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You can't, for characters. I'm not sure if this stage thing MaRRoK is doing will work, it depends how many bones it has. How many, MaRRoK?I thought you couldn't use trophies yet.
Gray Fox has been giving a lot of people problems, I don't think he works at all. Also, pacs and pcs's are supposed to be in the same folder.I just replaced the red alloy with the assist trophy, cyborg. I did exactly as your tutorial said. I ran SSBB, chose the red alloy, started the match, as soon as it went to do the entry animation the wii beeped. Was it because I put the .pcs and .pac in the same folder? Or could it have been that when I went to save the .pcs I saved it as a .pac and I also saved the original .pac file as a .pcs? As you can see, I need a bit of help here.
Power Marshall said:This is an interesting method and can provide some interesting and creative effects for stages.
First, you would need 2 Files, which would be a (stage).pac, and another file that contains a model of some sort: Trophy model, Character model, other stage models, ect. (I will use the Midna Trophy Model for example.)
Now once you have that, follow these steps below:
1) Open two Brawlbox programs, and open the (stage).pac and the DollMidna.Brres with both brawlboxes each.
2) Go to the one with Midna and Export the model of her trophy and go to her texture folder (TextureData[0]) and hit "Export All" for Midna's textures.
3) Make sure you can surely edit any of her textures when they get exported. If so, you have her .mdl0 model, and You also have her textures in a folder.
4) Go back to your first Brawlbox with the stage you want to replace, and go and preview the stage model.
5) Now we want to make sure the model's texture are deleted. So on the far left bottom corner are the list of textures the model has. Now go make a list of the textures on a .txt notepad or remember them, ect.
6) Quit the previewer so that your back to the main list with the model and textures. Once you have the list of the textures on your notepad, select the textures of the model each on Brawlbox and Delete them. Yes, delete.
7) Once done all you should have are the textures for the background or submodel textures like pokemon if your editing PS2 or PS1, ect. If you want delete any submodel and texture you do not like.
8) Here is the hard part: on the top of the texture folder in Brawlbox, right-click TextureData[0] and Left-click import > Texture. Find a texture of Midna and select it. (Should be in abc order)
9)When you come across the screen to select the type of texture(CMPR, RGB565, ect.) you want, it must match the original texture's type.
10) Go to the old Brawlbox that had Midna originally and look for the one texture your adding in the New BrawlBox. If it is the first texture for Midna, it should be "midna_backA" which the type should be "I8."
11) Once it is imported into the new Brawl Box, it should have the name "NewNode01" Rename it to the texture's actual name, it should be the same.
12) Once all textures are imported, replace the stage's model with the Midna trophy. If all good, you should preview the new model and it should be Midna or whatever the model you replaced with was.
+13) The same for replacing backgrounds is EXACTLY the same as the above steps.
+14) Animating models of stages might not be possible, yet; (Trust mii, I tried animating Ridley replacing 'Destination's model, and it only move for 40 frames maybe... when it had 1575 frames! -_-)
Lol.
I hope this helps with every, go wild and make new stages or backgrounds! Happy Modding!
Merry ChristMas!
If you have any questions, go right ahead and PM mii or reply with them.
that was excellent 8DHey ThunderSpam, mind if I put my guide here? If not, I'll take it back.
Borboras only has 26 bones, which means it is very unlikely that you're going to be able to get it to work properly. I believe the minimum number of bones required for the alloys is 30 or so.Thank you for the tutorial, it has helped me greatly so far. My brother was able to make his Nagagog model work over the red alloy and brawl loads it even though there are the normal distortions. I however have not been able to make a successful transfer to the wii. I followed your tutorial down to the letter. I replaced the Blue Alloy's model and some of the moves with the Subspace enemy Borboras. I put my character on my SD card and when I choose any stage the wii just stays stuck on the "Ready to fight" loading screen. It has never gone to the ACTUAL stage yet. Any help? Or is the Boroboras model/character just not doable? Should I just give up hope and try someone else?
I guess I should try someone else. I highly doubt this, but can I "add" bones so that it will work. I just want to make borboras.Borboras only has 26 bones, which means it is very unlikely that you're going to be able to get it to work properly. I believe the minimum number of bones required for the alloys is 30 or so.
Yeah, you have to readjust her bones, actually, I'm working on her but I have been on a stump with her walking animations but yeah, Blue Alloy is the most easiest Alloy to use for her.so Lyn worked fine over the blue alloy, but for some reason my custom CSS code didnt work so I couldnt really play as her, also her bones were all distorted because she was doing other animations than her own
Depends on the CSS Code, some just add protraits at the end.As for the CSS Code, you do know you have to hold R when your picking Zelda right?
nope that didnt work for me, im trying to get the codes right now, you'd think THAT there would be just one standard one, could one of you guys who has it working post ur codes for me?Yeah, you have to readjust her bones, actually, I'm working on her but I have been on a stump with her walking animations but yeah, Blue Alloy is the most easiest Alloy to use for her.
As for the CSS Code, you do know you have to hold R when your picking Zelda right?
Check the OP of the Fully New Character Archive.nope that didnt work for me, im trying to get the codes right now, you'd think THAT there would be just one standard one, could one of you guys who has it working post ur codes for me?
Trust me, your going to have redo every animations, average time to fix the bones for 1 animation takes at least 30-50 minutes.I'm at the same stage as Poxag, I'm working on Lyn as well. I started yesterday and so far I only exported her over the zakogirl. I have the same question as well; do I have to fix every animation individually?
well F@#$ that, you siad you were working on it right? how much have you done, maybe we could each do some of the animations so that we can have it done quickerTrust me, your going to have redo every animations, average time to fix the bones for 1 animation takes at least 30-50 minutes.
define freezing and this isn't the thread for thatIt keeps freezing on me when I start the game up...
All I did was saved the FitYoshi.pac, FitYoshi00.pac, and FitYoshiMotionEct.pac to yoshi's fighter file...
idk what is wrong...
What do you mean by put models on top of other charactersOk hey all, you may know me from my video tutorials that are floating around out there.
I need some help with this, for some reason, I have never gotten this to succesfully work, and am looking for a brief explanation as to why, so I can repeat the reasons in my video.
Why can't we put models on top of normal characters?
Why can't we put models with fewer bones on top of characters with more bones?
If someone could answer, that would be kickin'
Also, can someone please link me to a good CSS with all the alloys in their own box? I have looked around for a long time, but always come up short.
Thanks for the great guide!
I am eagerly awaiting your reply.
i know alot therefore i can give answers faster than most peopleThanks Mr.Chuy for helping!
wasnt expecting such a speedy reply.
I got it to work, but I am desperate for that CSS... to test the things i do i have to go to multi-man brawl... and that aint fun.
searching... again... now.
I have an Idea to make alloys have their own icon
I don't use ZSS,so with the character remplacement code,we could make:
Costume 0 of ZSS : Red Alloy
Costume 1 of ZSS : Blue Alloy
Costume 2 of ZSS : Yellow Alloy
Costume 3 of ZSS : Green Alloy
Costume 4 of ZSS : Giga Bowser
Costume 5 of ZSS : Warioman
And we just have to change the CPS of ZSS by new one
Ive try the remplacement code,it work fine,the only problem is after the match,the selected character turn into samus,so if someone can fix that,tell me
I will try the CPS too
So wait and see =)
EDIT: here it is
It's work fine
The only littles problems are
-Samus is selected after when you return to CSS
-When you choose your "special" character,it says "ZERO SUIT SAMUS" , it's not very important but if we could remove that...
The ZSS select case is remplaced by that (right botom corner)
Each 6 colors of ZSS is a new Character : Red Alloy,Blue Alloy,Yellow Alloy,Green Alloy ,Giga Bowser and Wario Man
In the SSS,they have their icon too
Use the code provided to make it work kinda properly
http://www.mediafire.com/?d1mqmmtedlv
Character/Costume Replacement
80000000 90180B48
80000001 90180BF8
60000003 00000000
4A001000 00000000
38000002 00FF0400
4A001001 00000000
38000004 FF000000
10000000 0000002E
100003C5 00010000
E0000000 80008000
80000000 90180B48
80000001 90180BF8
60000003 00000000
4A001000 00000000
38000002 00FF0400
4A001001 00000000
38000004 FF000001
10000000 0000002F
100003C5 00010000
E0000000 80008000
80000000 90180B48
80000001 90180BF8
60000003 00000000
4A001000 00000000
38000002 00FF0400
4A001001 00000000
38000004 FF000002
10000000 00000030
100003C5 00010000
E0000000 80008000
80000000 90180B48
80000001 90180BF8
60000003 00000000
4A001000 00000000
38000002 00FF0400
4A001001 00000000
38000004 FF000003
10000000 00000031
100003C5 00010000
E0000000 80008000
80000000 90180B48
80000001 90180BF8
60000003 00000000
4A001000 00000000
38000002 00FF0400
4A001001 00000000
38000004 FF000004
10000000 0000002C
100003C5 00010000
E0000000 80008000
80000000 90180B48
80000001 90180BF8
60000003 00000000
4A001000 00000000
38000002 00FF0400
4A001001 00000000
38000004 FF000005
10000000 0000002D
100003C5 00010000
E0000000 80008000
86000000 00000004
86000001 0000005C
62000000 00000000