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271  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cinematic Final Smahes - Next: Ike is DONE!!! Who's Next? on: July 31, 2012, 02:25:19 PM
I sense the topic is about to be flooded...
Voted for Zelda.
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     ^    |
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Prepare to die. Jk.
272  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cinematic Final Smahes - Next: Ike is DONE!!! Who's Next? on: July 31, 2012, 02:16:00 PM
Good luck with that. And your requests made them to the poll.
Wait, what?
...NOOOOO! ... I already voted for Zelda and I can't change my vote... Sad
Ah well; better that they're added than not Smiley

Edit: I'd vote for Lucario which means he'd have more than zelda now  Grin
273  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cinematic Final Smahes - Next: Ike is DONE!!! Who's Next? on: July 31, 2012, 01:14:04 PM
These... are... amazing. Now I must download them and learn how to do them myself!
Awesome job. Cool I can't wait to see Sonic and Lucario's final smashes.
274  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Got an Idea but need a bit of help understanding some stuff. on: July 29, 2012, 04:20:07 PM
PSAs and anything that uses motionetc data. Those, plus any stages that have changes made to their collision data, will all desync over wifi.
So, the only safe things are textures, vertexes, music, and model changes that don't affect hitboxes, hurtboxes or collision data. Most of the time, you'll only find the latter kind in stage hacks.
Essentially, you're just changing the way characters look, the music in the game, and the way a stage looks. If you change the way anything in the game works, like a stage's size or anything else, you'll desync wifi pretty quickly.
 
275  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released - Download again for bugfixes (7/9) on: July 12, 2012, 02:53:46 PM
I'm having problems with the .obj importer in brawlbox. Specifically, I'm trying to make Zero look similar to Ratsel Feinschmecker (from SRW) by adding Pikachu's goggles. The model looks fine in BB and I can play all animations without anything weird happening, but when I try it in Brawl the goggles act in random ways, including:
>Exploding
>Random positioning
>Acting as though I have not made any changes to their base size and position
>Random mixes of the above between the three .objs used.
This is not a problem with the new Brawlbox specifically, as I have done the same experiment with varied results between versions .65, .65c, and .66b. Is there a bug in BB, am I using the .obj import function wrong, or is Link one of those weird characters whose name shall live in infamy for being difficult to model hack?
276  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 Released on: July 07, 2012, 08:33:42 PM
This is still pretty amazing stuff. I'm sure everyone here knows this, but programming is not easy... Mario Facepalm Thanks for the cool tools!
Will be checking the updates every so often, now!
277  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 To Be Released In 27 Minutes on: July 07, 2012, 06:16:50 PM


WHOA, THAT WAS FAST!
...And creepy...
Thanks for the info.
278  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 To Be Released In 1 Hour. on: July 07, 2012, 06:14:41 PM
Who's this 'Ben' character? Not Ben Kenobi... someone from the Legend of Zelda?
279  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 To Be Released In 2 Hours. on: July 07, 2012, 04:31:23 PM
Can't...wait...to see the new BrawlBox...
This will make PSAing SOOO much easier when I get to making Zelda's PSA.
280  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 To Be Released Soon on: July 07, 2012, 12:41:23 PM
v0.66 and higher don't modify the keyframes, just removes bone entries that aren't used. Do you want me to evaluate the keyframes in such a way that keyframes can be removed without modifying the animation? I could do that, but in a later release.

How could you do that??
281  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 To Be Released Soon on: July 06, 2012, 12:44:07 PM
Hi! Three questions; sorry if you already answered one but I've only read the last 20 pages of posts or so.
Will BB be show the size and position of GFX, though not the GFX themselves? (I know that's in a later version.) And there are a lot of unknown commands in PSA 2.7; will the new BB know what they are and/or how to use them?
Also, will we need the .NET framework for BB that we needed for PSA?
282  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 To Be Released Soon on: July 04, 2012, 09:54:29 PM
So I was right! But that would be cool, and it would be the final touches of an import, the only problem I see with the shadows is exactly how low-vertexed they are, even SM64 Mario's low poly version has more vertexes then that, and that's saying somthing if you've seen the low-poly version. (If you haven't, his arms, legs, shoes, hands, and head are boxes, that should explain enough Tongue) Because of this, making a custom shadow model could easily go over the size limit. So BJ, we'll be able to edit DDD, Nana, and a few other PSA's with this version right? One thing that could make moveset's cooler is if we could make a character do something different based on their total Damage %, Lucario's hit damage grows as his total damage gets higher, so doing something similar to another character would be sweet. That and I really want SM64 Mario to have a WaitDamage. XP Well I still have other aniamtions that I can replace, like ledge grabbing and whatnot.

You can already change damage given or actions performed based on the damage taken with PSA 2.70. As for WaitDamage... do you mean you want Mario to have a new animation play when he's taken a lot of damage? That's also already possible.
283  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67 To Be Released Soon on: June 30, 2012, 07:01:48 PM
For all the people who don't understand programming (like me), what you guys are able to do is awesome.
Thanks for making all these cool programs to help us mod Brawl! Laugh
284  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Kosmos Import Creation on: June 18, 2012, 01:18:10 PM
Well, I just started learning PSA a month or two ago, but I'm almost done with a PSA of my own already and I know I'd be glad to try making a PSA for her when I have time. If I did, though, I'd need a lot of help with animating her attacks.
I can't say that I've looked into ZSS's PSA, so I don't know how much more complicated it is than regular Samus or Lucario, but a small filesize would be a problem for PSA'ers. If her motionetc is small also, then it'd especially be a problem for animators. I don't use Riivolution, so I can't exceed the filesize restriction that Gecko users have to deal with.
Still, even without the moveset, this would be an excellent addition to the vault!
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