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91  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: Perfect CSS Names! Taking Requests on: December 16, 2013, 10:05:18 PM
I knew that was a last resort before moving to some other typeface, and that it had to be a font somewhere... just too consistent to not be.

Anyway, I shouldn't be the only one making these, after all. Even went and wrote up a guide over on SB detailing the process. Didn't paste it over here 'cause I dun know any good spot for it.
92  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: Perfect CSS Names! Taking Requests on: December 16, 2013, 08:58:25 PM
Oh, I didn't specifically mention it, but I'll add requests into the main categories in the OP.
93  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Perfect CSS Names! Taking Requests on: December 16, 2013, 07:06:17 PM
After finally tracking down the necessary font and figuring out the settings, I'm able to make 100% accurate and totally custom (no copy/paste of letters or anything) CSS names. I'd do in-battle names as well, except I haven't looked into the settings I'd need for those yet.

Here's a sample of my work so far:

MenSelchrChrNm.XXX:










MenSelchrChrNmS.XXX:










Of course, I'm not limited to Latin scripts either...


(Note to any Russian speakers: My apologies for the poor translation of the name. It's a Google Translate deal, and more intended to show what's possible than anything else)

So don't be shy, and hit me up with some requests. These are intended to fit perfectly within the normal Brawl CSS, or any mods that don't impact the text.
94  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: December 07, 2013, 05:25:51 AM
Far as I'm concerned, I wouldn't mind a version that just allowed for the Alloys and Warioman/Giga Bowser to have their own character select assets. Even that much would be a major improvement, especially if it avoided crashes when using them.
95  Super Smash Bros. Brawl Hacking / Programming / Re: Extra Character Slot on: May 28, 2013, 02:57:48 PM
I know most will use this to add Roy or Mewtwo, but is it possible this could allow for adding an extra Alloy?

If so, how would I make it so that this is the character spawned every multiple of 25, and didn't show up any other way?
96  Super Smash Bros. Brawl Hacking / Programming / Re: Universal Model Converter - Materials (not textures) supported on: December 18, 2012, 10:51:48 AM
Actually, Battle Revolution has had some understanding of its format done. However, there are two major issues at the moment:

1) It's not complete. The converter I have only gets the first object it finds in any .fsys file. This is probably something that could be fixed a little easier than the other point.

2) There are no bones. PBR uses vertex animation. A strange choice, IMO, but that's what's been found.


The converter can be found over at the Spriter's Resource forum.
97  Super Smash Bros. Brawl Hacking / Programming / Re: Tcll5850's program box on: November 04, 2012, 10:47:38 AM
Yep, that did fix it.

Now, the question becomes... is there a way to make it (either by adding the faces manually or via the exporter) create the faces between those lines so that the UV data can be displayed in Blender?
98  Super Smash Bros. Brawl Hacking / Programming / Re: Tcll5850's program box on: October 24, 2012, 11:41:01 AM
The .obj is here.

Kinda torn on your working on MDL0 import/export. There's already tools for doing this that get bone and weighting data, as well as regular .obj exports. Feels like you'd be reinventing the wheel here.
99  Super Smash Bros. Brawl Hacking / Programming / Re: Tcll5850's program box on: October 21, 2012, 09:28:09 AM
There's nothing at all in the only import that works (to Wings3D).

When I'm talking about importing as 'unconnected vertices', that's the result BrawlBox gives when exporting that object.

I'd figured you would be learning from what it's doing for converting Brawl's format.

When I try importing the .obj UMC3 spits out into Blender, I get the error shown in the image in a previous post.
100  Super Smash Bros. Brawl Hacking / Programming / Re: Tcll5850's program box on: October 21, 2012, 04:17:04 AM
Okay, stupid question time then...

Is there any kind of geometry I can change the Alloy's stomach section to in order to get it to show as 'standard' mesh data?

Reason I ask is because I'm still trying to get at the UV data for that part of the mesh. I can't imagine that there wouldn't be anything that would actually keep the information and apply it when there's face data given to it.
101  Super Smash Bros. Brawl Hacking / Programming / Re: Tcll5850's program box on: October 19, 2012, 03:42:25 AM
Sure. I even went and highlighted the error section, as I had accidentally imported a different .obj first.



And I'm certain Blender doesn't really like line strips, as they just import as a group of unconnected vertices.

What I'm suggesting as a workaround, since Brawl does use UV data for even this kind of geometry, is to take the lines that Brawl already uses as edges to standard geometry, and have it write the .obj to have faces (yes, you can have 4-sided faces with .obj) added between where Brawl puts those lines.

In theory, it could work, but I don't know if it would in practice.
102  Super Smash Bros. Brawl Hacking / Programming / Re: Tcll5850's program box on: October 15, 2012, 02:26:42 AM
Well, there's also exporting to a format that can support a skeleton and weighting to consider too. Doubt that .obj is the be-all and end-all of model formats, after all.

Edit: When I open a .mdl0 and export it to .obj, it throws an error in Blender upon import (tried both Yellow and Green Alloys, just to make sure it wasn't the stomach section causing problems).

They do import into Wings3D, however, but are missing the data for the stomach section. The section being referred to uses that 'Line Strip' type.

Thing is, I'd -like- to be able to get the UV layout it uses... only problem is, Blender can import a .obj 'dump' from BrawlBox as unconnected vertices (Wings3D doesn't), but discards the UV layout, even if faces are created later.

Do you think there might be some way to make the .obj export make faces between those lines (Brawl has to know how to generate them, after all) so that model editing programs can retrieve/use the stored UV data?
103  Super Smash Bros. Brawl Hacking / Programming / Re: Tcll5850's program box on: October 12, 2012, 05:56:26 PM
Getting much closer on the Melee models. Not quite there yet, but I can actually tell what it's supposed to look like when I try importing either of the Wireframes now.

Once you get Melee stuff working, I'm sure you're going to see an explosion of activity, especially with the characters that didn't make it into Brawl.
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