks, hella impressive
just wondering if you can modify variables
Maybe there is still hope. At the very least it would be helpful to know how the transformation statement was written and I'm pretty sure whoever figured it out on the brawl thread would know what type of situation we have. For example if we had to change a variable it would be to look for the segments with 'FF 38' (or was it '38 FF'?) that combo is always surrounded by heaps of '00's' and you'll see multiple of them in the same column of the hex editor. That pretty much means there's a variable. If you change some of the Hex that follows them (not the '00's', anything but them) it will change one of the stages variables. Of course that is assuming it is a variable we have to change. I'm not sure what the actual transformation statement looks like.some can be 16bit though