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When updating the miscdata120 you also need to update a PAT0 animation inside one of the modeldatas cause that's how it displays the stocks correctly@ I iSnowden I'm not Theytah, but I can answer : http://smashboards.com/threads/proj...ensive-tutorial-and-sample-stagelists.382890/
@ Ryztiq Hi buddy, I've got a question if you don't mind. I want to change your Chill Room for Project M 3.5 (Anyone interested : http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35636), so I changed MiscData in your STGRESULT.pac with the current STGRESULT.pac (of Vanilla PM 3.5), no problem (same for CSPs, even if I want to use CI8 but it crashes), I got all the new texts, but when I want to change MiscData for Stocks Icons (I got also a modified StockFaceTex in pf\menu\common with the icons I want) the game crashes right before entering the Result Screen. Any idea how I can fix that or how can I change effectively your Room please ? Ty ^^
no idea dude, I dont do codeAlright, it's been a while since I dropped by here. I was waiting till 3.6 dropped to continue working on my custom build, but I decided I'll try learning something that's always puzzled me while I have the time.
I want to change the order costumes show up when scrolling through on the CSS, specifically in a way where all the team colors always show up right after the default costume. So in other words along the lines of Mewtwo where it's Default - Green - Red - Blue - etc. I'm personally going to arrange every character's costumes as Default - Red - Blue - Green though for reason's you'll probably understand later in my post. Any character that has a Default as a team color would follow along the lines of Yoshi/Link though, where it goes like Green - Red - Blue - etc.
I've come across some codes which I believe are my answers (sort of...) and everything is assigned to each character individually. I'll post them down below in a tab real quick:
Color Slot Modifiers:
(Credit to Dantarion who recorded all the data pointers for these codes.)
Mr. Game & Watch
Everything seems to be assigned in this format:
X = Color
Y = .pac file used
188.8.131.52 = Respective slot it shows up as on the CSS
Color Associations: (XX)
00 Team Red
01 Team Blue
03 Team Green
0C List Terminator
Now the issue I'm having, is that searching for these within the PM 3.5 codes has been turning up zero results, but I did find what I believe to be Yoshi's costume slot arrangements within the 3.5's code:
As you can see, the first line is quite different from the one inside the tab above. I'm assuming that the characters respective placings within the data or whatnot have somehow changed in 3.5 or something to where it doesn't match up quite exactly with old Brawl codes, which will make finding everything quite difficult... What leads me to believe that this is Yoshi's color assignments is the way the colors are arranged:
Team Green - Team Red - Team Blue - Yellow - Pink - Blue (Teal)
These happen to follow along exactly to Yoshi's first colors on the CSS and 10 slots have been designated in the code, which is how many costumes Yoshi has total in PM.
Now if my assumption was correct and this code is in fact for Yoshi's color slots, am I correct in assuming that I'll be able to find the rest of the cast's color slot arrangements through the same trial and error as I have for Yoshi? And after changing everything I'm assuming I'll have to modify all the BPs, Icons, CSS pics, etc within the common.5 and everything else to where it matches up correctly again. Or is this entire endeavor for naught and I should just give up.
Or better yet, does anyone have the current/up to date costume slot modifier code for PM? It would be much appreciated.
Sorry for the mega post lol
mewtwo2000 knows about the color codes.Aw well that sucks
Happen to have any idea who I can go to with this question? I'll experiment with it myself the next couple days and see if I can find anything, but I hate changing code like that without a direction.
resizing in gimp would work fineHow do i resize the character select screen icons so the characters pictures can fit or should i resize the pictures in gimp?
Hi. You're absolutely right about all of it. The fact is that there's not a single costume code in pm, it's like split in parts, and it's hard to edit if you don't have the txt file with all the information. Well, it's possible to do, as you found that one (yoshi I suppose, didn't check), but some codes include only the extra costumes, while still reading the original offset for the rest of costumes, and stuff like that.I've come across some codes which I believe are my answers (sort of...) and everything is assigned to each character individually. I'll post them down below in a tab real quick:
Thanks so much. I'm currently working a long shift and have an extremely busy week this week, but should be able to send you my gct file sometime tonight. I don't think I have any modifications on it besides some brstm volume changes, so it should be pretty close to the base 3.5 gct.If you send me the gct file of your custom build, I'll make it use my codes, so you'll be able to edit your slots easily, without the need to wait for me to release the next version of the tool.
Wow, I cant believe I stumbled in here on a whim and found somebody not only asking the same question I asked 2 weeks ago, but some legit responses to it as well. I have my costumes arranged specifically and PM always screws it up. so if I finish my build before 3.6 (unlikely) I'll need that new tool Mewtwo2000Thanks so much. I'm currently working a long shift and have an extremely busy week this week, but should be able to send you my gct file sometime tonight. I don't think I have any modifications on it besides some brstm volume changes, so it should be pretty close to the base 3.5 gct.
you need to use the correct .rel file for a stage, they need to be paired. look on kcmm or lakora for the rel porter.What do I have to do to get multi part levels to load properly in custom slots? I've got everything for my SSS but every time I try and start Poke Floats 2 dolphin freezes! Its ment to replace final destination and comes in 2 parts STGPOKEFLOATS2DAYTIME.pac and STGPOKEFLOATS2NIGHTTIME.PAC which I renamed stgcutom01_01.pac and stgcutom01_02.pac like other multi part levels. I even tried just one to see if it would work, but I can't find instructions for these kind of levels anywhere!
Thats not a texture, it's a model. and youd have to edit the model in 3ds max or a similar program, i'll try to make a tutorial on that either today or mondayHey, Theytah, how do you import a texture into a character that didn't have one in the first place (like adding a sleeve to Roy's arm) and attaching it to the model?
Thank you sooooo much! you should really add this info to the main post! I spent forever trying to figure that out and no guides really mention the rel converter!! Any chance you know what causes the black blob shape behind the GO! txt and the begining of a match? I've been trying to change it and the texture seems to go in front of some black shape that looks like it was meant to be a backdrop for the original GO! texture. I'd also like to know what you changed to stop the line from showing underneath the character Pic and Damage during a match (in theytah's build) because the textures still there so you disabled it some how and I'd like to re enable it and move the Timer from the center to the left!you need to use the correct .rel file for a stage, they need to be paired. look on kcmm or lakora for the rel porter.
Youd need to use a ripping program and then delete extra stuff in 3ds max or something. ninjaripper is a good ripping program.i've changed collisions and swapped models/textures of other stages in brawlbox, but that's about all the experience I've had with stage creation
ive been planning to make a stage using this model from melee (http://i.imgur.com/xOUOjax.jpg), which has not been ripped, model or texturewise.
how do I rip the level/texture? how do I remove everything but the part of the stage I want?(http://i.imgur.com/5R0VoSE.jpg) and how do I import that ripped model and texture into brawlbox??
tried using ninjaripper, you have some sort of tutorial?Youd need to use a ripping program and then delete extra stuff in 3ds max or something. ninjaripper is a good ripping program.
Also sorry about the reddit reply my friend messed with my account
bump? someone maybe have the mushroom kingdom adventure mode level from melee sitting around? really wanna make this stage and not being able to rip the model is frustrating.tried using ninjaripper, you have some sort of tutorial?
set the exe to dolphin, opened up melee, pressed f10 (made sure it wasnt set to pause in dolphin) and nothing happened. help??
you're probably putting the image in the wrong format, try changing the format when you import it.Hey,
Loving the thread. I'm having a lot of problems changing the stage icon with a custom one in PM, I change it then try it in game on the wii and it just comes up black with no colour. How do I make it have colour?
Last time I tried that stage Im pretty sure that it didn't work.Theytah, could you tell me if Peardian's stage Bowser's Keep is just incompatible or give me any advice?
Here's what's happening: I'm using lakora's rel changer properly to port it over Rainbow Cruise, I used the STGPALUTENA (Less Lag) pac, and it worked, but the lag was too much to be playable. I changed the pac to the STGYORSTER(Less Lag) and even tried the regular ones. It's a Yoshi's Island import but all the pac's are STGPALUTENA internally. I've tried quite a few rels after finding that the stage wouldn't load with anything, and now I can't get the first Laggy setup working again.
I'm sorry if this is long, and I know you're busy, but I'm just about ready to give up on this stage, I just really want to keep trying because it's one of the most interesting I've seen.
I'd message Peardian but KCMM won't send me my activation email. Thank you if you can spare the time to help me.