Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 ... 15 16 17 [18] 19 20 21 ... 30
256  Help & Tutorials / General Tutorials / Re: PAC Naming Guide on: August 11, 2010, 11:05:58 PM
Nope, just put those files in the toonlink folder.
257  Help & Tutorials / Help / Re: Removing Objects (Cars in Big Blue) on: August 11, 2010, 07:57:28 PM
thought i said those things..

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.

Your suggestion was still acknowledged, though.
258  Help & Tutorials / General Tutorials / Re: PAC Naming Guide on: August 11, 2010, 07:55:38 PM
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.
259  Help & Tutorials / Help / Re: Removing Objects (Cars in Big Blue) on: August 11, 2010, 07:22:44 PM
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).

http://www.mediafire.com/?8k5j48dv51r83fy

Just replace your ModelDatas with it.
260  Help & Tutorials / Help / Re: Removing Objects (Cars in Big Blue) on: August 11, 2010, 06:50:04 PM
This code gets rid of the cars in Big Blue:

The Roadway: [Phantom Wings]
4A000000 90180F3A
38000000 FF000031
48000000 805B8ADC
DE000000 80008180
14000BD4 00000000
14000BD8 43100000
4A100000 00000378
18000004 52000000
201D003C 00000000
E0000000 80008000

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.

Hope that helps!

P.S. I think
BoE is Bridge of Eldin.
261  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Lightning - FFXIII (Could a MOD move this to the PSA section now? ^_^) on: August 11, 2010, 09:06:45 AM
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.
262  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Lightning - FFXIII - OP UDATED!!!!**** on: August 10, 2010, 06:57:27 PM
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.

Moveset
Animations

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

EDIT:

10. Lightning
263  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Lightning - FFXIII - OP UDATED!!!!**** on: August 10, 2010, 03:28:41 PM
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.
264  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Lightning - FFXIII - OP UDATED!!!!**** on: August 10, 2010, 02:50:59 PM
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.
265  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Batsu Tatsunoko Vs Capcom (Accepting Animators) on: August 10, 2010, 02:46:27 PM
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.).
266  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Batsu Tatsunoko Vs Capcom (Accepting Animators) on: August 09, 2010, 08:29:04 PM
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.
267  Help & Tutorials / Help / Re: 1 frame? on: August 09, 2010, 08:07:32 PM
If you use the Copy and Paste under "Transform All," then you can copy and paste for every bone at the same time.

I'm not sure if this works for all Brawlboxes, though...
268  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Batsu (Accepting Animators) on: August 09, 2010, 02:33:21 PM
TvC animations aren't in CHR0 format, so you'll have to make all the animations yourself...
269  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 08, 2010, 10:54:08 PM
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... >.<
270  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 08, 2010, 10:03:33 PM
^ Uh... I have to admit that I'm not sure what you mean by that... but that gives me an idea that might be what you mean...

What would happen if you just moved the ThrowN bone to the right index?
Pages:  1 ... 15 16 17 [18] 19 20 21 ... 30