Maaan it's been so long, glad to see there is Sm4sh on the KC-MM forums now. Does anyone know if there's a way to give Mario his old moveset from SSB64 and SSBM? I mainly want to replace flood with the down B cyclone, like Dr. Mario has. My goal in the long run is to get rid of Dr. Mario as a separate character and perhaps only have him as an alternate costume to Mario, but I like Dr. Mario's moveset better than Mario's (minus the fireballs being replaced with pills), but I want Mario to have that moveset instead.
That moment when you have the model all ready and then it turns out to be too much for Brawl to handle. Well I wonder how I'll solve this problem. He's twice Marth's size data-wise, the pcs is 1,192 kb while the pac is 2,362.
(The first picture is showing that I included the spec maps and a separate highlight for the eyes.) He froze like 1 second after selecting him, and because the dae is 3,402 kb I know reducing textures won't help. I need figure something out here that doesn't require optimizing because that'll ruin the rig and texture mapping. And I used v0.74 here as well so the Tristripper was in effect. Would not have to be surprised if I had to restart completely, but I'd like to try and see if I can reduce the size first to see if I can save time.
Looks awesome
So I take it Project 64 Samus is on stand by until this one is completed, but I understand, I can see that this one is definitely a more intriguing project lol. I hope you can get past the the .dae obstacle it's giving you though. I'm jelous, I wish I can model import/export/modify models like you guys :/ one day though... some day... lol
Question, regarding the link in the initial post: Is there a Module converter for custom stages? For example, Icicle Mountain and Mute City in the Melee/64 Stage Expansion pack don't work, I've tried to download these stages in the vault but their rel files are for other stages like Rumble Falls and Port Town for example (understandably), I tried re-naming the .rel files as the names that those custom stages were originally called, but that didn't work, it's obvious that I have to some how convert those .rel files and then rename them, but I don't know how
Gonna be working on 64 ZS Samus's face probably tomorrow or Friday, had a bad week, my son broke my laptop the other day so i gotta redo the texture all over again on my gf's laptop and then I got really ill with a high fever and strep throat, went to the hospital last night, got a shot in the buut cheek (hurt like hell) and don't really feel much better today on top of that, having a really sore ass cheek, plus a lot of stuff to do today with it being new years eve and all, I'll keep you guys posted, Happy New year everyone!
What do you guys think of this face? I also did an alternate outfit as I think that if Samus would have had a game on N64, she might have retained her old green haired, red zero suit outfit, but hey, that's just me.
Lol they're really raggin on you about that face, I'll tell ya what, let me get a crack at the face, can you send me the face texture? I'll try my luck at it
To change it, you either select the line of code you want to change or you double click the line you want to change.
In regards to stretching out the bar, it's a tossup. Sometimes BBox will let you, other times it won't. It's either that or I've been doing something wrong this whole time.
In that particular image you see above, I selected one of the only 2 things I saw there, "Bit Variable Clear: LA-Bit[116] = false" (2nd one there was "Bit Variable Clear: LA-Bit[113] = false") but after selecting that 1st one, all I got was this:
I was able to fuse those particular code manually myself, I'll PM you the RSBE01.gct file, should work with no prob, but you'l have to wait until later for me to send it, busy day today