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166  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 21, 2012, 09:49:54 PM
Do you mean As an ouch Face?
That'd be cool nonetheless.
167  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 21, 2012, 08:49:51 PM
Star, Mewtwo's eyes could be a bit of a brighter blue through the visor. Not alot, but like this:
Other than that...

Gimme Gimme!!


And I see Emil is getting an update, with facial expressions too. Do you think it'd be possible to have both Normal and Ratotosk eye sets? With Ratotosk over FS eyes?
168  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 21, 2012, 05:01:39 PM
I find it stupid that some characters only have one set of hand/finger bones...

It really is...
169  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 21, 2012, 07:41:05 AM
Mewtwo and his Armor look amazing!

I'm so pumped for this!


And nice Shredder mugenwii!
170  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 20, 2012, 10:33:21 PM
Never give up! Trust your instincts! Late response, durr hurr.

Since it's just gonna be using Brawl Ridley's skeleton, I don't suppose it would be a hassle to include a version with the Brawl model rather than the Other M model.
I think he meant to Charizard.


Btw, I have a strange idea of rigging Ridley to Lucario...

He's got a tail, and his wings could be rigged to his ears (for base)/head strands (for actual wings)
By rig, I mean have them move via those bones but the boneset won't be shifted around.

And his legs are kinda similar to Lucario's.

It is a wierd idea, but who knows...
171  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 19, 2012, 04:37:58 PM
Awesome! TF2 Sniper! (I used him the most when I played)

It looks like he's over Link. Assuming he's gonna have his Machete over the sword, bow over bow. What's his gun going to be over? Clawshot?

Nonetheless, he looks awesome!


And I can't ignore Star's fantastic Mewtwo. He looks alot better than any of the other models. All of the other ones made his torso and legs really bulky. But yours gives him a more smoother look to him. Which makes is waaay better.

And Armor Mewtwo is going to be insane. I honestly cannot wait!

Oh, and like everyone else, the texture is splendid!
172  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Tormod's Mods: Hector and Hitmonlee in progress. Axe model preview, post #506 on: July 18, 2012, 11:35:38 AM
That axe model is superb! The detail in the axe model is phenominal. Great job!
173  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: July 17, 2012, 02:25:49 PM
I feel like this topic needs some reviving. Tongue

. . .

Here are two preview videos of my Scizor revamp.



The gliding looks very nice! Impressive.

Progress looks great! Are those sounds done over the video or included in a sound pack?

And awesome ending. Grabs off ledge and suicides for the final kill. Well done.

How'd you get that Back Throw (the suicide throw) to function like that? Like how did you get it so that if it falls off the stage then it'd continue falling?
174  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: School is done, time for some Deadpool! Moveset in OP on: July 14, 2012, 09:43:07 PM
Prepare to change your pants.

http://www.youtube.com/watch?feature=player_embedded&v=6S2MoeCpvP4#!

this might inspire some new moves for you too

Lol!

"Suck it Wolverine!" XD
175  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: School is done, time for some Deadpool! Moveset in OP on: July 14, 2012, 06:25:19 PM
Sdoom how do edit the bone id that articles are called from? (I think you told me before but I forgot.)

Like making Pit's Bow model be called to his right hand or have Pit's arrow start at the TopN Bone?
176  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: School is done, time for some Deadpool! Moveset in OP on: July 14, 2012, 11:51:15 AM
That only applies to articles, not graphics.  Graphics can only have one animation. 
Really? I had no idea.

Good to know.
177  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: School is done, time for some Deadpool! Moveset in OP on: July 14, 2012, 09:34:23 AM
File size won't be very happy.
Lol, yeah it won't be happy with you.


Or just have one model and have loads of animations for the different slashes. (Like Samus' Grapple Beam)
178  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: School is done, time for some Deadpool! Moveset in OP on: July 14, 2012, 07:35:42 AM
He could pull a Metaknight and have a model for each slash.

Or maybe a model that can be edited for a sword trail. (Like something with alot of bones for better curvature)
179  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: School is done, time for some Deadpool! Moveset in OP on: July 13, 2012, 07:33:06 PM
Oh, ok then.

Still, I'd like to find out more about this... I'll have to do some testing.
180  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Void: School is done, time for some Deadpool! Moveset in OP on: July 13, 2012, 06:51:48 PM
Sounds unfamiliar.  Pretty sure they're not called that in PSA.  Is this in the new Brawlbox?  

Nonetheless, they're most likely used to control which action the opponent gets set to (usually an exclusive character action involving the throw).  Dantarion told me whether or not a character is capable of a special grab is controlled by stuff in their module folders.
yeah, it's called that in the new brawlbox.

I was curious because they are also located in character's dash grab subaction.

It seems like a general thing, so why would those specific characters have unique grabs (which all have these oppose to every other kind of attack)?

The difference is that the unique grabs have an id of 0 while the one in dash grabs have an id of 1.


Edit: It seems that only Ganon and Bowser have the throw specifiers in their dash grab.

and on Ganon's Side B, it uses both and id of 0 and another with an id of 1.

I also checked that Link has it on his final smash, so it probably is used to hold the character your grabbing. (Link uses an id of 1)
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