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Important Melee, Hacks, and You -- New Hackers Start Here, in the OP!

TheDekuNut

Smash Journeyman
Joined
May 27, 2010
Messages
413
Location
NJ
oh really my bad i thought it was possible. well after weeks of pondering how to do _8 and _9 i finally got a system. it has worked for me every time so far but if i'm wrong someone correct me. first make the tcs you must choose correctly between whether or not it has transparency or the texture could come out wrong. change your texture and what not (i use gimp) and save it as indexed. then use that tcs to make a tpl with texconv, easy. you must manually hex the data from the tpl into the .dat. in the tpl first comes the palette data then the texture data but in the dat you want the texture data first and then the palette. generally you first copy from line 00000260 to the end in the tpl and paste it into the dat at its specified offset (this is the texture data), then you copy 00000020 -0000021f (the palette data) and paste this immediately after the end of the texture data. done.
in cases where your texture is very simple your the palette in the tpl could be smaller than normal inserting it to the dat can be tough because sometimes your tpl will have palette data less than 32 lines so your texture data will start earlier and the structure of the above guide wont work. in this case you need to look at the hex in the tpl and guess where the texture data starts(its fairly easy because the previous line will be full with 00000000000) copy and paste this texture data into the dat just the same. now for the palette. it should almost always be 32 lines in the dat but say your tpl only gave you 5 lines. in this case just paste these five lines over and over start to finish and back to back until they have filled the available space. so repeat the five line six times (that gets you to 30 lines) you want 2 more lines and only 2 more lines so copy just the first two lines of your palette it the tpl and paste them after your previous 30.

i rambled a bunch but i wanted to add as much detail as i could so that no one gets too lost

also when there are back to back indexed textures say 3 in a row the dat goes texture 1 texture 2 texture 3 palette 1 skips 2 lines palette 2 skip 2 lines palette 3

i good place to start in imo is the CSPs (these are all _9 and have transparency) but i couldnt get texcov to work with the tgas from steelia's packages so i made my own with the numbers by character for ease of access instead of the haphazard order of the actual hex. i have that here http://www.megaupload.com/?d=AZW1MY9M

i think i'll make a video tutorial on indexed textures one of these days cause i dont think there is one and this stuff is very tricky i hope this helped a bit
 

Milun

Smash Ace
Joined
Oct 29, 2009
Messages
516
Location
Australia
Thanks for that. My main problem isn't that, it's that I have to add to the hex in the palette or something. I'll figure it out, but from what I remember, last time I did that I had to open up Hex Workshop and use the add to hex feature and... man that was tedious.
 

revel8n

Smash Cadet
Joined
Dec 1, 2009
Messages
51
What is the issue people have with type 8 and 9 textures?

Unfortunately for me, since i know the layout of the texture data in the files exactly, i never did fully understand the references to "lines" and what not, but perhaps i could further clarify the information and relate things to how it all should be handled.

i also update my post in the other thread with a few screenshots from the hex editor.

EDIT: Never mind, i reread the first post and see what the lines reference now. Since i know the palette format and color count from the dat file itself, i just never looked at it that way, heh. i guess my question still stands though...
 

Zyx

Smash Journeyman
Joined
May 16, 2006
Messages
257
Location
France
Zyx, that used to have me stumped too. What you need to do, is change the maximums. Look here, in the part of the hex under the Green X. I'm doing my best to write up descriptions for particular stages (not going as quickly as hoped).

Anyway, you need to change the maximum size for that platform. When I edited Great Bay, I neglected to do any major collision hacks, so I don't know exactly where the max data for that platform is, but what you want will be in the vicinity of here:

Thank you very much, I'm searching !

Just a thing, in your site, you say "C3 AE 00 00 C3 BA A0 00 set the top left corner, and the rest (43 AE 00 00 41 00 00 00) sets the bottom right"
I find the opposite ! C3 AE 00 00 C3 BA A0 00 is the bottom left corner and 43 AE 00 00 41 00 00 00 is the top right corner. Right ? Or... I didn't understand...
 

Milun

Smash Ace
Joined
Oct 29, 2009
Messages
516
Location
Australia
Thank you very much, I'm searching !

Just a thing, in your site, you say "C3 AE 00 00 C3 BA A0 00 set the top left corner, and the rest (43 AE 00 00 41 00 00 00) sets the bottom right"
I find the opposite ! C3 AE 00 00 C3 BA A0 00 is the bottom left corner and 43 AE 00 00 41 00 00 00 is the top right corner. Right ? Or... I didn't understand...
OOPS!!! Thanks for that, I gotta fix it. Yes you are right.
 

Zyx

Smash Journeyman
Joined
May 16, 2006
Messages
257
Location
France
O_o it works !!


I can't believe I managed to understand that sh** and make it work !
Thank you very much Milun and revel8n.
I'm gonna try in Hyrule temple now (GBay was just the training ^^)
 

Milun

Smash Ace
Joined
Oct 29, 2009
Messages
516
Location
Australia
I know what you meant and I've called it that myself quite a lot. But awesome work there, and best of luck with temple.
 

smakis

Smash Ace
Joined
Jun 30, 2008
Messages
747
actually with a special modchip you CAN load isos from a sdcard.

I just don't remember what the name is, something with Q I believe =)
 

SleepyK

Banned via Administration
Joined
Mar 26, 2006
Messages
5,871
it does say "direct boot of media" which sounds promising! i'm interested in this also <_<
 

Tcll

Smash Lord
Joined
Jul 10, 2010
Messages
1,780
Location
The Gates of Darkness
NNID
Tcll5850
@revel:
I see now...

so I had the entire idea of the dat wrong...

the relocation table doesn't really have anything to do with the data at all.
the offsets from the table act more as simple markers.
basically saying when you read the data,
you're using a specific type of conversion method until you hit the first mark.

am I right on that?? :/

but then again, that still doesn't help me with my UV prob,
as I'm suppose to read from the object data which will return a conversion method...
(the vtx attr data)
___________________________________
^typed that before school (no net)
it's now after school:

a better way to explain myself would be, well...

the relocation table (I guess) is basically a list of "Stop" offsets...
^basically you'd start by reading the data section until you reach a "Stop",
then you'd change formats, or stop when you hit the last offset...

but yet agan that still don't save my UV prob :/

uugh...
do you have any better ideas revel )X

how could I use the relocation table to get what I need??

I stated that above because I re-thought that
the data block is just simply read into memory (as you stated)
but that's my prob is dealing with things in mem... DX

could I just load the offsets to an 'if' from a 'for' while using a 'read' to compair the offsets??

^no idea how to do that yet :3
(never used for loops, but the template manager in HexEdit kinda tought me how to use them)

is there a way I could make a 'read until'??
^that would help me alot...
 

nuro

Smash Lord
Joined
Jan 1, 2006
Messages
1,101
Location
Somerville/Lowell, Massachusetts USA
Thanks for that. My main problem isn't that, it's that I have to add to the hex in the palette or something. I'll figure it out, but from what I remember, last time I did that I had to open up Hex Workshop and use the add to hex feature and... man that was tedious.
If you want to be really lazy on the texture just try to put all of the same number in the texture hex. For example try putting all 9s and you'll get a color that is completely solid. It won't look perfect but it is definitely easy and better than nothing.

I'm pretty sure there is a color for pink I just can't remember what one. Try all the values from 0-F in hex.
 

Milun

Smash Ace
Joined
Oct 29, 2009
Messages
516
Location
Australia
Kinda been done there. The only problem was the turtle has no edges. Not too big of a problem, but it made landing on its head a bit of an issue.
 

Tcll

Smash Lord
Joined
Jul 10, 2010
Messages
1,780
Location
The Gates of Darkness
NNID
Tcll5850
just 1 Q...

how many people would like to see this in melee:

I know I would :D

this is only verts, normals, and UV's...
I'll have to make the VGroups manually (a big pain) DX
and I have a modded bone rig somewhere from a broken dae export >_>
I had to use OGLE, with an early version of brawlbox to get the basic model...
there was quite a bit of work involved just to get the obj...
the obj OGLE provided only contained verts...

I had to go through this to get the obj in the image:
Code:
===============================================================================
 GLIntercept version 0.5 Log generated on: Thu Dec 02 16:08:44 2010
 
===============================================================================
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
glLoadIdentity()
glPushMatrix()
glClearColor(0.000000,0.000000,0.000000,0.000000)
glMultMatrixf([0.000000,0.000000,1.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,0.000000,1.000000])
glTranslated(-0.061854,0.000000,0.000000)
glRotatef(-0.085833,0.000000,1.000000,0.000000)
glRotatef(360.250000,0.000000,0.000000,1.000000)
glDisable(GL_LIGHTING)
glDisable(GL_TEXTURE_2D)
glBegin(GL_LINES)
glColor3f(1.000000,0.000000,0.000000)
glVertex3f(0.000000,0.000000,0.000000)
glVertex3f(12.370789,0.000000,0.000000)
glColor3f(0.000000,1.000000,0.000000)
glVertex3f(0.000000,0.000000,0.000000)
glVertex3f(0.000000,12.370789,0.000000)
glColor3f(0.000000,0.000000,1.000000)
glVertex3f(0.000000,0.000000,0.000000)
glVertex3f(0.000000,0.000000,12.370789)
glEnd()
glTranslatef(0.000000,0.000000,0.000000)
glPushMatrix()
glRotatef(-60.000000,0.000000,1.000000,0.000000)
glRotatef(-20.000000,0.000000,0.000000,1.000000)
glLightfv(GL_LIGHT0,GL_POSITION,0x22fd60)
glPopMatrix()
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D,1)
glEnable(GL_ALPHA_TEST)
glDisable(GL_ALPHA_TEST)
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
glDisable(GL_CULL_FACE)
glEnable(GL_LIGHTING)
glBegin(GL_TRIANGLES) Textures[ (0,1) ] 
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.207581,0.511871)
glNormal3f(0.145329,-0.987148,-0.066469)
glVertex3f(-2.732763,-0.839109,0.781996)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.231201,0.501465)
glNormal3f(0.031232,-0.880093,-0.473773)
glVertex3f(-2.798278,-0.811440,0.609011)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.263702,0.572174)
glNormal3f(0.121181,-0.917024,-0.379977)
glVertex3f(-2.377364,-0.728522,0.491336)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.207581,0.511871)
glNormal3f(0.145329,-0.987148,-0.066469)
glVertex3f(-2.732763,-0.839109,0.781996)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.196869,0.420593)
glNormal3f(0.064656,-0.997645,0.022888)
glVertex3f(-3.223014,-0.883077,0.842887)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.231201,0.501465)
glNormal3f(0.031232,-0.880093,-0.473773)
glVertex3f(-2.798278,-0.811440,0.609011)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.165131,0.408508)
glNormal3f(-0.056616,-0.969979,0.236506)
glVertex3f(-3.329182,-0.855481,1.064657)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
...
^that gave me the vert, normal, and UV offset data...
the OGLE obj gave me the objects though...
I had to build a py file to generate the faces:

OGLE:
f 1 2 3

mine:
f 1/1/1 2/2/2 3/3/3

so I've imported it to blender, rotated, added the textures, did some UV editing, and that's where I'm at now... D:>

and other than VGroups and bones are materials that add 1 more texture

this is gonna be torture DDX>

I was originally putting this in brawl, but that's kindof a bigger pain because of the format...
(I kinda have to edit the mdl0 format by hand)

so I'm wondering if anyone is excited to see it in melee :D

all I'll have to do is export a 4.1.0 dae and convert it to dat
(once I know the dat format and build my converter)

alot of work and torture to go through...
but it's worth it :3

EDIT:
this is the only site where spoilers don't expand ;_;
dangit...

EDIT2
also, I'm gonna make him a Pichu clone, since he's closer related to Pichu :p
 

L-a-t-e-r-a-l-u-s

Smash Ace
Joined
Dec 18, 2009
Messages
811
just 1 Q...

how many people would like to see this in melee:

I know I would :D

this is only verts, normals, and UV's...
I'll have to make the VGroups manually (a big pain) DX
and I have a modded bone rig somewhere from a broken dae export >_>
I had to use OGLE, with an early version of brawlbox to get the basic model...
there was quite a bit of work involved just to get the obj...
the obj OGLE provided only contained verts...

I had to go through this to get the obj in the image:
Code:
===============================================================================
 GLIntercept version 0.5 Log generated on: Thu Dec 02 16:08:44 2010
 
===============================================================================
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
glLoadIdentity()
glPushMatrix()
glClearColor(0.000000,0.000000,0.000000,0.000000)
glMultMatrixf([0.000000,0.000000,1.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,0.000000,1.000000])
glTranslated(-0.061854,0.000000,0.000000)
glRotatef(-0.085833,0.000000,1.000000,0.000000)
glRotatef(360.250000,0.000000,0.000000,1.000000)
glDisable(GL_LIGHTING)
glDisable(GL_TEXTURE_2D)
glBegin(GL_LINES)
glColor3f(1.000000,0.000000,0.000000)
glVertex3f(0.000000,0.000000,0.000000)
glVertex3f(12.370789,0.000000,0.000000)
glColor3f(0.000000,1.000000,0.000000)
glVertex3f(0.000000,0.000000,0.000000)
glVertex3f(0.000000,12.370789,0.000000)
glColor3f(0.000000,0.000000,1.000000)
glVertex3f(0.000000,0.000000,0.000000)
glVertex3f(0.000000,0.000000,12.370789)
glEnd()
glTranslatef(0.000000,0.000000,0.000000)
glPushMatrix()
glRotatef(-60.000000,0.000000,1.000000,0.000000)
glRotatef(-20.000000,0.000000,0.000000,1.000000)
glLightfv(GL_LIGHT0,GL_POSITION,0x22fd60)
glPopMatrix()
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D,1)
glEnable(GL_ALPHA_TEST)
glDisable(GL_ALPHA_TEST)
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
glDisable(GL_CULL_FACE)
glEnable(GL_LIGHTING)
glBegin(GL_TRIANGLES) Textures[ (0,1) ] 
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.207581,0.511871)
glNormal3f(0.145329,-0.987148,-0.066469)
glVertex3f(-2.732763,-0.839109,0.781996)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.231201,0.501465)
glNormal3f(0.031232,-0.880093,-0.473773)
glVertex3f(-2.798278,-0.811440,0.609011)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.263702,0.572174)
glNormal3f(0.121181,-0.917024,-0.379977)
glVertex3f(-2.377364,-0.728522,0.491336)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.207581,0.511871)
glNormal3f(0.145329,-0.987148,-0.066469)
glVertex3f(-2.732763,-0.839109,0.781996)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.196869,0.420593)
glNormal3f(0.064656,-0.997645,0.022888)
glVertex3f(-3.223014,-0.883077,0.842887)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.231201,0.501465)
glNormal3f(0.031232,-0.880093,-0.473773)
glVertex3f(-2.798278,-0.811440,0.609011)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,0x22fca0)
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,0x22fc8c)
glTexCoord2f(0.165131,0.408508)
glNormal3f(-0.056616,-0.969979,0.236506)
glVertex3f(-3.329182,-0.855481,1.064657)
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,0x22fcb0)
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,0x22fcc0)
...
^that gave me the vert, normal, and UV offset data...
the OGLE obj gave me the objects though...
I had to build a py file to generate the faces:

OGLE:
f 1 2 3

mine:
f 1/1/1 2/2/2 3/3/3

so I've imported it to blender, rotated, added the textures, did some UV editing, and that's where I'm at now... D:>

and other than VGroups and bones are materials that add 1 more texture

this is gonna be torture DDX>

I was originally putting this in brawl, but that's kindof a bigger pain because of the format...
(I kinda have to edit the mdl0 format by hand)

so I'm wondering if anyone is excited to see it in melee :D

all I'll have to do is export a 4.1.0 dae and convert it to dat
(once I know the dat format and build my converter)

alot of work and torture to go through...
but it's worth it :3

EDIT:
this is the only site where spoilers don't expand ;_;
dangit...

EDIT2
also, I'm gonna make him a Pichu clone, since he's closer related to Pichu :p
Nicenice! I'm assuming it's vertecies, but is it an actual model hack :o? I would love to see some real model imports happen in Melee.
 

Tcll

Smash Lord
Joined
Jul 10, 2010
Messages
1,780
Location
The Gates of Darkness
NNID
Tcll5850
Wow that looks like it will be a pain. But I guess it will be worth it.
heh...
yea...

but I got the worst end...
I don't have a working model to look at the VGroups

I have to look at the groups from a dae in a text editor... DDX
then appy the values to a vert of where I have to guess...

prbly not as hard as I think it is...
and yes this is very painful ;_;

4830 verts... DDX
 

L-a-t-e-r-a-l-u-s

Smash Ace
Joined
Dec 18, 2009
Messages
811
heh...
yea...

but I got the worst end...
I don't have a working model to look at the VGroups

I have to look at the groups from a dae in a text editor... DDX
then appy the values to a vert of where I have to guess...

prbly not as hard as I think it is...
and yes this is very painful ;_;

4830 verts... DDX
Well hey, I'm sure it will look fantastic when it turns out. Then you could write a guide for us simpletons to understand haha. Zero Suit Samus in Melee? I think so. c:

Anyway, off to work. PAYDAYEEE.
 

Tcll

Smash Lord
Joined
Jul 10, 2010
Messages
1,780
Location
The Gates of Darkness
NNID
Tcll5850
tcll, what is the vert data of Fox?

start offset and finish offset

thanks ^^
uhh... normal fox??
or another costume??
*assuming you want normal*
______________________________

also, I may not have to go through too painful of a process :D
I may be able to get the dae to work (for VGroups)

if I can get those in blender, I'll be able to apply them to the model :D
^(maybe) :/
else, I'll have to get the groups and apply them manually :p
^(that won't be too hard) still painful though
 

Milun

Smash Ace
Joined
Oct 29, 2009
Messages
516
Location
Australia
Well, here's a little update to my site if anyones interested. There probably won't be a nother for a while, as my trial of DreamWeaver ran out.

http://meleestages.webfreehosting.net/

And RuKeN, I edited Fox a long time ago, and I can tell you his vertex cloud is a paaaaaain.

20 - 41F5 for PlFxNr.dat
 

Steelia

Smash Champion
Joined
Sep 23, 2007
Messages
2,523
Location
Home.
@Tcll, Raichu is WAY more badass than any of the Pikachu knock-offs, but, it's a start. Voice clippings would be a pain the behind, though, but what can you do.

Nice progress. Been really busy with school, nearing end of semester... Stupid SD Media Launcher didn't work on my 'cube, so I'm still stuck. :C
 

Tcll

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@Tcll, Raichu is WAY more badass than any of the Pikachu knock-offs, but, it's a start. Voice clippings would be a pain the behind, though, but what can you do.

Nice progress. Been really busy with school, nearing end of semester... Stupid SD Media Launcher didn't work on my 'cube, so I'm still stuck. :C
umm...
I hate Raichu... :p
he's a fat POC that loses at every turn...
don't make fun of Pika by mentioning him...

anyways... *swipes bother away*
I'd try with Pachi first for SFX

SSM files are easy to edit...

for those who don't know:
SSM files contain multiple DSP files which are the audio effects and blah
anyways...
the DSP data is just stacked on top of one another...
(I looked into that a long time ago (when I built my old site on blogger))

so yea...
IDK if the dsp data is indexed internally or externally though :/
^it'll be quite easier if it's internal :D

heh... get this...
my friend got me a raichu hack that I tested in brawl...
it was a texture (no physx)
he actually fell faster and jumped slower than normal Pika >:o
I was stumped and I got rid of it :p

also :D
I <3 Pika, Pichu, and Pachi :3
(cuteness is win (cute + epic))
and you don't have to mention I'm odd :p
 

Tichinde925

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We totally understand how to audio hack.

What we cant do currently is to increase the time of each individual dsp inside the ssm.

Because some sound effects are way to short to make use of.
 

Tcll

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We totally understand how to audio hack.

What we cant do currently is to increase the time of each individual dsp inside the ssm.

Because some sound effects are way to short to make use of.
hmm...
I could look into that :/

I'll see what I can do... P:

umm...
give me till this weekend before I get to it though...
all 4 of my desktops are full :/

EDIT:
and all that work I did to get Pachi may not have been worth it :p
why?
I think I've found the prob with the dae :/
if I have, it should work perfectly...
 

L-a-t-e-r-a-l-u-s

Smash Ace
Joined
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Messages
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hmm...
I could look into that :/

I'll see what I can do... P:

umm...
give me till this weekend before I get to it though...
all 4 of my desktops are full :/

EDIT:
and all that work I did to get Pachi may not have been worth it :p
why?
I think I've found the prob with the dae :/
if I have, it should work perfectly...
Is that edit a good or a bad thing? It sounds like... mixed to me. Either way, I'm excited.
 

Tcll

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Is that edit a good or a bad thing? It sounds like... mixed to me. Either way, I'm excited.
I'd call it a good thing...
I'm trying to figure out bones atm...

the inverse bind matrixes have me stumped :S
I can't seem to find a data match between BrBx and the collada (trying to convert Pachirisu)
^his bones are more messed up than I thought :/

but yea...
I did figure it out :p

at least now I won't have to apply VGroups by looking at complicated instructions <:S
(the collada file)
now the bones just don't seem to want to import correctly...
(I'll have an ear on the ground, an arm facing BW, and a sideways tail) <- must I say odd
 

Tcll

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lawls Milun :p I just noticed the link on your site to mine...
you've referenced my forum 'Pro Boards' my site is 'Web Free Hosting'
you may want to fix that...
and for resources, you can use my old blog if you want ;) (copy the info)
^I'll be changing my blog around by quite a bit :/ (at a better time though)

also, I couldn't get the VGroups to work...
but I have a mod-rigged model and textures (everything only looks right)
^it's not an exact replica sadly :(

but I'll add the VGroups myself by the best I can do... (making my own)
 

L-a-t-e-r-a-l-u-s

Smash Ace
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Messages
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lawls Milun :p I just noticed the link on your site to mine...
you've referenced my forum 'Pro Boards' my site is 'Web Free Hosting'
you may want to fix that...
and for resources, you can use my old blog if you want ;) (copy the info)
^I'll be changing my blog around by quite a bit :/ (at a better time though)

also, I couldn't get the VGroups to work...
but I have a mod-rigged model and textures (everything only looks right)
^it's not an exact replica sadly :(

but I'll add the VGroups myself by the best I can do... (making my own)
Well, I can't wait until it gets done :D, I'm sure it will be great.
 

Tcll

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Well, I can't wait until it gets done :D, I'm sure it will be great.
^that's good to know...

YAAAARG!!!
I'm having so much trouble even building the VGroups...
(I'm usually good at them)

I'm just going to re-write the collada file
(I have a brawl Pika dae that works perfectly so I'll use that)

EDIT:
AHA!!!
I FOUND YOU ERROR!
XD

there was a < /node> where it wasn't supposed to be
wonder if this'll fix the prob >:D

EDIT2:
well it 99% fixed the messed up bones
the only thing it didn't do is rotate the R-arm by ( Y: 180 ) <- so I did that...

but the VGroups still don't import D:<
what is the prob...

wait...
I think I know...
I used 1.4.1 for pika...
1.4.0 prbly don't support VGroups *facepalm*

I'll try importing 1.4.1 I guess :/
but nothing usually shows up with that...

EDIT3:
as I figured...
I'll try replacing Pika's data with Pachi's and import that...
I HOPE THAT WORKS! >:)

EDIT4:
wow, there's alot of extra stuff that Pachi had...
no wonder why it crashed the importer :o

also...
I can make a dae template if anyone wants (not for HexEdit)

EDIT5:
KK tried it...
still didn't import...

looked in the RIGHT pika dae file
noticed tristrips were needed afterall <:D
and am almost done copying... :p

EDIT6:
well, it still didn't import,
but I've found a prob that may have been causing it

blender mentioned an undefined material node...
^that wasn't the case at all

turns out the skeleton was undefined
I fixed that and am trying the import now :3
wish me luck and hope <:|

EDIT7:
IT WORKED! :D
but the nightmares not quite over yet...

^I forgot about 1.4.1's skeletal prob XDD

no worries...
all I have to do is import it with 1.4.0,
delete the 1.4.0 mesh and the 1.4.1 skeleton,
then parent the 1.4.0 skeleton to that.

and another upside
I now know how 1.4.1 files work :D
meaning I can build an import/export plugin for my converter :D

screw 1.4.0 XDD

heh...
it's ashame I had to practically remake Pachi's dae file by hand <:D

EDIT8:

hmm...
you know... why would you have bones, but no VGroups?? :/

maybe 1.4.0 just supports them differently...
^wouldn't surprise me at all :/

EDIT9:
DENIED!
the nightmares not over...
WTF is up with these VGroups D:<
why won't they import ):<

have to look into it again DX

I won't UD anymore until I get this working...
(to suit the mods) ;)
sry bout the annoyance <:)
 

L-a-t-e-r-a-l-u-s

Smash Ace
Joined
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Messages
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^that's good to know...

YAAAARG!!!
I'm having so much trouble even building the VGroups...
(I'm usually good at them)

I'm just going to re-write the collada file
(I have a brawl Pika dae that works perfectly so I'll use that)

EDIT:
AHA!!!
I FOUND YOU ERROR!
XD

there was a < /node> where it wasn't supposed to be
wonder if this'll fix the prob >:D

EDIT2:
well it 99% fixed the messed up bones
the only thing it didn't do is rotate the R-arm by ( Y: 180 ) <- so I did that...

but the VGroups still don't import D:<
what is the prob...

wait...
I think I know...
I used 1.4.1 for pika...
1.4.0 prbly don't support VGroups *facepalm*

I'll try importing 1.4.1 I guess :/
but nothing usually shows up with that...

EDIT3:
as I figured...
I'll try replacing Pika's data with Pachi's and import that...
I HOPE THAT WORKS! >:)

EDIT4:
wow, there's alot of extra stuff that Pachi had...
no wonder why it crashed the importer :o

also...
I can make a dae template if anyone wants (not for HexEdit)

EDIT5:
KK tried it...
still didn't import...

looked in the RIGHT pika dae file
noticed tristrips were needed afterall <:D
and am almost done copying... :p

EDIT6:
well, it still didn't import,
but I've found a prob that may have been causing it

blender mentioned an undefined material node...
^that wasn't the case at all

turns out the skeleton was undefined
I fixed that and am trying the import now :3
wish me luck and hope <:|

EDIT7:
IT WORKED! :D
but the nightmares not quite over yet...

^I forgot about 1.4.1's skeletal prob XDD

no worries...
all I have to do is import it with 1.4.0,
delete the 1.4.0 mesh and the 1.4.1 skeleton,
then parent the 1.4.0 skeleton to that.

and another upside
I now know how 1.4.1 files work :D
meaning I can build an import/export plugin for my converter :D

screw 1.4.0 XDD

heh...
it's ashame I had to practically remake Pachi's dae file by hand <:D

EDIT8:

hmm...
you know... why would you have bones, but no VGroups?? :/

maybe 1.4.0 just supports them differently...
^wouldn't surprise me at all :/

EDIT9:
DENIED!
the nightmares not over...
WTF is up with these VGroups D:<
why won't they import ):<

have to look into it again DX

I won't UD anymore until I get this working...
(to suit the mods) ;)
sry bout the annoyance <:)
I don't think that's annoying. I appreciate the updates.
 

Tcll

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I don't think that's annoying. I appreciate the updates.
I was meaning that toward the mods :p
I don't think they want to see a post that takes up a page

(I personally don't mind, but this aint my forum)

but yea..
another thing about 1.4.1
it has UV probs with Pachi...

but I think I figured out the bone prob

so with me it's either:
1.4.1: figure out the bone and UV prob (I've seen bones import correctly before)
1.4.0: figure out the VGroup (vertex weight) problem

so that's what I have to do now...
one of those ways will get it working perfectly...
sux that I had to practically hand-write a 1.4.1 dae file DX

I'll look into some stuff to try to get this working...
it may be an ID error for the UV's...
but I didn't see nothin :|

Yeh seriously, wow!!!

That's a lot of progress in little time.
yea...
I work fast when I know something well...

I'm redoing the 1.4.0 bones...
apparently 1.4.1 has to have a loc and rot for every bone

EDIT:
well apparently adding the attributes for every bone screwed it up even more
don't you just love XML... :af:

so I'm left with 2 options
1: get the 141 UV's working and delete the rig (parenting the 140 rig to the 141 model)
2: get the 140 VGroups working and import (no extra work involved)

either way will work...
I'm going to try to get the 141 working from direct import (no extra work) so I can build a template...
^this to help me understand the 141 format better
 
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