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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Classic Ridley Balance Overhaul Previews on: April 17, 2017, 07:04:25 AM
If any of you were wondering why I released a bunch of unfinished projects, since I've scrapped these projects, I've released my current progress on these projects for those with the skills needed to finish these projects if they wanted to.
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Classic Ridley Balance Overhaul Previews on: April 16, 2017, 08:35:22 AM
Triple post, I know, but today's post is a bit of an Easter Basket for everyone...

Open the egg (Spoiler) to see what's inside.
https://www.dropbox.com/s/bjbqr4nx4efuy3g/T-Rex%20Model%2BRig%20Update.zip?dl=0
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Contains a very old alpha of my scrapped T. rex revamp. Only a small amount of animations are done. Even through not very animations are done, the included files are functional with no known glitches or crashing. Only minor issue is that no angled Side Tilt is 3 Frames, due to me starting, but never completing a custom Side Tilt (I had more animations on my old computer, but my old computer croaked, so I can no longer get those files). This current progress goes over Pikachu, but I had plans of making the PSA over Snake instead.
https://www.dropbox.com/s/lz4zevnm7kyae6e/Xenomorph.zip?dl=0
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Contains a very old alpha of my scrapped Xenomorph PSA. Only Wait1 was made, but before my old computer croaked, I had a new Wait1 animation, alongside some attack animations. The included files are functional with no known glitches/crashes. Only issue is that the model is too high poly for Brawl. This current progress goes over Wolf.
https://www.dropbox.com/s/f480u3xzpz23mo7/Xenomorph%20Moveset.txt?dl=0
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This was the planned moveset I had when I had Xenomorph in planning.
https://www.dropbox.com/s/0g0mvv4a4o9zy3p/Current%20Raptor.zip?dl=0
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Just in case if I never get to finishing Raptor, here's a minor update that gives the model a Spec map and Final Smash eyes. I think there's a new Neutral Air and a Final Smash bug fix as well.
Happy Easter, everyone.
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: April 14, 2017, 01:53:27 PM
New video today. This time, it's showcasing my Brawl port of my balance overhaul to Classic Ridley.
! No longer available
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: April 08, 2017, 08:29:40 AM
Thanks, everyone! I have a new video today. This time, it's a Classic Mode playrun.

! No longer available
5  Welcome / Rules / Feedback / Brawl Vault / Re: Board Problems, Suggestions and Updates on: April 05, 2017, 05:34:54 PM
I really hate to necropost, but this should be relevant enough to warrant a month old necro...

I feel the Forums themselves are in desperate need of an update to the Youtube handling system.

For starters, the video will only present the link if the "s" in "https" is included.

Example: https://www.youtube.com/watch?v=GSMCRD35ch4

See how no video appears? What happens when the "s" is removed?

! No longer available


A blank space where the video should be is in place with the text "! No longer available" underneath (as a hyperlink to the video itself). I'm not sure if this is a Chrome-specific issue though (like the code marking inside Spoilers issue). Regardless, it would be nice to see this fixed/updated.
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: April 05, 2017, 05:18:59 PM
I return from the dead to give the living haircuts.

I come bearing a preview video for my balance overhaul for BaganSmashBros' Classic Ridley.

Enjoy!
! No longer available
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: March 24, 2017, 04:56:16 PM
The animation is an edit to Bagan's original animation, so I can't really comment much on it, but the only charging attacks that start to shake violently are Smash Attacks. Lucario's Aura Sphere (and by extension, Mewtwo's Shadow Ball) charge doesn't violently shake. Though if it's too much of an issue, I can try my hand at overhauling the Fireball animations.

I can look into additional GFX though.
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: March 24, 2017, 10:32:48 AM
A bit of a micro update regarding Ridley.


Thanks to PyotrLuzhin, he was able to fix Ridley's fireball placement.

Thanks to Draco_The, we were able to get a custom shadow model working.

Here's a gfycat visual of the new Fireball: https://gfycat.com/BothSpottedGalapagospenguin

I've since sent a bug fix pack to BaganSmashBros (original author of Classic Ridley) for him to update his submission with.
9  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.78 on: March 20, 2017, 01:12:26 PM
Ah, if only Brawlbox had Smash Wii U support.
There's already a dedicated program that supports Sm4sh Wii U files.
https://github.com/jam1garner/Smash-Forge/releases
10  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.78 on: March 11, 2017, 07:36:48 PM
He asked me about that issue earlier, and he was able to solve it by exporting the DAE from BrawlBox, and re-importing that same DAE.
11  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.78 on: March 11, 2017, 04:42:41 PM
While saving after using Edit All was fixed, you still need to make a modification to an animation if you want to save after cleaning it.
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: March 09, 2017, 12:26:36 PM
Here's an update that's a bit more minor than before. All of which are related to Lucario.

There's three things for me to share here.

1.) I've made two additional recolors for Mega Lucario. The album's been updated with two new renders, but if you don't feel like going to the album again, then open the below spoiler.

2.) In-game previews of all the recolors so far.

3.) I've since made and released non-Mega counterparts for the newly revealed recolors, which can be found here. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=214035
13  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77. See page 64 - v0.78 coming soon on: March 08, 2017, 12:50:03 PM
To further specify, the bottom image in the first spoiler wasn't originally set to "FixedRotation, FixedScale, Common5, Visible". I had to manually set them to what I wanted. The only way to do this is to use v0.67.

The Bone Flags of a newly added bone are the following: "NoTransform, FixedTranslation, FixedRotation, FixedScale, Common5, Visible"

If this was going to be a new bone for something like an effect or if something were rigged to it, unless you made an animation (i.e. Keyframe), the game would treat the bone placements as 0, 0, 0 for Translation and Rotation, and 1, 1, 1 for Scale.

I'm not sure how else I can elaborate on this.

14  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77. See page 64 - v0.78 coming soon on: March 08, 2017, 12:36:56 PM
Sorry. I didn't specify clearly. I updated my post with example images. I'm going to take an in-game screencap to show what I mean.
15  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77. See page 64 - v0.78 coming soon on: March 08, 2017, 12:32:05 PM
Bone Flags can be used to make added bones stationary without the need to add a keyframe to it. This helps out most with costumes with added bones, like with the Kart R.O.B. alt in Project M. Even some vBrawl bones have different Bone Flags.

Examples:

Both these bones do not have geometry and are used for Stage Position parameters.

Edit: Here's an in-game example to further show what I mean.
This screencap shows the Lucario Final Smash placement bone on a Boss Battle stage. Without editing the Bone Flags  to "FixedRotation, FixedScale, Common5, Visible", then Lucario wouldn't have went to that point, but rather, the game would act like the bone was at 0, 0, 0, rather than 0, 100, 0.
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