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1036  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 05, 2012, 04:05:27 PM
Did he ever decide on what style of glove he wanted?

I doubt it.
1037  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 05, 2012, 12:26:20 AM
for rayne? ..nah I'm on the fence about how dumb her original BR2 face mesh is... currently searching for reference material.. but there really is no better face lol outside a bunch of comic sketches and the movie actors

Meh. Looks good enough for me, at least you know what you're doing, I can't even rig Dedede's legs w/out them screwing up, but no sense in me derailing.
1038  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2012, 11:53:07 PM
So we should expect a release relatively soon?
1039  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2012, 11:05:50 PM
After Final Fantasy 12, Square fully adopted their Active battle system. And alot of focus was put around having seamless battle transitions.

Previously they would have two models, lowpoly and hipoly models

when walking in the world map the game would use the lowpoly models. Then in a battle squence they would use the hipoly models.

But with their new seamless system there was no more room for lowpoly/hipoly

Typically everything is lowpoly, and anything else is just pre-rendered video...

So on a technical note all the FF13 models are usable.. there just current gen models.. and wii is a last generation console.. it can't mimic the complex shader system used in square's crystal engine.

Also on a different note, I applied the emboss mapping to rayne


the only problem is the vertex normals, which I'm still investigating..
in the brawlbox previewer they look perfectly fine. But ingame, that seems not to be the case especially when using any reflection or environment shaders

I plan to import the normals into 3dsmax, but jax said the normals from a OBJ export will be different.. so I gotta import the obj then reapply the vertex normals directly from the normal buffer.. by having full control I'll be able to better understand whats happening with the light.
...just too lazy to code that up right now


Now that is one awesome hack!
1040  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2012, 07:57:12 PM
nope, the original game doesn't use transparency at all




.. I can try and add in some transparency tho?


Holy--!  Now THAT is quite the Zerosuit Samus hack right there!
1041  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 02, 2012, 06:32:03 PM
Hope to see the new King K. Rool soon!
1042  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 02, 2012, 06:22:05 PM
Releaseeeee ittttttt alreadyyyyyy.

What he said
1043  Super Smash Bros. Brawl Hacking / Model Imports / Re: The_randomizer's Resort: Twilight Zora over Link! on: August 02, 2012, 05:10:07 PM
It's a common error. It will be fixed, I just gotta find the root of the problem

I appreciate it Wink


Edit 10:10  PM

Just a small tidbit of information, I began preliminary work on a secret surprise project that I will not divulge at this time.
1044  Super Smash Bros. Brawl Hacking / Model Imports / Re: The_randomizer's Resort: Twilight Zora over Link! on: August 02, 2012, 04:50:21 PM
Crap, I'd better be able to fix this....
1045  Super Smash Bros. Brawl Hacking / Model Imports / Re: The_randomizer's Resort: Twilight Zora over Link! on: August 02, 2012, 04:05:54 PM
are the eyes their separate polygon?

and why is the face texture on the torso??

That's what I want to know. I will need help with the textures. These are the ones that came with the model....I didn't extract this.

I will need someone to look at this, and I will give said person credit where it's due  Grin  I don't know ANYTHING pertaining to fixing UV maps and other texture-related issues.  Embarrassed
1046  Super Smash Bros. Brawl Hacking / Model Imports / Re: The_randomizer's Resort: Twilight Zora over Link! on: August 02, 2012, 10:46:38 AM
yes sir


Excellent! I'm glad that I'm headed in the (more or less) right direction! Hopefully, I'll be able to submit this to the Vault later today.  There might be a few rigging-related blemishes I'll need to neutralize thought.

Post Merge: August 02, 2012, 03:49:37 PM
Update 3:50PM

Zora over Link nearly rigged, I just need to test it in Brawl as well as fixing some blemishes.  Not sure what I can do about the eyes, though. They will be tricky.

1047  Super Smash Bros. Brawl Hacking / Model Imports / Re: The_randomizer's Resort: Twilight Zora over Link! on: August 02, 2012, 10:15:53 AM
Put the handle closest to the hand on the shield bone.


Done and done.  Like this?  

1048  Super Smash Bros. Brawl Hacking / Model Imports / Re: The_randomizer's Resort: Twilight Zora over Link! on: August 02, 2012, 10:09:50 AM
Does the Shield have handles on the inside or it?

The handles are placed similarly as the Hylian Shield, on the outside and not the inside.  But, uh, I just realized how erroneously placed the shield was...whoops.  Embarrassed
1049  Super Smash Bros. Brawl Hacking / Model Imports / Re: The_randomizer's Resort: Twilight Zora over Link! on: August 02, 2012, 09:43:26 AM
Twilight Princess models appear dark in BrawlBox. Theyre fine in game.

The arm shield needs to be on the hand a bit more. Thats where the bone is.


That would explain why it looked off in Brawl Box. I thought that wouldn't happen since I rigged it to the TateN bone.  So, when Link is facing forward in a T-Pose in 3DS Max,  I need to shift the shield a little more to the left...?


Like this?

1050  Super Smash Bros. Brawl Hacking / Model Imports / Re: The_randomizer's Resort: Twilight Zora over Link! on: August 02, 2012, 09:38:04 AM
The textures in BB sometimes look dark, they're fine in-game though.

Makes sense, I wasn't sure, so I'd just thought I'd ask about them.
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