Yeah, after reading you say "static model," I got the idea to just link him to the nodeIndex. I think he didn't do it, though, because he didn't have access to the static model.
question am I suppose to write Toon Link FitToonLink##.pac 00-Original 01-Red 03-Blue 04-Purple 05-NES Link 06-Dark
in the toonlink folder
Name your original costume FitToonLink00.pac, the red one FitToonLink01.pac, the blue one FitToonLink03.pac, and so on.
The reason it skips from 1 to 3 like that is because normally, 1 is red, 2 is green, and 3 is blue (just think RGB!), but TL's green costume is his default one.
Here's a pretty good static model. It's pretty much nothing, no model, no texture, no animations. It's as good as deleting the model, as BeyondYou suggested (which is a good idea).
But if you don't want to use a code to get rid of it, trying textures and stuff might help you.
To do the transparent textures, try to take the cars' textures, make it all transparent, and make sure that the image format in Brawlbox is transparency compatible. For more information on what is transparency compatible and what is not, check here.
Also, Eldiran made a Port Town Aero Dive with no cars in the past already by deleting the animations that the cars followed, so no cars arrived. You could try that, or you could change the animation of the cars yourself.
Thanks for testing for me! I'll get to fixing them... Right after I'm done with my first stage (sorry there).
The down tilt was supposed to be Blitz, so Lightning spins around, but it's a GTFO move, so I made it fast... I'll try to find some sort or compromise.
The down air is still unchanged, so it wasn't very original...
Sorry for using so many of Marth's moves, but they fit...
No move is too hard for Sumire! Within reasonable boundaries, at least. I can make Aero and Ruin or whatever you say, as long as I have a good idea of how it's going to work.
Nah, I got it, sorta, using a ghetto fix with momentum and stuff instead of a jump.
So here's the newest version, all A moves are pretty much finished. I just need to add some more range on the down smash and down tilt and the A moves should be done.
Just remember that the B move got messed up in the process, and it's easily fixable, so in your review of this latest version, do not factor in the neutral B move.
Sorry for getting so little done so slowly, I split most of my time between:
1. Work 2. Sin and Punishment 2 3. Summer homework 4. Slacking in front of the computer 5. Trying to make a rotating stage 6. Trying to port characters over others 7. Trying to get vertex hacking to work 8. Trying to extract BRRES's from ARC files 9. Slacking in front of the computer
I tried that, it doesn't bring you into the jump subaction. He just squats and goes back into Wait1. I also tried going into the JumpF subaction, and he just did the jump animation and didn't leave the ground, even after using 08000100: 0-5 and upward momentum.
I also tried Change Action: A and Change Action: B, and that didn't work.
If anyone (Hollow) knows how to do the up smash (if the strike hits, then you go into an automated jump), then can you please help? I'm having a lot of trouble on this one...
After the strike hits, instead of a jump, Lightning just tries to jump but then lands immediately. Does anyone know how to fix it?
I looked at Zero's down smash code and tried to do something similar, but it's not working.
Oh yeah, just remember that if you're going to resize using PSA, that the attribute under Weight is the model size (you probably knew that), and the attribute under that one is the size in the Results Screen (I don't know if you already knew that, I just found that out now.).
Exactly. Which is why it will be resized in PSA, not brawlbox.
Don't resize using PSA, that scales the hitboxes too. TvC models are 11x too small, so having his hurtboxes 11x larger would mean that he could be hit from anywhere.
Scaling using animations has the same problem. I don't think there's any choice besides the MDL0 resizer or vertex hacking, and if one doesn't work, neither does the other, usually.
When I applied the textures with the palette, it resulted in the first pic that I had. I'll try again, though.
Marth's sword being bone index 65 was why I hexed ZSS's right hand to have an index of 65, so the hitboxes and sword glow would match up. So I won't need PSA, right...?
I was really going for a one-slot ZSS port over Marth, but I guess it won't work... >.<