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856  Help & Tutorials / Help / Re: Editing a character's model on: April 03, 2012, 08:34:03 PM
What do you mean?. If you want to edit a character, just put it into 3ds max and edit it, then import it back.
857  Super Smash Bros. Brawl Hacking / Model Imports / Iwvi's Imports and stuff: Black Shadow F ZERO on: March 27, 2012, 10:45:14 PM

I'm updating this thread again, so come by once in a while Im srs here
I decided to add a list of the projects I'll be making, including request I said I'd make. Order may vary but I'll list the ones I remember. I may put some other hack unannounced but I think I need a list cause of the growing amount of projects I have atm Tongue
-Nero / Link
- Gunner Yuna /Zelda
- Ryu (Shaman King)/ C. Falcon
- Alex Mercer / Wolf
-Chocolobe /wolf
- Rathalos GS Hunter/ Ike
-Vitinho's TL request
-Hao /C.falcon?
-Jake the dog (Custom model) / ness or lucas?

Hope you like them. Clic over the image for the download.
Newest: Black Shadow and ClapTrap



 


 


 



 


 


 


 


 


 


 


 


 


 


 




 


 


 





858  Welcome / Rules / Feedback / Brawl Vault / Re: Awards - Names, Descriptions, Complaints on: March 27, 2012, 09:47:21 PM
I think he meant it like, people who help others. Like someone stuck on something and posting a help thread. Still both Mew2000 and waffle help a lot. I also had the idea for another award. How about an award for someone with a at least one hack over every character. It could count PSA, vertex, imports and textures. Not sure about the name, but I like the idea Tongue
859  Welcome / Rules / Feedback / Brawl Vault / Re: Awards - Names, Descriptions, Complaints on: March 15, 2012, 10:46:11 PM
I have a question regarding this "Ninja : Awarded to everyone who spent at least 40 days total online here and yet posted less than 1000 posts, including in Off-Topic." does this mean that your total amount of time online should be more than 40 days? if so, how do I check my online time? I don't think I have more than 40 days online, just curious.
860  Help & Tutorials / Model Tutorials / Re: Mewtwo2000''s Tutorials: Shaders for imports on: February 19, 2012, 11:41:30 AM
It would be really helpful as I cannot find it anywhere
861  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Monkey D. Luffy! New model, new possibilitys on: February 16, 2012, 10:11:33 PM
I used to change them by hexing, never understood how tabuu worked :/
862  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Monkey D. Luffy! New model, new possibilitys on: February 16, 2012, 08:42:36 PM
But since he has his own PSA and model. Can't you just change his bonerefs so they adjust to the IDs already existing in luffys model? or does it cause glitches?
863  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Monkey D. Luffy! New model, new possibilitys on: February 16, 2012, 08:26:34 PM
I have a question, what does it mean where it says, "Fix needed Bone IDs"?
864  Help & Tutorials / Model Tutorials / Re: Mewtwo2000''s Tutorials: Shaders for imports on: February 15, 2012, 11:57:25 PM
This is how the exporter info looks now.
And this is the importer
865  Help & Tutorials / Model Tutorials / Re: Mewtwo2000''s Tutorials: Shaders for imports on: February 15, 2012, 09:23:17 AM
I can't follow this tutorial. Just as Xiggah said, normals are not receted when I export them, and I use the one coming wiht Ma 2010. I can export import back and forth into brawlbox a hundred times and normals remain the same :/
866  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65c Released. New model previewer layout plan, see post #8960 on: February 13, 2012, 12:56:11 AM
That was a bit unrelated. I believe there exist a vertex of subzero over c. falcon. and to make a fake proyectile there are tutorials i believe. It is really easy, just animate the throwN bone where you want the projectile to go, then in PSA add an effect and a hitbox to it.

Now back to topic:
Do not know if it is fixed already but, there was an issue with brawlbox keyframes. Sometimes you input a value of say 10 in rotation, then after 5 frames, you put 10 again. Then the animation should remain rotated with a value of 10 for those 6 frames. However, brawlbox sometimes animates it with random numbers going down or up and back to the real value. like this for example: 10>9.54>9.49>9.5>9.67>10. Why does this happen? has it been fixed?
867  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Monkey D. Luffy over Marth (NOT Sheik!) ~ Moveset posted! on: February 05, 2012, 11:50:14 PM
I got it around on the net, the site where I got it had the author listed as unknown. I believe it was a starcraft modding comunity of some sort.
868  Help & Tutorials / Help / Re: sd card on: February 04, 2012, 10:50:27 PM
Nope, I believe it won't. I may be mistaken, but avoid the risk.
869  Help & Tutorials / Help / Re: Brawlbox Keyframe glitch? on: February 04, 2012, 06:09:10 PM
Glad it helped. Maybe it will fixed in the next brawlbox.
870  Help & Tutorials / Help / Re: Brawlbox Keyframe glitch? on: January 30, 2012, 08:53:29 PM
It happens to me a lot, and I cannot understand why. I fix it by adding the same keyframe (rotation 0 for example) after the first one I want to remain still and before the last one.
Something like:
Keyframe 1
(rotation) xy&z = 0
Keyframe 2
(rotation) xy&z = 0
Keyframe 9
(rotation) xy&z = 0
Keyframe 10
(rotation) xy&z = 0

Sometimes It works adding just one of those keyframes, sometimes adding both, sometimes it just screws up Tongue
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