OK, they're technically bones, but they exist just for the sake of existing. They serve no other purpose.
Sure, you can move them around and whatnot, but using them for things like shields and stuff will not work. Moving an extra bone in an animation will not move the model at all.
The only purpose I can think of for using them is to attach GFX to in PSA to Brawlbox projectiles.
Should it be chargeable or looping or anything like that, or should it have no special properties? What should the down B in air be? It couldn't be Quake... >_>
I can't access the OP... it says it contains malware or something...
I need a new dummy bone added off of a character's Neck bone, though when I add a new bone with Fort's tool it can only put it under TransN.
Is there anyway to change this?
I don't think so, because after you add bones, you can't make anymore hex changes...
I think the closest thing to this would be using the Bone Hierarchy tool to move the ThrowN bone under the NeckN, and then use the Bone Adder to add an Extra Bone, and switch the names of the ThrowN and ExtraBone, because they don't move any part of the body, so they're pretty much the same. Maybe you can try that?
For that I need someone who can make a Final Smash animation and maybe do the PSA for it. EDIT: I managed to get rid of the entry barrel. Will require the use of the FitDonkeyEntry.pac file (which I will include in the next update).
Um, Maybe, I'm not sure. I'd like to see what you have now. Could you upload a new beta, please?
Actually, I haven't done very much at all... I can't work very much now that school has started and I only got the B move as just Fire during the summer... I'm very sorry.
*sigh* .... School started for me and it's terrible.
So I won't be able to work on this very much anymore.
Because in the game, Fire and Water and Ruin and all that stuff look pretty much the same, how about we make the down B switch between magic types and have the neutral B be Water or Fire or Ruin or whatever and it'll change with the down B?
Fire can do damage, Water trips sometimes, Ruin breaks shields, etc.
Hey, can anyone who's "good" at this program do me a favor? I would like some of my Neo peaches attacks to have two elements to them. Hollow told me one time that the only possible way to do that was to change the hurtboxes. AND since that is now possible, I was wondering if anyone wanted to help me finish up neo peach ^+^ The first version was just a test of my texture and psa skills, I'm hoping to make the next version pretty cool and less chaotic.
I think he meant hitboxes... hurtboxes are what determine where you have to be hit to be hit...
1. There is, in fact, a Kid Goku vertex hack. However, that isn't what we're talking about here.
2. Kid Goku's model was in MDL0 format, the only type that works with Brawl. Flandre isn't. She's not going to be in Brawl until the afore-mentioned model hacking breakthrough occurs, one that can covert Flandre to MDL0.
While PSA and Brawlbox are better than Tabuu in general, there have already been some things discovered that can only be done using Tabuu, and there will probably be much more of that in the future.
Well, really, the Flandre that you already had was amazing enough to make a Flandre... the model would be really nice, but it's just not possible right now.
But Roo means that he can't vertex hack Pit into Flandre because the method he's using isn't cooperating and that until a major breakthrough in model importing comes around, this project isn't really going anywhere.