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31  Super Smash Bros. Brawl Hacking / Model Imports / Re: Fire Emblem model importing thread - Vanguard & Hero Ike on: August 02, 2013, 12:56:55 AM
Wow. I love it.
I guess this is another one I'll be using alongside Awakening Marth, whenever it's finished...
32  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kyouma's 0.57687% divergence: La Fleur Mignonne on: July 24, 2013, 01:07:01 PM
Cool. Let me know if something doesn't work!
33  Super Smash Bros. Brawl Hacking / Model Imports / Re: Flygon's Colorful Channel. Happy Birthday? on: July 24, 2013, 01:02:49 PM
Hey, you're back! That's good. I was worried you were just going to disappear.
You know me: I like all your stuff (particularly Lance), but I especially can't wait for the knights. Smiley
34  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SWolf-SBrawler-LExodio's PSA Thread: Sonic Heroes Soon??? on: July 22, 2013, 03:25:24 PM
This is exciting. I can't wait until it comes out in Brawlvault.
35  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kyouma's 0.57687% divergence: La Fleur Mignonne on: July 21, 2013, 12:00:36 PM
why dont you modify it as you believe it will work and send it to me?
hmm, if I kill the bone HipN changing its name to any other and setting my custom translation do you think that will work? is that what you mean?


Ah, I could do that. I'll just place the mediafire link in the thread, if you don't mind?
http://www.mediafire.com/?1fdmi8gevx189xx
Haven't tested them, obviously, but either version I uploaded should work.


No, what I meant was that the HipN bone needs to be at the same place in the index as it was originally. That means you can either add the translation from the HP bone to the HipN bone and delete the HP bone (while adding an extra child bone to HipN to keep the bone indices straight), which is what I did in Daiyousei mod1, or (supposedly) you can just rename the HP bone to HipN and rename HipN to something else, which is what I did for Daiyousei mod2.
I uploaded both versions just in case something doesn't work in one of them.
36  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kyouma's 0.57687% divergence: La Fleur Mignonne on: July 20, 2013, 04:45:18 PM
but the HP bone is necessary for the sizemod, because of the model translation D:

Hmm. Can't you just translate the model using the HipN bone itself?
The reason I haven't tried it myself is I lost my SD card, and I don't want to try setting everything back up again... seems I've misplaced my Ocarina and Gecko apps.
37  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68d Updated on: July 19, 2013, 12:43:17 AM
This game you're making sounds interesting.

Oh and I claim the 1000th page mine. Ninja'd !

No fair. I wanted to be the first one to say happy 1000th page.

@Young Lad
I'd love to help, but I have no training in *real* programming. PSA is the closest thing I have.
The best I can do is offer to spread the word about your game once it's released, assuming that there's a way to follow it's development.

Also, I think it's a good idea to leave out the published anime characters unless you can get permission from all the publishers, because it'd suck for your first game to get you into trouble for copyright infringement.  Cry
38  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kyouma's 0.57687% divergence: La Fleur Mignonne on: July 17, 2013, 10:55:29 PM
Umm... *sigh*... I'll see if there's anything I can do. I had to mess around a lot with this stuff when I was making some unreleased custom models, so maybe I can fix it. If the problem is obvious, I'll probably modify my post in five minutes, and PM a download to the fixed version. If it's not obvious, I may never get around to finding it.

EDIT: Okay, my internet is slow right now and it's later than I thought, so I can't test it or post a download link. But I think I found the problem.
Basically, I think you've just misplaced the HipN bone. You have an HP bone in the index where the HipN bone should be, so try removing the HP bone. Check out the explanation by Snoopy in his tutorial on model swapping.

3d HipN, or the grabbing and throwing glitches.  Yes, two different glitches from one bone, and the HipN has to be treated like the TransN, as in the HipN MUST be in the same index as the replaced character’s HipN index.  Fixed in a similar manner as the TransN, though simply renaming may not work, it just depends on the model.  But remember, if you put your character over a fighter that has identical TransN indexes, then the HipN indexes will usually match, because the HipN is ALWAYS 3 bones after the TransN, for Brawl models at least (BB can change the reference, and it’s exactly as I explained with the TransN, it affects all the costume slots, and it's the 2nd index down).


The ThrowN bone glitch is similar, but when it happens, it causes a polygon to grow in size whenever a character shields. That's fixed just by putting an 'empty' bone (use the "add bone" feature) at the index where the ThrowN bone was in the original model.
39  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kyouma's 0.57687% divergence: La Fleur Mignonne on: July 12, 2013, 12:47:03 AM
yeah, ive recently felt like "why releasing characters nobody knows in the vault?"
the people who are ACTUALLY interested in my works are the people who are supossed to be following my thread anyways, right?

Well... yeah, most of us follow your thread. But maybe not everyone. Besides, many times, there's only about 10% of the hacks on the main page that aren't recolors or minor edits of a character.  So your hacks add some variety to an otherwise ridiculously clone-filled library.
Just sayin'. So long as they're released on your thread, I'm happy.
40  Super Smash Bros. Brawl Hacking / Programming / Re: Perfect .Rel porting Progress -POLL ADDED!- on: July 11, 2013, 02:10:10 AM
Hmm... hope we get to see the first PnP pack soon. Too many people don't come to the programming threads because 'programming is hard', so they don't get to see cool stuff like this happening. This'll really make some waves once it's in the vault.

41  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kyouma's 0.57687% divergence: Planning another night spam on: June 27, 2013, 11:52:09 PM
...I know this is probably off-topic, but...
Kyouma, why do the numbers on your thread keep changing? What are they supposed to represent, if anything?
42  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Blaze the cat - i'm back ! [NEWS 06/20/2013] on: June 21, 2013, 11:20:43 PM

So no the polygon appear for 20 frame exactly, 1 frame off, 1 frame on, 1 frame off...
I want use this polygon almost like a GFX effect.

Hmm. Try leaving the tornado effect on for twenty frames. Like I said, it might be skipping because there's too much data to process in too small a time frame.

And don't worry about your English, it's actually very good. Smiley
43  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SWolf-SBrawler-LExodio's PSA Thread: Sonic Heroes Soon??? on: June 21, 2013, 02:58:05 PM
Hype for this triple-moveset.



I agree with this. Although because you'll have the Sonic Heroes PSA out, I think I might just use Tails there and put Blaze over Jigglypuff when she comes out.
Is there a Plug'n'Play .rel for Jiggs yet?
44  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Blaze the cat - i'm back ! [NEWS 06/20/2013] on: June 21, 2013, 02:53:49 PM
EDIT : I have a strange issue about vis0 and polygon on a animation.

One of the attack of Blaze will be her famous fire tornado,, the polygon of the tornado are already on the model (SingleBind : Cylinder01), the visibility bone is the "SphereM" bone.

So i have add a new "bone visibility" in the vis0 file, set the frame on when i want the polygon to be visible, and when i check the animation preview in BrawlBox, everything is good, BUT, in game, the polygon doesn't appear at all.

What i'm doing wrong ???



Hmm. Well, first make sure the VIS0 flag is set to 'none', because sometimes it's easy to forget that.
Secondly, you said "set the frame on". Do you really only have it active for one frame? Maybe try upping it to four or five in a row, just in case it's too quick for Brawl to render a model that big.
45  Super Smash Bros. Brawl Hacking / Model Imports / Re: Fate/Stay Night Project: Fate Unlimited Codes Model Import on: June 16, 2013, 07:44:13 PM
Cool ideas for Archer. I'd offer to help, but I still have a couple of other projects I need to work on, especially GSS. Progress is slow because of other things I'm working on outside of Brawl. I look forward to seeing it once it's done.

My ideas were just to have a few of Archer's most memorable attacks from the video I sent mapped to the down B, replacing Pit's shield. They'd be charged by a taunt that would hopefully say a line from his long Blade Works spell, and reset once the attack was used. The attacks were throwing blades, throwing exploding blades, a jump attack and maybe an enhanced weapon state. The last line (or lines) of the spell would activate his Final Smash, which is basically Pit's FS but with the Reality Marble as a background and the Centurions replaced with swords. Lastly, I'd have modified Pit's arrow to look different and be able to charge longer- maybe a full minute, with damage increasing at the same rate as in the Brawl version.
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