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16  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 03, 2018, 02:04:24 PM
I do like the version you made!
Well, frankly, I think most of the animations could use a little touch-up (they lack a sense of weight, and some are too stiff), but that's OK. You still did a good job, and I like a lot of the visual gags, such as the mech crossing its arms when crouching.

I've actually been experimenting with some different mech sizes, and I believe I may have found a good one:



(new on the left, old on the right)

I squashed the mech's body a little and made some modifications to the size/length of the legs -- of course, Porky himself is still the same size, though. Thoughts?

I see. Well, like I proposed in my PM, it might be a good idea to move things over to Dedede so we can use his Side Special as a base for the Mecha-Porkies. That's the only solution I can really think of, lest we scrap the move(s) completely -- and I would hate to do that, since the Mecha-Porkies are so integral to the character.

That's okay! I should work on my animating skills. I did that all in Brawl Box at the time so it may lack some visual elements. As for your scaled version, I like it! NintenDS did mention that Porky himself is now smaller than Ness and Lucas and his head appears to hit the top metal area above his bed. But it looks like there's extra space between his feet and the bottom of the bed, so we can push that down so it fits more snug and maybe we can even make enough space to scale Porky himself up a bit to match Ness and Lucas. I think if we do any of that and before we start animating we still need to decide if we're going to remodel or modify Porky so we can rig him with more bones.

I think the Dedede idea is great! And since we plan on remaking every animation we can place Porky over any character to test so long as porky has more bones than that character.

We had actually discussed the issue of Porky facing a different direction when he turns. That seems like a complicated issue. If we don't turn him around in his animation he might just flip sides anyways and if he doesnt, he could only attack in the same direction.
17  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project Porky Minch PSA WIP!! on: October 02, 2018, 12:15:46 AM
Additionally, I'm willing to contribute to moveset design and the like if we decide to deviate from the Crusade character a little, but I know I'm probably in the minority there. I'd like to hear some opinions on this first before I go hog-wild with design ideas... Haha.

Animating would be a huge help! Do you plan to use the animations I've already made? Be sure to scale him down in his animations to the same size I've changed him too.

As for deviating from Crusade's moveset, I think the only attack we might have to change is his down light attack, aka his puke attack. This is because the puke can't be simulated with an actual animatuon since it stops once it hits the floor. Otherwise, it would float in midair where it supposedly would land on the ground if Porky is near an edge, or go through the floor at an incline. Another, way harder option is to program it like a special attack where the puke is its own entity. Porky's side special will be another case like this. I'm not sure how, or if, there's a way to change Lucas' special attacks to have these properties.

I'm glad I'm able to help in this project, Porky is my favorite Earthbound character, being the one with the most interesting personality and a great backstory after Giegue. Porky has the potential to be a new fighter in Smash, and he represents Earthbound's and Mother 3's dark side while also connecting both Ness and Lucas in a way, since they both had a conflict with Porky. Hope this Project reaches completion some day!

Porky is definitely an intriguing character to me, and I think Smash Bros could use some more tanks and villains. Thanks for helping spread awareness about this project and your support!
18  Super Smash Bros. Brawl Hacking / Project Concepts / Project Porky Minch PSA WIP!! on: September 30, 2018, 08:36:13 PM
Welcome to the PORKY MINCH PSA thread!!!
Original project started by PigMaskColonel, his thread can be found here:
http://forums.kc-mm.com/index.php?topic=74208.msg1337795#msg1337795
Render by Ninten DS

This PSA aims to create Porky Minch as seen in Mother 3 as a playable character in SSBB! Using his boss 3D model as a base, we're reworking his model by scaling him down, changing its geometry, creating new textures, and modifying his skeleton to better mimic his appearance in Mother 3 and the fan game Super Smash Bros. Crusade. His move set will be a 3D incarnation of his Crusade play style, and in end will be a legitimate character that everyone can enjoy playing as and against. This mod is not aimed to play as an OP boss version of Porky. If this PSA becomes that successful, we could even make a Project M compatible version.

Here is the current progress where everything in "green" is currently finished, "yellow" is in progress, "orange" is not started and "       " is anything we haven't thought up of yet:
Obtained 3D model of Porky boss.
Created .sawnd pack that uses voice acting from Crusade.
Unbinded the skeleton and mesh and scaled down for reworking.
Removed geometry that doesn't exist in Mother 3
Remade the rear of Porky's pants
Replaced his upper torso with Lucas and modified it.
Recreated the UVs for Porky's pants
Combined Porky's UVs and Lucas' UVs into two maps (one for clothes, one for skin)

Retextured the new maps for Porky.
Recreate Porky's skeleton
Remove unnecessary bones from the skeleton.
Rigged the new skeleton to the new mesh.
Decided which character Porky will be ported over.
Created or found pre-existing graphic effects for Porky to use.
Created basic movement animations (duck, stand, walk, run, block, jump, roll).

Created complex movement animations (intro, ledge grab, wake up calls, thrown, etc.).
Created animations for better compatibility (snake special grabs, hammer, ladder climb, etc.).
Created normal attack animations.
Created special attack animations.
Program stats, hurtboxes, and normal attacks.

Program special attacks and some normal attacks.

You can view pictures the process of how I reworked Porky's model here:
https://imgur.com/a/HQN0cS5
Once the model is completed, PigMaskColonel will be helping develop the animations!

Also check out these recolors , renders, and screenshots made by Ninten DS!

https://imgur.com/a/bV45tBe


The first "build" is actually available. This is the first version that didn't freeze the game and features crude animations made by me, and isn't exactly playable. However it proves that Porky is currently "working" in game. The project is no longer being built off of this version, which will hopefully fix a lot of the issues with this build and make the process as clean as possible.
https://drive.google.com/drive/folders/1PjOmQJflqdBw8_Om_HasaI-Mu1CVE14-?usp=sharing
Some of the thing's you'll find in this version:
- Doesn't freeze the game!
- Works over Lucas.
- Bones were added to avoid the game freezing.
- Hopefully will use Porky's move set from Smash Bros. Crusade!
- Hurt box was adjusted and picks small items up with the mech's arm.
- Currently uses the boss's animations as a base, so some animations (not attacks) aren't the same as SSBC.
- Requires every animation in FitMotion.pac to be remade due to his mech.
- Animations that haven't been remade will cause Porky to revert to his original size.
- I have made a sawnd pack over the boss Porky once this is finished, and...
- I plan to create extra model datas in FitPorky.pac so his graphics won't collide with Lucas in BrawlEx. This can be
   done with hex editing.
- Porky can be grabbed, and thrown, but won't take damage from grab attacks as far as I've seen. This might be
  because of his hurtbox.
- Likewise, he can grab and throw others but deals no damage when using a grab attack. His hit boxes will need
  adjusting.
- Certain universal graphic effects (such as the ones that appear after landing or running) appear in the wrong
  location. They might be attached to one of the bones I added. If not, I don't know why that's happening yet.
- If Porky turns around and faces left, the backside of the mech will be shown, unlike the boss battle and in SSBC.
- The animations I've made could be smoother, and I need to find out his actual frame data before animating his
  attacks.

Please come check out our Discord for more frequent updates and talk if you're interested!

https://discord.gg/4ZRMWeZ
19  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: April 12, 2016, 09:26:03 PM
The project looks great, and is exactly what I was hoping would eventually release to let me make a nice custom personal build of PM!  That said, I'm a little confused by how to set everything up here.  

Basically what I'm hoping to reach in the end is a build that includes the base Project M roster + Knuckles/Lyn/Isaac/Sami (though the latter two I can live without) + Ridley + Waluigi + Project Ganondorf.  

How would I start making this happen?  Brawl EX has confused me for a while, so any guide or advice on the process of adding characters on top of PM would be much appreciated.

Well, Ridley is already done for you, and Waluigi is almost done. All you have to do for Waluigi (I don't know if most of his files is in the new version) is download the custom character on the vault, and move the "waluigi" folder inside fighter to the fighter folder on your SD card. Then, open CSSRoster.dat with Config Utility (can be downloaded on the original BrawlEx post), add another slot to Icons and Random, and type in the value 60, since that is the default fighter ID for Waluigi, unless you want to change it.

For other characters, the tutorial on the BrawlEx post is going to explain it better than I can here. Creating the clones isn't as difficult and/or time consuming as inserting all the required textures to make the clone appear like the new character on things like the character select and result screen.

Alright, so I just now got around to updating to v4 of this project and now the roster's not even there? I just replaced all my files to the new update's files and now the roster's gone.

Maybe one or more of these are the issue:
1. You are not using the new codeset.
2. Your files are still in the old directory.
3. CSSRoster.dat is missing.
4. Murphy's Law declares that you can not replace a large quantity of files at once and still work properly without troubleshooting.

By the way, does anyone think they have a solution to the result screen announcer call problem?
20  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: April 06, 2016, 01:50:39 PM
had this problem before. the fighter config files also have announcer data as well iirc. i changed two files to receive the desired effect, and i'm pretty sure those were the fighter and slots files. try the fighter files as well

I couldn't find anything in the FighterConfig files. I changed two files, but I modified the SlotConfig and the CosmeticConfig. On regular brawl the result screen works fine.
21  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: April 05, 2016, 09:35:39 PM
Is anybody else having a problem where the result screen announcer doesn't call the name of a clone even though you changed it in the SlotConfig? It's happening to me with all the clones, and I don't know why. The character selection screen works though (except for the fact that I replaced sfx in "Watch" for announcer calls, and those sfx don't automatically have the announcer echo effect added to them).
22  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: March 27, 2016, 02:28:54 PM
Got it but...what's that modified filepatch code?
I mean, if you're referring to a specific, single code in the .gct, how can i know which it is if all the code is unknown? I have the bx_fighter.rel, already set up my clones, but i need pm+bex's .gct file, so i assume the needed code is there.

Maybe look for the code that both starts and ends with the line "E0000000 80008000"?
23  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: March 24, 2016, 01:57:37 PM
If two characters are in a match, one of them have no sound for the rest of the game session until the wii is restarted.
24  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: March 24, 2016, 09:38:59 AM
About that sound problem I was having earlier, it seems to be occurring with several characters. It happened to me again with Luigi and Waluigi, but Waluigi is over Pit, so now I'm just confused.
25  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: March 14, 2016, 05:18:20 PM
try disabling the entry in the fighter config
Unfortunately, that didn't solve the problem. Thanks though!
Woah. Just noticed 0.4 has been released. Cool!

I'm probably the only one noticing this so late. Lol

Nope, I only checked because you mentioned it. Wouldn't have realized without you. I hope "Jiggs" is Jigglypuff, and it fixes the problem I'm having!

On second thought, I can't get it to work. All the clones show up as either random or Mario, and I'm not sure what I'm doing wrong. Also, in v0.4 there are some config files that never used to be there that interfere with the files I have for my clones.

On third thought, I just replaced any files that could be problematic with the ones from the new update into my current setup and it seemed to have worked, except now Jigglypuff doesn't have any sound unless Little Mac is in the match, but that's a lot less significant problem.
26  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: March 12, 2016, 07:47:42 PM
So I tried adding Little Mac over Jigglypuff into PMDIY, and every time Little Mac and Jigglypuff are in the same match, the game freezes right before the announcer says "GO!" Does anyone here know why? Could it be a problem with the FitCharacter.pac files interrupting each other somehow?
27  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: March 08, 2016, 09:27:11 AM
Oh hey! A couple things, if you don't mind. First off, you all are doing great, keep up the great work! Secondly, are you possibly getting this compatible with Retro/N64 mode? Thirdly, are you working on getting this for module so more character variety can be open or is that the BrawlEx team's job?
Lastly, I love to contribute, is there anything I could possibly do to help?

Hey Cyprus! I don't think that Sirkura and Pyotr plan on adding any features to project m except being able to add characters via BrawlEx. Pyotr is working on the modules, but it seems he hasn't had time to show us how he makes them. I'm not “officially" working on the project, just fixing bugs here and there, so I don't exactly know what elsethey need help with.
28  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: March 06, 2016, 11:15:46 PM
https://drive.google.com/file/d/0B_SjOt6wl7okajUyaDc2M0pvSUU/view?usp=sharing
Here is the link. However, you may need to edit Mario's stock icons to what were originally since I changed his costumes.

You add the stock images in MiscData120 named InfStc.411, InfStc.412...etc. Then go to MiscData110/AnmTexPat/InfStockface_TopN_0/stock_lambert87/Texture0. In there you have to make a new entry and name them Inf.Stc.411, InfStc. 412..etc just like the stock images. and make sure the frame index matches the number and underneath that the texture and palette should say Inf.Stc.411...Inf.Stc.412 etc

Hope this helps and I'm not sure if 3F and 40 are the slots for Mewtwo and Roy. It may be one of the other ones.

Ohhhh ok I just missed the AnmTexPat part. Thanks that helped!
And sure we could use your CSS edits! Wouldn't it be cool if someone were willing to do announcer calls requests? Right now I'm relying on my crappy sentence mixing skills... I also plan to modify the boss Ridley's sound effects some so I can use it for the clone Ridley using Brawlbox. However, the program's been giving me some issues a.k.a freezing in either BrawlBox itself or right when the game starts.

Also, I just fixed Mewtwo's and Roy's win theme. I'm going to upload it now.

Here's the download:
 Actually, I'm just going to make a folder in Google Drive with all of the fixes I've made and I'll update that if need be:

https://drive.google.com/folderview?id=0B9qhAVo4w1zTLXpoNHViSVlUZzA&usp=sharing

MKing579, I'm sorry, I don't have any experience with hackless hacks. Maybe you installed it incorrectly? But definitely give the new version a shot.
29  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: March 06, 2016, 10:14:46 PM
For Ridley's stock icons? Yeah I fixed that. If you're talking about the victory music of Roy and Mewtwo I have no clue what's going on there.

Could you tell us what you did or send us your STGRESULT.pac? :3
I saw in Ridley's cosmetic config that his ID for portraits and icons is 41 in decimal, so in the results pac it should go InfStock.411-418 right? I tried adding those into MiscData120 and all of his icons were still the same Toon Link icon in the results screen.

The ID for victory music is in SlotConfig, and I was pretty confident that SlotConfig3F and 40 belonged to Mewtwo and Roy... so I tried editing those and literally nothing changed in game.
30  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: March 06, 2016, 05:42:58 PM
Thank you for the help. Now there's just the problem with Mewtwo and Roy's victory music

I'll keep working on it. Did you find the solution to the result screen?
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