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1  Help & Tutorials / Help / Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!*** on: July 10, 2012, 05:26:09 PM
Is it possible to port kirby hats? i was thinking i would learn how to port characters so i can do so. I need to port a cloud kirby hat over olimar because that's where i have cloud and i need to port a sephiroth kirby hat over r.o.b. I did do an advanced search on the brawl vault for those hats and couldn't find anything that went over the characters i need them over. If anyone knows of any hats that go over the characters i need for the slots I'm using can you please link me to them.
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Toad over ness on: March 20, 2011, 11:22:54 AM
good ideas i will make the PSA for the ideas as soon animations is made
Animations will be created as soon as the model is fixed over ness now i may need some guidance for this. The model appears invisible, and it has the track problem i have read how to fix this, the fix is apparently adding the eyeyellow bone and the TrackN bone with some rearranging. Guides, tutorials, and resources would be greatly appreciated. Last night i just finished naming all the extra bones, now i just need to make them match up with ness, i know this requires hexing which i know how to do. As soon as the model works and doesn't have any problems i will start making some animations. I have an idea for his entrance as well, i think it should be the same as mario's, where he comes out of a pipe(Yes - No?)).
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Toad over ness on: March 20, 2011, 11:12:09 AM
Alright i'm going to add these ideas to the list.
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Toad over ness on: March 17, 2011, 04:42:22 PM
Well i am still going to be putting him over ness and none of the ideas are permanent.
Also i am willing to collaborate on this.
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Project Toad over ness on: March 17, 2011, 03:36:31 PM

I have started working on toad over ness 2 weeks ago i haven't done very much but research tutorials and guides so i can learn how exactly can i put him over ness. Now i already have a library of programs that are needed to do this.
So far i have:
put the model of toad from peach's motionetc.pac over ness' main colour .pac.
I added extra bones over toad's model.

problems:
Toad does not appear in game he is invisible
Has Movement Tracking problem
...
Haven't done much else so far but i have some ideas for some moves he would do.
Move ideas:
* Side Smash - Swings small hammer, possibly hammer bro's hammer and i would probably vertex the hammer for toad's use.

* up tilt - throws hands up in the air.

* Final smash - Spawns Golden hammer? (Not sure if it is a good idea but it seems kind of cool let me know what you think.)

* Entrance - Comes out of green pipe. I'm actually thinking about recoloring the pipe just for toad(if possible).

More moves will be added as i progress
Also move ideas and requests will be strongly considered.
Requested moves:
Bazooka for toad
I have noticed that there are a few Toad hacks but no movesets. I was thinking that it wouldn't be too hard to come up with the ideas, but I have NO idea how hard they are to make. Here are my ideas...


Character should be lightweight, but in the heavier range of lightweight (if that makes any sense)

Abilities:
  
      ---Since in Wario's Woods, Toad can carry a lot of weight, perhaps his throws should be like Donkey Kong's carrying throws.

      --- Toad can climb up walls in Wario's Woods as well. The closest thing in SSBB would be wall-jump.


Attacks:
Smashes:
       --- Up smash could be an upwards headbutt like Mario.
       --- Forward smash could be a kick.
       --- Down smash could be a leg sweep.

Specials:
       --- neutral special: a counterattack move that causes a spore cloud.
       --- Down special: a faster or stronger version of Peaches down special. Toad is known for this in SMB2USA.
       --- Up Special: An uppercut that can be charged. No charge is like Luigi's without a sweet spot, mid charge is like Mario's, and full charge is higher and slightly stronger than Mario's with an added sweet spot. This move is based on the way SMB2USA's charged jumps work
       --- Forward special: Considering that Toad had a really good kick in Wario's Woods, perhaps he could have a Falconesque Kick?

Final Smash: I have three ideas for a Final Smash...
       --- animation of Down Special, but pulls out POW block and slams it down, doing extreme damage to anyone touching the ground.
       --- A giant spore cloud that does minimal damage, but has a draining effect like Lip's Stick and Luigi's Negative Zone.
       --- Toad going crazy, throwing a whole lot of veggies in rapid-fire succession.


First off I'd like to say I love the Toad model, though I think he should do a V2, he could really make it look EXACTLY like Toad with some more work. In fact, they should make a whole group devoted to making an exact model of Toad and a PSA as well, like a full Toad, announcer calls and everything.

Anyways, can someone do it? It would mainly consist of punches and kicks I suppose...it's just, I'd rather have the Toad model ShadowSnake made to just do whatever Toad does rather than throwing Pikmin. Can anyone do this?

I'd really love a full toad for brawl   Happy Face

Movement Changes:
Toad has always been portrayed as a faster person, so he'll be a bit faster and will just considerably higher.
Doesn't fall so quickly.

Moveset Ideas:
As KTH said, replacing the Pikmin with shells. But, obviously some changes.

Neutral B: Generate items, rather than Pikmin.
If to draw a blue or yellow Pikmin, generate a green shell instead.
If to draw a pinkish white or purple Pikmin, generate a fire flower instead.
If to draw a red Pikmin, generate a mushroom instead. (Not the poison one)

Make sure there is an okay time lapse between drawing items, but NOT too short. We want him to be as balanced as possible, as if he were made by the SSBB creators!

Side B: Throw a turnip? Like, don't generate it in your hand, but immediately throw it. Or, as my friend suggested, you could "umm.. like run like a girl ,then leap, shoot head first like luigi, but spinning." I think that's a good idea Shocked

Down B: Not positive..perhaps that's for you to decide  Laugh
Edit: I just came up with an idea. Maybe he can emit spores? Of course, this would be a counter move.

Up B: I suppose Mario's. (Higher of course)

AAA Combo: A typical AAA, but different from his current one. A generic punch, punch, then kick?

C Stick to the Right/Left: Just a charged strong punch.

C Stick Down: A downwards kick.

C Stick Up: An upwards uppercut, or an upward double punch. (By double punch, I mean him throwing both fists upwards.)

Final Smash: Not positive, if we weren't to go with my friends idea for Side B, then we could make the Final Smash like Marth's, except Toad is essentially executing Luigi's Side B, but prior to activation he runs like a girl (he is portrayed as a coward, but the fact that he knows it makes him a loyal character) then basically does Luigi's Side B but a lot more damage and he spirals with his arms out in front of him.


Model/Vertex changes:

I have nothing against ShadowSnake's model, it just seems..a little odd, though I can't put my finger on it. As far as this goes, I really hope ShadowSnake (awesome vertex creator btw Cheesy) or someone like BeyondYou makes a Version 2.

ShadowSnake got back to me!  AWESOME 2.0! After he finishes his current projects, (about 6-7 projects) he might make a V2!  
                                             Remember, criticism/suggestions are always welcomed!  Wink


If this WERE to go to a full-fledged project, this would be the progress itinerary :

Vertex/Texture Update: 0%
Team: ShadowSnake (Only if he wants to join), ____________, _____________

CSPs/Announcer Call/Wiimote Noise When Choosing/In-Game Name/In-Game Portrait: 0%
Team: _______________, ________________, ____________, __________

New Costumes: 0%
Team:  _______________, ________________

PSA: 0%
Team:  _______________, ________________

Glitch Fixes: 0%
Team: _______________, ________________, ______________

In-Game Sound Pack: 0%
Team:  _______________, ________________,






Would anyone like to join?  Awesome Face
Now if anyone would like to contribute just let me know on this thread or via PM doesn't make a difference to me.

Things to be done:
Animations-
PSA - MarioDK
Textures -
Prerequisites for me:
Learn -
Brawlbox - done
tabuu - not done
3ds max - basic understanding

Programs i am using/have for this:
Brawlbox
Tabuu/opensa3
milkshape
blender
brresviewer
anim8or
dasdonkey box
Dolphin emulator
Fortwaffles model importer

thats all i can list right now.

Plan: Well the basic idea is to make another mario character on the roster and make this character similar in animations and psa.

Besides ever since the Toad hoax i have always really wanted to play as him.
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: King Bowser and King Kong V.1.0, need ideas for King DK, God of the Koopas added on: March 16, 2011, 11:46:48 AM
In the brawlvault
well i couldn't find it in the vault can you give me the links?
EDIT:Nevermind i found it.
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: King Bowser and King Kong V.1.0, need ideas for King DK, God of the Koopas added on: March 16, 2011, 06:23:09 AM
I was wondering where exactly can i get the textures to go along with these PSAs?
8  Help & Tutorials / Help / Re: ssb64 importing into brawl? on: February 22, 2011, 11:47:36 AM
Yeah i know but i thought i'd be able to convert.
9  Help & Tutorials / Help / Re: ssb64 importing into brawl? on: February 22, 2011, 08:18:12 AM
O ok thanks for the info i will stop wasting my time trying to import the ssb64 link into brawl Tongue
10  Help & Tutorials / Help / ssb64 importing into brawl? on: February 21, 2011, 11:44:49 PM
Is it possible to import a ssb64 model into brawl? I've already got the model for link but i'm not sure how to put it over brawl link.
11  Help & Tutorials / Help / Re: Adding my own Gecko codes to Dolphin? on: February 19, 2011, 12:03:30 PM
I think the problem was, that i was supposed to put a $ sign in front of the code names lol. Didn't test it yet though.
12  Help & Tutorials / Help / Re: Adding my own Gecko codes to Dolphin? on: February 19, 2011, 09:24:40 AM
Well i know about replacing files... But what i'm asking is how to use gecko codes with dolphin, I want to manually insert codes.
13  Help & Tutorials / Help / Adding my own Gecko codes to Dolphin? on: February 19, 2011, 01:30:11 AM
I'm trying to test hacks with the Dolphin emulator, but i'm not sure exactly how to add my own codes to the list rather than just downloading them from WiiRD database. I thought i would just be able to edit that game's .ini code file but it doesn't matter if i put my own codes in after i save and close it the codes don't show up on the list and when i go to check the .ini file again it's like i never even added anything. So what exactly am i supposed to do? I'm sure i'm doing this wrong.
14  Help & Tutorials / Help / Re: playable bosses and boss control codes on: January 21, 2011, 09:05:51 PM
Thanks man now i can fight my friends as bosses hehehehe
Oh forgot to say it only works on boss battle mode :/
ya i know, it's cool though. This is as close as i'm going to get to playable bosses.
15  Help & Tutorials / Help / Re: playable bosses and boss control codes on: January 21, 2011, 07:26:47 PM
Thanks man now i can fight my friends as bosses hehehehe
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