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MDL0 files from Non-Brawl games

pikazz

Smash Lord
Joined
Dec 6, 2009
Messages
1,868
Location
Sweden, Umeå (Currently in Seattle)
NNID
pikamaxi
Hey pikazz, have you ever gotten that M&SatOWG's model glitching fixed? You know, disappearing by the stage boundries and that darkness stuff? Quick Question, have you modified any animations before?
I have not fixed that glitch yet D:

and yes, I have modified animations x3

and use the "edit" button and don't double/triple/fourth post xD
 

dxrkn3ss

Smash Journeyman
Joined
Jan 15, 2010
Messages
218
Location
The Great Staten Island
I have not fixed that glitch yet D:

and yes, I have modified animations x3

and use the "edit" button and don't double/triple/fourth post xD
My Bad! :laugh: Are you dedicated to completing your own character, cause I could definately use members. As you can see on my Amy post, Im making good progress alone.
 

dxrkn3ss

Smash Journeyman
Joined
Jan 15, 2010
Messages
218
Location
The Great Staten Island
Then I don't know what the problem could be.
I know... just my luck. Thanks anyway. I've been thinking something else, maybe my custom menu or something is conflicting somehow. I do have like almost 1.5GB of hacking things on my brawl.

Edit: 700MB's! but I already given up on it. At least my menu one works.

Another Edit: I just made one the size is 391KB, however the size on Disk is 392KB. Is that wrong?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
And, I have an idea on how to separate the buster from his arm. Ever noticed how Zero has a whole bunch of bones sprouting from his hands (that don't seem to do anything)? Use a hex editor and change the NodeID for one of the hand/buster polygon groups to one of those, and make the bone's position the exact same as the original hand. Then, you could just shrink/grow the individual parts at will.
So! I tried this out. I exported Zero's open hand (polygon40) and hex edited the NodeId to equal one of his detached bones. It was surprisingly easy to find the NodeId. I ran into problems directly modifying FitZero00.pac, but it worked fine changing Zero's mdl0.

So yeah! It worked! I can change the bone a polygon is attached to. Which is excellent! However, Zero's extra bones are mostly all attached to eachother in a string. Currently, I can only put two individually scale-able polygons on each hand -- I was hoping for 3 or 4.

To illustrate, the current bone structure is like,

L_hand --> h_204L --> h_205L --> ... --> h_207L --{ h_208L / h_209L

Poor illustration, but it gets the point across. I can only attach to 208 and 209, because if I scale any of the earlier bones, it scales the bones attached to it.

Is there any known way to rearrange the bone structure? If not, I'll have to be content with what I have (which is much better than I ever expected).
 

shock44

Smash Journeyman
Joined
Nov 29, 2007
Messages
348
OMG I am hyped for an Edward Elric PSA. Do it.
I would love for that to happen but unfortuantely I've tried putting Ed's model over different characters and the game always freezes. I don't know why, the thing is hexed all the way. I did it manually at first and then I just recently tried it with fortwaffles' program. It still freezes on the character selection screen.
 

E-Jolteon

Smash Ace
Joined
Sep 7, 2007
Messages
502
Location
The other side
on a different note, I ran Edward Elric's brres files through the guide and I got this.



I think the textures get screwed up when its converted, also every mld0 file I've gotten out of a .fpk is not compatible with the automatic mdl0 resizer.
The texture is mirrored. It should look fine in Brawl itself.
 

SuperGuzzi

Smash Journeyman
Joined
Dec 19, 2009
Messages
357
Location
Wii
please add Sonic & Sega all-star racing to the list of known games that do not have MDL0 files
the game have .sif/.sig files.
 

digiholic

Smash Ace
Joined
Nov 13, 2009
Messages
678
Location
Albuquerque, New Mexico
NNID
digiholic
So! I tried this out. I exported Zero's open hand (polygon40) and hex edited the NodeId to equal one of his detached bones. It was surprisingly easy to find the NodeId. I ran into problems directly modifying FitZero00.pac, but it worked fine changing Zero's mdl0.

So yeah! It worked! I can change the bone a polygon is attached to. Which is excellent! However, Zero's extra bones are mostly all attached to eachother in a string. Currently, I can only put two individually scale-able polygons on each hand -- I was hoping for 3 or 4.

To illustrate, the current bone structure is like,

L_hand --> h_204L --> h_205L --> ... --> h_207L --{ h_208L / h_209L

Poor illustration, but it gets the point across. I can only attach to 208 and 209, because if I scale any of the earlier bones, it scales the bones attached to it.

Is there any known way to rearrange the bone structure? If not, I'll have to be content with what I have (which is much better than I ever expected).

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?
 

Captain Kwark

Smash Apprentice
Joined
Jun 28, 2008
Messages
137
so far as I now, you cant

find the low model (it has one S in it like kir_S.brmdl)


Okay thanks. But what is causing the hole in the face?



I got the textures and named them sha_body_S and sha_face_S. Previewing the model in Brawlbox is diffrent than in Brawl.
 

ThatGuyYouMightKnow

Smash Champion
Joined
May 12, 2008
Messages
2,373
Location
Baltimore, MD
Why am I surprised nobody tried Ryu from TVC yet?
People want him. There were a lot of posts about him. :p (Someone posted the same thing you did too. xD)

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.
 

ToolShock

Smash Rookie
Joined
Feb 24, 2010
Messages
13
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.

You rike?
 

ToolShock

Smash Rookie
Joined
Feb 24, 2010
Messages
13
I want ryu for brawl and I want all ryu's chr0/animations to be hexed to be viewable on brawlbox :(

plz someone do both... the animations are not ilegal if you post em here
From the looks of it, the characters use mot files for animations instead of chr0 files.
 

wildvine47

Smash Ace
Joined
Mar 19, 2009
Messages
964
Alright, first pic of Polymar.



I still need to do step 5 of the process, and then size him up, so I can start animations and recolors and stuff. He seems to have an emerald texture right now though, which I find kinda strange considering there's no possible way for him to have had one previously. Also, he's going over Lucario, but I need to know how to get rid of that aura ball coming from his feet. Also, I don't know anything about PSA, so I'll need someone to help me with that.
 

KyuubiDemon1

Smash Apprentice
Joined
Jan 9, 2009
Messages
159
Location
Texas
ok im editing a model file on its slow walk anmation do i only edit the rotation & can you guys tell me how you guys do walkling
 

dpgthirteen

Smash Apprentice
Joined
Feb 7, 2010
Messages
181
Location
Tazmilly Village
hey is there a way to change meta knights model to something like ness. because i thought it would be cool to make the masked man from mother 3 since the masked man can fly and has bat wings
 

Kei_Takaro

Smash Lord
Joined
Feb 3, 2009
Messages
1,007
Location
Underneath FD
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
 
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