You've probably noticed by now that the KCMM Blog is pretty lifeless. It gets an update once every 2 months at best. Its not any of our team member's fault, we were rather foolish to stick to the old hacking team formula anyway. I remember when people would form new hacking teams every two seconds in an attempt to copy Syntax Error or some other one of the bigger teams. As brawl hacking went on, this team formula became incredibly obsolete.
So what are we planning to do about it? Instead of recruit more members to the team and repeating this again in half a year, we've decided to work out a new system. We've decided to ditch the entire team formula entirely.
We're looking for people who spend a lot of time on Brawl Vault to find new and decent hacks and to make articles about them on the KCMM blog. Hopefully this will get things moving again. and hey its free publicity for hackers, thats always good right?
What is expected of these"Blog Curators"
-Find decent hacks on Brawl vault and type up a brief article about it to feature it on our blog --Do that maybe once a week, possibly more, but it be best not to flood the blog.
These blog posts are meant to promote quality, originality and know-how. They are not meant to shame less talented hackers. Forum rules still apply on the blog.
The requirements for this position are: -Fluently speak English -Know how to navigate Brawl Vault. -Spend a reasonable time on the Vault to best hand pick the hack you want to showcase. -Have a good taste in hacks -Actual Hacking skills are not required, thought it doesn't hurt to know what you're talking about.
Its a pretty simple job, but what are the benefits? A Custom User group, with a new name color, stars, the works. Ability to set a custom title by yourself A Blog account capable of posting on the KCMM Blog Miacis will love you
This is pretty similar to the features we used to do, but instead the blog will be made up of nothing but features.Basically its a project to use our blog to give some recognition to lesser known hackers.
To apply, fill in the following application and post it in this thread or PM it to me or Albafika:
1. Why do you want this position?
2. Have you written for a blog before?
3. When you aren’t lurking the Vault, how do you spend your time?
4. When you browse the Vault, what kind of Mods catch your attention?
5. What do you usually browse the Vault for?
6. Do you have pets, if so, what's their name?
7. If you met your favorite hacker, what would you say to them?
Looking for anyone who has any of my hacks downloaded willing to share them back with me.
I'm guessing a large chunk of them are gone for good, but I'm making a Drop Box folder to put the ones I still have, and any I reclaim.
So if you have any of my files (Brawl Vault Link) Pretty much everything reported I don't have.
But if anyone has some of my files downloaded, I'd really appreciate it if you can either post a DL link in this thread or in a PM so I can put them back up on Brawl Vault.
Thanks.
Stages Salvaged: Aquatic Mine Assault Greatfox (Space) Chemical Plant Zone Hydrocity Zone Mystic Ruins Sonic vs Shadow Final
Characters Salvaged: Atlas Captain Skyrim Demon Bowser Edward Elric Heavy Ion Rob Might Guy Kuriboh P-body PKMN trainer Soldier-chu Suigetsu w0lf Zelda Weapons Guy
I've recently figured out how to port models from Valve's source games (Half Life, Team Fortress 2, Counter strike ect.) and a good deal of Garry's Mod model you can find.
Here's an example of a model I took out of Portal:
Only read this part if you're extracting a model yourself
Assuming you already own a Source game for steam, you should have .gcf files located in: C:\Program Files (x86)\Steam\steamapps
Open the game with the model you want in GFScape, I'll be using Portal. If you're using tf2, you're going to have to open team Fortress 2 Materials.gcf Theres two folders you need to be concerned about Materials and Models. Materials contain the textures, while models contain the models.
First we need to extract the model itself, this may require a little bit of digging around.
1.Find the model you want and highlight every file with a similar name to your file (.mdl), right click and extract it to whever you want.
next we'll need the textures, which are usually in a similar path, only in the materials folder, again export all of the files with a similar name to your model.
This next step may already be done, but its important you check anyway.
Open your .mdl file in a hex editor and make sure the character I highlighted below is a ",". (Tf2 models are 0 by default)
Open the mdldecompiler and input your model, and an output path, The model decomplier must be located in: C:\Program Files (x86)\Steam\steamapps\*SteamUserName*\sourcesdk\bin\ep1\bin\ for it to work!
Export your model, and open 3DSmax 2011, and import the ".smd" file the MDLDecompliler makes.
Now for the textures, Open the .vtf files with VTFedit, and go File > Export, and chose whatever image format you want. Occasionally, you have to fight with the settings on VTFedit to get the entire texture.
Apply your texture in 3dsmax, export it as a .dae, and you're good to go.