I'm looking forward to this and Paper Mario! If I may ask, how is Paper Mario going?
He's doing okay, I need to stop this habit of starting new PSA/Motion hacks while I'm working on another. XD Post Merge: May 13, 2012, 07:21:11 PMThe following picture pretty much sums up what I've been doing for the past few hours: You know you want it! But first let me get Baby Luigi rigged over Luigi, but if it takes too long, which it shouldn't take more than a day, I'll upload Baby Mario, only problem is his cap, but that can be fixed along with the one-slot size mod. It took a while because I had to re-rig Baby Mario completely, I tried getting his mouth rigged, but because of the way KTH made him and Baby Luigi, it kept looking messed up whenever I rotated the MouthN bone just a little bit, so I gave up on that part, but the rest is extremely good, now there are it's flaws, but it still looks really good to me.
Nice job on Kamek/MagicKoopa, I don't which to call because I've heard both of them being used in the USA, MagicKoopa in the Paper Mario series, Kamek in some of the other Mario games, so I've got no definite name for him yet. Its a good thing I read the description before committing about the fingers, because in the picture it looks like you didn't rig them because is in a fist, sort of. I guess you could've made the glasses yellow, or made him get a different colored cloak, similar to how the DBZ characters tend to have Super Sam hair instead of yellow eyes if I'm not mistaken.
someone needs to rig baby mario over Mario boneset and baby luigi over luigi boneset so we can use them for this hack
I could do that, but unless I'm mistaken someone already did that for Metal SonicBrawler's Baby Bros PSA because like me he's had problems with the Ice Climbers memory sizes, so I could ask for those, or I might rig them myself. There are things I like about both the vertexes and the one KTH over the IC, the "import" looks much better, but their eyes are just textures so I would have to see if I can get them to be like the upper and lower eye lids, or if the FitPopoMotion.pac ends up having enough memory for all of their pat0, files or atleast for the ones where they're hurt, or instances that would be noticable if they didn't blink, like in the FuraFura animations or when they're laying on their backs or bellies, they should have their eyes partly open. The orginal vertexes over Mairo and Luigi have the upper and lower eye lids, but they don't look as great compared to theones over the Ice Climbers. But if I can't get them for this PSA, don't worry (unless it gets to much data) I plan on doing a Mario & Baby Mario over normal Mario, and Luigi & Baby Luigi over normal Luigi PSAs, which they'll obviuosly have the Baby Bros. I'm glad that people are looking forward to this update, I wonder if I should submit or just edit the other one...I think I'm submit this one when it's finish, and I'll fix some of the glitches in the Mario and Luigi over Ice Climbers Pack...ya I'll do that because this was made from scratch again, except the FitPopo.pac so I wouldn't have to mess with the sounds again, I didn't really edit anything else in the last version, so it made things a little easier.
oh there are some issues with the classic silver over diddy when he runs he goes a few feet then doesnt move and his FS eyes are aways showing but other than that he's perfect, good job
That's because of him still havng the TransN2 bone name, rename it to TransN and he'll be fine, I've made a one-slot size mod FitDiddyMotionEct.pac if we need it.
i make csp's via brawlbox 'cause i dont have time to go and load up brawl for just one csp
Understandable, I've actually been doing that recently...actually I think I started doing it in BrawlBox when I redid Mario and Luigi Over Ice Climbers because BrawlBox v0.65b showed their eye whites correctly. But v0.66b doesn't do that anymore. So I might go back to loading them in-game.
Hmm I had an idea of having Mario and Luigi having their Baby selves in two PSAs, Mario & Baby Mario (over Mario) and Luigi & Baby Luigi (over Luigi), would that seem like I'm copying your Baby Bros PSA or anything like that? In case you're wondering if I got the idea from your Baby Bros PSA idea, I thought of it while I was thinking what be cool attacks for my M&L over IC, and then I was like, well if I had the Babies then how would I even do that over IC, they're go over the FitPopo.pac, FitPopoMotionEct.pac (for making them visible and invisible), and the FitPopo.pac and .pcs, but then I was like well I could have Mario & and his baby self over Brawl Mario, and Luigi with Baby Luigi over Brawl Luigi.
geez guys im sorry my csp is that bad all you have to do its select the nose and color it black it won look cheepend out
Nonono its great, is just I always tend to explain the long way first and then the short way, if there is one, it looks great, its just some things look more complicated in words, my method of doing CSPs isn't that complicated, its just time consuming, but it usually looks better in my oppion since I'm not a god with Gimp, or Photoshop. I'm sorry if I gave you the impression that the CSPs was terrible, it looks great besides the nose, which you already now that. I would've made a CSPs for him, but I've been waiting for the guy who KnightMario said could do the recolors, I just don't remember who it was and I don't feel like searching through the pages of this thread for it.
dat sexy texture! i hope he'll be over mario... pit just doesnt fit at all i think... i mean, what would he use as swords and bow and sheild?
Wow that slipped my mind, I only agreed for Pit because the poll said so Kazooie could be rigged over the wings, if I could I would change me vote to Mario, even though I've got tons of Mario hacks to use and finish.
Only reason I think the Olimar port is the not best idea is the CP will be stupid with them. If there was any way to edit his AI I would switch in a heart beat.
Ya because of the way Nintendo made the CPUs, they don't get updated with the information about the PSA they're using, so they think they're still using the original one, and if you practically redid all the attacks, you can get some pretty stupid Lv9 CPUs. Lv9 Mario withe the SMBZ v3 is a good example, but just any port of one character over the other is probably a better example, but I've got experience withe Mario & SMBZv3 PSA. When you are on the other side of the stage, Mario'll start doing the Mario Tornado over and over again. He does this because he's stupid, he thinks he'll get Fludd if he does the Down B, when that doesn't happen he tries again and again, and he doesn't move into anyone because you can't move when you normally fill up Fludd. When he gets a Smash Ball he'll go to the end of the stage, and jump backwards to be in the air in even closer to the boundry. This is because when usng the original FS, the fire tornado-thing goes all the way off screen (or pretty close to it atleast), and it grows in height, so expert Mario players do this to get the most out of the Final Smash. Since its the SMBZ v3 PSA, he'll generate the Fire Flower almost everytime because he doesn't hold down the A button in the original, so why start now? If you're on the ground most of the time the giant fireball won't hit you. There have been instnces when Mario would generate the Feather, but either its because there is a small chance of getting it without holding A, or he holds the button for some reason ,but this makes it even more likely for him to not KO anyone. My main point here is that we should find a way to make it so CPUs are updated with the informtion about the edited PSA, maybe making it so they know the best times to use a subaction instead of them being extremely, easy-to-beat-at-Level-9, opponants. It makes me wonder if I'm actually good at the game with Dolphin, I almost never use any levels besides Lv9, only times are really just for testing PSAs or things like that.
BrawlBox won't load the nose texture for some reason, just like how it won't load most of the textures for my SM64 Mario and Luigi, which I still need a better metal texture....*cough* KnightMario *cough*....bah I'm not trying to be a pain KhightMario. :| An easy way to make the CSP in-game is coping that frame that Classic Silver is in, paste it over the all of the Wait animations, change them to 1 frame, and then change them to say 50. In-game just pick Training and then some stationary stage like Final Destination. Now you might need to edit the animation so he'll face the screen, but once you get that, it's just taking a picture of him like that, editing it to transparencey, and there you go your CSP SSJ gogeta now has his nose black. Now of course theres the cheap way of just painting it black, but it's your call.
Sorry Metal SonicBrawler but KnightMario does speak the truth, some times it's really hard to understand what you typed, but we're not trying to bully you or anything, just trying to be helpful. *smiles and does a thumbs up*
will not release bowser clown copter not a one-slot character.
Might as well post a DL, and just have in the description that he's not recommended for game-play, just for machinamting, that and/or for someone to PSA him, along with recolors and pretty much make him a full character import. :| If you don't want to submit it, then atleast send it to someone, unless you plan on PSAing him yourself. I find it a great idea to PSA, and maybe finding a way to make it so Bowser will actually use the Clown Car as an attack, now that would be awesome. Love the Kamek, I would like to know if someone plans on importing Waluigi, the Brawl model isn't exactly HD, texture is, but he has no hands, so that makes less HD. I thought I remembered seeing someone importing him from Mario Sports Mix or something, but I never saw it again, so.....I might look into imoprting him if no one else plans too. I would love to have someone PSA Doopliss to give him his attacks from PM:TTYD, minus his body/name stealing move, that would probably invovle redoing the game's structure. DX But I want for someone to PSA him so my Paper Mario will have someone to actually fight from the series. Of course he's not done, but he'll be the first G&W PSA/Motion hack that's not a port of someone....wait a minute, Paper Mario isn't a vertex, he's an import, and there's been G&W Import PSAs, so I guess I'm wrong. But still, Doopliss will need a PSA, all I see that DDD fits is his size, actually no, Doopliss is about Paper Mario's size, so I guess Doopliss could've been over anyone for me. :| Probably talked long enough.
Hey SouthCraft I have found a way around the inability to add visiblity bones! Well it technacally is giving visiblity bones, we can make new ones by using a Visiblity Sequence in a Fit_MotionEct.pac, we can add a bone, rename to have a "M" at the end, make the Sequence for the bone, and it WILL work in-game as long as the name is correct, and you checked the frames you want it to be visiblty. By this we can still have Luigi have his Damage Face and Eyes, give him his Shell & Hammer, and give him even more PowerUps! Can I do that for SMBZ Luigi v1.5? Or would you rather wait? If you want to give him more PowerUps, which ones? I recommend the Racoon Ears & Tail Mariodk made, because those look really good, that and maybe an Ice Suit. The only drawback I see to this is memmory size for the FitLuigi.pac. In short I don't see a problem with this method, I'm currently using this for my Mario & Luigi over Ice Climbers Pack, which will have new attacks, and they won't have IC's attacks.
Okay so after completing the A attacks, which was on sunday, I noticed that I have about 50kb before the game will crash. I know this because I have a copy from the Mario and Luigi over Ice Climbers hack whici is named FitPopoMotionEtc - Safe file size, I shouldn't have to explain why I named it that. *chuckles a little bit* Ironically I have the Specials and Final Smash left, the most important parts of the hack too. One upside is that I'm not editing every bone in practically every frame for the animations, so after making my custom ones, they should take up that much space, now PSAing will be a challenge, because I and practiacally no one else knows how to PSA Nana, she uses a few of her own animations, but I want to know how the game knows when to use those to see if I can use that for these Specials and FS. Plus for some reason when Mario does the Ground Pound (AttackAirLw), Luigi won't fall that fast, and he goes to the LandingAirLw animations, while Mario changes to the Action 83, which is him getting up from slipping, just like how Cape Mario and SMBZ Mario do. In case you guys were wondering I got the AttackS4S to work, the TransN moves the horizontal, but the YRotN does the vertical, and spinning. Plus another thing is how does the game know when Nana is dead or is not with Popo, and can we edit this? If any of you can research this or know anything about editing Nana, besides editing her textures and model, please tell me. I would prefer if there is an alternative to hexing if you do find a way, but if hexing something is the only way, I'll take a whack at it. Baby Mario and Baby Luigi will be availabe for this, I can't promiss that they'll get their one-slot size because that includes adding a new bone animation to every animation, which can add quite a bit of data. Trust me I know from experience with the previous version. If only the Tristripper would work on any file, I don't know if it will be acording to sources, it does something with a model to reduce the model to a thrid of its file size, motion files don't seem to be included.