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The BrawlBox Model Replacement Guide! (0.1)

bcbc

Smash Rookie
Joined
Nov 10, 2009
Messages
10
Location
yourmoms tummy
in the last part b4 the sd card part with the motionect.pac files there is only AnimationData[0] under Fit(Sonic)Motion in the motionect.pac and the model i want it to replace has:

AnimationData[0] AnimationData[1] AnimationData[2] AnimationData[3] AnimationData[4]

soo wat do i do with the extra ones

Did i just kill this thread
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
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.
 

brawlshifter

Smash Lord
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Oct 8, 2009
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If you look at this, you're a stalker: NorCal
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.
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.
 

Power Marshall

Smash Journeyman
Joined
Jul 18, 2009
Messages
202
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Everywhere
ThunderSpam, thanks to you, which you probably did not know, I made my own model swap stage. Thanks so much and God bless you.
 

Nerd With An Afro

Smash Journeyman
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Jul 23, 2009
Messages
283
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Lancaster PA
Alright, i was going to do my Snake over wario (for my luffy project) and according to this list of character bone counts ( http://www.smashboards.com/showthread.php?t=258606 ) snake has 8 less bones then wario. going by the theory, it would not work with the model swap technique, and if that happened, i would power outrage (it would be the third project of mine that i had to stop due to a ******** limitation). im still going to try it out, but would decoy bones (bones added into the pac file) allow it to work or does it have to be in that one mdl0 file?
 

Power Marshall

Smash Journeyman
Joined
Jul 18, 2009
Messages
202
Location
Everywhere
My Guide on BB model swapping

Hey ThunderSpam, mind if I put my guide here? If not, I'll take it back.

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.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Has anyone managed to replace a flat stage with a bumpy one? Say one with ramps and the like? Just curious if it's possible.
 

Thunderspam

Smash Journeyman
Joined
Jul 9, 2009
Messages
280
Location
In a box
Sure Marshall, it's cool. I haven't gotten around to updating this yet. But my way of replacing textures is significantly easier. I suggest you try it.
 

Leon2457

Smash Rookie
Joined
Oct 30, 2009
Messages
10
Lovely tutorial Marshal Midna Stage sounds and looks awesome :D

I do have a question actually ... what are the possibilities or swapping "hit-boxes" on stages ... like, having Final Destination but with Battlefields or more idealistically ... Temple hit-boxes ... as an example of course

off topic - Long time no chat Marshall
 

Poxag

Smash Apprentice
Joined
Apr 15, 2009
Messages
123
well im gonna go ahead and try it then, just to see what happens
 

MonkUnit

Project M Back Roomer
Joined
Nov 29, 2009
Messages
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Location
Eau Claire, Wisconsin
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?
 

Pichu_815

Smash Apprentice
Joined
Aug 18, 2006
Messages
76
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?
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.
 

StarWaffle

Smash Lord
Joined
Oct 18, 2008
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BC
Metroid looks good in brawlbox over olimar, but he wont load ;-; stupid bones

why wont nyarth load if he has 30 bones he just stands there in brawlbox with all the animations

edit: meowth*
 

MonkUnit

Project M Back Roomer
Joined
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Messages
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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.
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. :p
 

StarWaffle

Smash Lord
Joined
Oct 18, 2008
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BC
You cant add any at this point in time.... i think you can add fake bones or something but they wont get it to work
 

Poxag

Smash Apprentice
Joined
Apr 15, 2009
Messages
123
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
 

Grey Belnades

The Imperial Aztec
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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
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?
 

Poxag

Smash Apprentice
Joined
Apr 15, 2009
Messages
123
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?
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?
 

Poxag

Smash Apprentice
Joined
Apr 15, 2009
Messages
123
alright I finally got lyn to work, now im going to try changing some of her animations and stuff, Ill post again later

Edit: Am I right in saying that to make lynn no look distorted in game I would have to manually move her bones around for each animation? would the changes I make be the same for every animation or would they be different for every single animation?
 

hybridclouds

Smash Rookie
Joined
Jul 30, 2008
Messages
1
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?
 

Grey Belnades

The Imperial Aztec
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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?
Trust me, your going to have redo every animations, average time to fix the bones for 1 animation takes at least 30-50 minutes.
 

Poxag

Smash Apprentice
Joined
Apr 15, 2009
Messages
123
Trust me, your going to have redo every animations, average time to fix the bones for 1 animation takes at least 30-50 minutes.
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 quicker
 

Bakuratheyoshi3

Smash Rookie
Joined
Apr 11, 2008
Messages
2
Location
Witehall, MI
It 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...
 

Wacka Alpaca

Smash Cadet
Joined
Nov 3, 2009
Messages
70
Ok 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 breif 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.
 

Mr.Chuy

Chuy
Joined
Dec 29, 2009
Messages
1,817
Location
Somewhere in Texas
Ok 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.
What do you mean by put models on top of other characters
That has something to do with the game i think think of it like the game saying there has to be x amount of bones or else it won't work
i'm sure someone can come up with a better explanation to the bone requirement thing
 

Wacka Alpaca

Smash Cadet
Joined
Nov 3, 2009
Messages
70
Thanks 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.
 

Mr.Chuy

Chuy
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Messages
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Thanks 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 know alot therefore i can give answers faster than most people
Use this CSS thanks to super master hand:
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
Code:
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
 

MzNetta

Oh no she betta don't
Joined
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So I have a swap over Green Alloy, and Ive put the files in
private>wii>app>RSBE>Pf>Fighter>Zakoball
My question, now, is how do I play as the alloy/swap in-game?
 

Lazyboy0337

Smash Journeyman
Joined
Mar 26, 2008
Messages
200
How to you make new animations for model swapped characters? Do you use BrawlBox or PSA?
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
@takun, if you've replaced the model of your character with the alloy's model found in the costume already, just name the file FitZakoBoy00.pcs and play as Green Alloy in game, if you have the Custom CSS code needed to do that... unless I'm completely misunderstanding you.

@Lazyboy, Brawlbox, using the animation editor.
 

Katy Parry

The Only Zelda in Indiana
Joined
May 20, 2007
Messages
3,328
Location
Indianapolis, IN
NNID
justysuxx
Okay, I've followed all the steps. And I'm trying to get Lyn over Marth.

Now, it worked WHEN I downloaded the Lyn from the Full New Character thread, and renamed all the files to FitMarth etc..

But when I pressed B it froze.

Anyway, back to mine - it freezes when I select marth.

Help?
 
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