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1  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 04, 2015, 01:23:09 AM
I finally got this shader to work!
Here's some before and after images of the shaders.


It works excellent as a ghost shader.
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: April 11, 2015, 01:23:51 AM
No, I meant Deoxys, because the arms look smoothly bent.
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: April 11, 2015, 01:17:31 AM
Does he have extra bones in his arms?
4  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 10, 2015, 04:33:05 PM
Neither work for me unfortunately ;_;

Sometimes it only works for me when the settings are set to DirectX9 in Dolphin and the 3D rippers

You could try Kirby's Ike or Snake hat bones instead of Snake's bones.

I think they only use 2 bones for physics, which doesn't give a smooth result compared to Snake's 4 bones.
I also tried Marth's physics, but it ends messed up.
5  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 10, 2015, 03:05:26 PM
And how did you rip from Melee?

I've been trying and failing over and over.

Looks great!


Thanks! I'm using Ninja ripper and 3D Ripper DX for ripping.

Oh. I thought you were able to add custom physic bones. ;-;


It's not so bad when playing, but the physics' got pretty bad collision detection, and can easily be seen in Wait animations.
6  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 10, 2015, 02:38:49 PM
How did you get the headband working?! o-o

Physics!
I replaced Jigglypuff's hat with the headband model, added Snake's headband bones and added his physics file.
7  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 10, 2015, 01:59:22 PM
It's the melee model.
8  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 10, 2015, 01:50:10 PM

It's a one-slot
9  Help & Tutorials / Model Tutorials / Re: SHP0 tutorial on: September 11, 2014, 08:58:56 AM
I completely agree and SHP0 not only makes animations smoother, but uses less file size than VIS0 by not using objects and bones.
I tried to compare my Midna model optimized for SHP0 and another for VIS0. The SHP0 one only uses 590 kb in file size, while the VIS0 one uses 996 kb in file size, which can be a big help when making custom characters.
10  Help & Tutorials / Model Tutorials / Re: SHP0 tutorial on: August 06, 2014, 07:13:19 AM
does it work is I example use a original Brawlmodel, export it to 3DS Max, do your step but import the vertex into the original brawlmodel in brawlbox?

It should do it, but I can try and see if it works or if something similar would work.

Edit: The brawl model explodes when I try that, because of the imported vertices differences compared to the brawl vertices or perhaps the object can cause it. I can try and replace the object and see how that goes.

Edit2: Okay, I managed to somewhat make it possible to make a custom shp0 animation on a original brawl model, but it requires object importing.


It even works in game, but it's still very weird, because I still get this...


Which is some of Ike's neck vertices "exploding"...


I think it's caused because SHP0 can't handle the Skin modifier with two bones connected (NeckN + HeadN). The three vertices are used by the NeckN bone.

So to answer the question ...
You'll have to either export the original brawl model whole from 3DS Max and replace all the materials, shaders etc. or be prepared to go through lots messy object editing or you'll have to edit the vertex in Brawlbox itself. Unless someone knows how to export the vertices to match the original's model.
11  Help & Tutorials / Model Tutorials / SHP0 tutorial on: August 06, 2014, 06:21:20 AM
How to make SHP0 animations.

Part 1 - Morph faces
If you're importing models, then you're probably lucky enough to have some already made face models. If so go to part 2.
Open 3DS Max and duplicate your character's face model.
Edit the vertices till you get a facial expression.


You can set them up like in the picture below to keep it better organized.

Part 2 - Setting up Morpher
Select your default face model, click the Modifier List and select Morpher.

Click on Load Multiple Targets ... in the Channel List.
You should see a list of selectable models if they can be used for your model.

Select them and click Load.
You can set the morpher’s value up from 100 to 0.


Remember to save your 3DS Max file!

Tip:
You can move the Morpher modifier under the Skin modifier and select Collapse To to not make it collapse the Skin modifier. This can also be used to UVW-Mapping, which saves time on having not to rerig your model.

It's not recommended to save your 3DS Max file after this point or else you're stuck with a model with a frozen facial expression and no other face models!
Right click the Morpher and click Collapse To. Delete the other face model(s) and export the file to brawlbox.
Load the file from before the Collapse To part. Rinse and repeat exporting facial expressions till you have enough facial vertices.

Part 3 - Importing the vertices in Brawlbox
Import your model in Brawlbox, but make sure ForceFloatVertices is True, or else it won't work in game and will most likely explode.


Go to your imported model's Vertices folder and export the facial vertices file(s).

Go to your main model and import the vertex file(s).


Save your file, and reload the file afterwards, or else Brawlbox will get an error while trying to animate a SHP0 file.

Part 4 - Creating and setting up the SHP0 animation
Go to your animation file and create a Vertex Morph.


Set the names like the template in the image below.
Midna_face is the default vertices you started with or the main model and Midna_smile_big_face is the one you just imported.
Right click the Midna_Smile_Big_Face and click View Interpolation.


Set the values from 100 to 0 in your animation and change the Tangent's value to 0.
->

Or else the vertices will explode!
->

I hope this tutorial helped you!
Feel free to post or message me if you need help!
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: August 01, 2014, 03:06:33 PM
i might use that too for my midna psa. but mine is based on twilight princess and hyrule warriors.
Same here, but probably most from twilight princess.
Are you using that twili wolf from hyrule warriors for attacks or is your midna fighting by herself?
13  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: July 31, 2014, 01:43:52 AM
That's neat! Use the particles from Eldin Bridge for sweet gfx without having to spend lots of hours with particles. I spent some days trying to figure out how particles work, until I noticed the portal from Eldin Brigde actually used particles. 
14  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: July 30, 2014, 04:36:24 PM
Yeah, maybe a tutorial on how to edit them? SHP0 is a still uncracked part of editing for all of us and it would save some of us a lot of trouble if we knew how to do it.
Sure, but I don't have much time left because it's getting late (Europe). I can try and make a detailed tutorial when I get some time again.
15  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: July 30, 2014, 04:01:01 PM
Yesssssssss

By the way, I don't remember if this was specified at some point, but she's over Ness, right? And if so, I guess that means no BrawlEx slot?

I'd be totally cool with that, I hardly ever use Ness anyway.
Correct, she's over Ness. I haven't really looked at BrawlEx before, but I can give it a look.

Think you'll be able to figure out Link's stuff and maybe Zelda's?
Their shp0 animations?
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