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916  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Team Meeting, Date changed:December 27th) on: December 18, 2011, 05:49:50 PM
What could we have for recolors? the melee ones? adding googles and stuff?
917  Super Smash Bros. Brawl Hacking / Model Imports / Re: [Collab] - Imported characters list on: December 18, 2011, 05:12:36 PM
Lagiacrus Armor | SOURCE: Monster Hunter Tri | WIFI: Unknown | LAG: No | RESIZED: No | EYEYELLOW: Yes  | METAL: Perfect | SHADERS: No Issue

 
918  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Long sword Hunter---Looking for an import/vertex !!! DOWNLOAD V1 ! on: December 18, 2011, 04:03:12 PM
Semi-Off Topoc: Import of Lagiacrus Armor done. I included a .pcs compatible with this PSA.

On-Topic: I liked side b moves (rustone/flash bomb). The dash atack and Aerials are really good. The A,A,A animation could be improved to look more like the hunter attacks. And I agree, the neutral B on Air should be different. Also, when starting to run, you can see the animation of Ike's take off (when he starts running). You should do something about it. Excellent work so far AWESOME 2.0!
919  Help & Tutorials / Model Tutorials / Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help! on: December 18, 2011, 02:28:30 AM
Not sure how, but I managed to get a decent looking one. Thanks a lot for the tutorial.
920  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 - Moveset editing coming soon! on: December 18, 2011, 01:05:03 AM
The one that uses java. It's DasDonkey box, am I not right?
921  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Team Meeting, Date changed:December 27th) on: December 17, 2011, 12:20:02 PM
I can help animating and PSAing
922  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Team Meeting, Date changed:December 27th) on: December 17, 2011, 12:34:48 AM
I´d like to add importing to my hacking fields. I can do it, still have not managed to add metal textures though (this is the reason I have no imports in my vault), or should I just upload them and update them later?.
Anyway: Iwvi:PSA/Animator/Texture/Vertex/Importer
Still consider vertex my main

P.S: Anyone here know how to add metal textures? If so, help is welcomed

EDIT: Out of boredom, I grabbed the pichu trophy, vertexed it to a kind of T pose and rigged it to olimar (really quick and badly Tongue). Here is the weird result, using Olimar´s wait 3:
Is interesting how the unmoving trophy already has textures for different eyes and mouths Im srs here
P.S: If whoever is gonna import it does not find  a model I can provide this one, but I do not advise it. A better model (with more vertices to rigg) would be better.
923  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Team Meeting, December 23) on: December 16, 2011, 02:31:47 PM
Someone is already importing a Pichu model over Olimar, so if this hasn't been decided why not make the Pikmin into pachirisus? Then it'll be a funny way to go for the specials... unless you want it to be the melee pichu...
who is doing the import?
924  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Team Meeting, December 23) on: December 16, 2011, 02:18:56 PM
If you mean next friday, I´ll be there. Question, when you say pichu over Olimar, does it mean that he will be a port of someone over olimar (like rigg pichu to pikachu's bones  and port it) or is pichu gonna be rigged over olimar's bones?
925  Help & Tutorials / Help / Re: remove part of 3d model imports? on: December 15, 2011, 11:51:29 PM
Not everything can be invisible by textures. Some stuff gets a weird glitch that make them "steal" textures from other things. oh, and the "cull inside". What I mean is that if that part of the model has its own material (a material only for that part) then you go to that material. If you are using brawlbox 65, you will see that somewhere it says "cull mode". You set the mode to "cull all"(my bad, it was all,  not inside  Tongue) and it will be invisible.
926  Help & Tutorials / Help / Re: applying textures in 3DS Max? on: December 15, 2011, 08:04:03 PM
So you cannot get the materials into the weird spheres in 3DS max? like, not being able to drag drop the textures images into max?
927  Help & Tutorials / Help / Re: applying textures in 3DS Max? on: December 14, 2011, 11:31:39 PM
was there not an option in materials called "apply to selection"? It may work
928  Help & Tutorials / Help / Re: remove part of 3d model imports? on: December 14, 2011, 11:30:44 PM
you can probably save it as DAE, delate in 3ds max and reexport as DAE. Or if the part you wanna delate has its own unique material you can use it to make it invisible. Just make the cull mode to be "cull_inside" in brawlbox (65). It is a flag in previous versions, I do not remember which one.
929  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Team Meeting, Date is still undecided) on: December 13, 2011, 10:53:55 PM
I agree with the getting the hadouken model, I may try if no one can. Also, we really should agree on an awesome new project to work together. Oh, and I can import if you want to add it on the OP.
930  Help & Tutorials / Model Tutorials / Re: Adding better looking Metal Textures for imports - Thanks Pikazz for help! on: December 13, 2011, 01:18:08 PM
Where it says "import metal00 texture into pac" what does it mean? I see imports with metal textures (and original characters) do not have a metal00 in the texture data. So what does it mean? or do I have to put a metal00 texture in there?
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