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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: Today at 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.
2  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
3  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.
4  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.
5  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
6  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.

7  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.
8  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.
9  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: March 07, 2017, 09:49:06 AM
Technically, I'm working on 3 projects at once in the meantime. These projects are King K. Rool (group project), Ridley, and Mega Lucario (primarily model fixes).
10  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: March 06, 2017, 05:43:50 PM
Another minor update, but for something unrelated.

For a secret project I'm planning on, I've decided to update a few things on Nanobuds' Mega Lucario. You can view the preview renders here: http://imgur.com/a/HBsSr

If you don't feel like going to the album, look at the below spoiler:

For what was supposed to be my current project, Deoxys, I'm heavily considering scrapping my current progress, and using Lucario as a base character, rather than Toon Link, as Lucario already has two moves I need for Deoxys as a base (Aura Sphere and Extreme Speed), when I would have normally needed to manually code something similar if I keep using Toon Link as a base. I'm also going to consider putting Deoxys on hold until I'm able to get 4 way true transformation working, as with the current limitations and how I have to work around them, Lucario doesn't have the assets I need to do so. This doesn't mean I'll be able to get started on Sceptile though, as I still need someone to finish Sceptile's model assets.

For my edits to Bagan's Classic Ridley, I'm waiting until one minor thing from someone before I can show more progress on it.

If you're wondering what Marioking64DS is up to (since I'm his one man band when it comes to moveset editing), his team's current project is King K. Rool. If you want to view progress, then follow his Twitter page to keep updated. https://twitter.com/Marioking64DS
[I also have a Twitter (that I rarely post to) as well that you can follow, too. https://twitter.com/KingJigglypuff]
11  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77. See page 64 - v0.78 coming soon on: March 06, 2017, 05:12:57 PM
While not a bug, it's a regression that's been in Brawlbox since I think v0.68b, but back in v0.67, you could edit certain Bone Flags, alongside other bone-related things.

Example Image (v0.67):

These features are no longer present in BrawlBox versions past v0.67.

Example Image (v0.68b):

On an unrelated note, when could we expect a hotfix update to v0.78? It would also be nice to see the moveset editor from v0.68b make a comeback in a separate branch version with added features.
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: March 04, 2017, 08:26:26 PM
I'm sorry, but I got rid of that PSA years ago. I remember someone uploading a mirror somewhere, but the thread was made a really long time ago, so I don't think you'll be able to find it.

If anyone has my really old PSAs on them, feel free to PM me the mirrors, and I'll might make uploads to BrawlVault.
13  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Just Wondering. . . on: February 27, 2017, 01:56:48 PM
Porting Sm4sh animations to Brawl is in fact, possible (I've even made a tutorial on how to do so.). Though the animation you posted was handmade.
14  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: February 24, 2017, 08:23:41 PM
Bit of a minor update for some old submissions.

For those who downloaded my Project M Link, Mewtwo, and Roy ports, I've made an update to each of them.

The updates are as followed:

Link:
-Attribute and minor coding edits to the BrawlEx version to make Rapid Jab mashing more consistent, as previously, it was difficult to get Jab 3 to come out. If you're not using the BrawlEx version, then you don't need to update.

Roy:
-Awakening alt costume has been inserted, replacing the recolor based on it, alongside the sword glow edits.
-Roy now has a proper model for Clear Mode.

Mewtwo:
-Mewtwo now has a proper model for Clear Mode.

Speaking of Clear Mode models, I've also made Clear Mode models for Waluigi and Classic Ridley.

Waluigi:
]

Ridley:
15  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77. See page 64 - v0.78 coming soon on: February 23, 2017, 11:52:10 AM
While not a regression, this has been an issue since, I believe v0.77, but the Weight Editor does not like newly added bones. When attempting to weigh a newly added bone, the vertecies aren't properly weighed, and end up glitching out. Saving doesn't fix the issue. This issue is still present in v0.78

Example Image

This next issue has effected me since v0.77. Whenever I attempt to import a texture, the BrawlBox windows get small, and the text changes format.

Before attempting a texture import with v0.77 onward

How the texture import window should look (taken from v0.76b)

Texture import window with v0.77 onward

After attempting a texture import with v0.77 onward

Just like the previous issue, this is something that's still present in v0.78.

This final issue is something I've posted on the Github issues section, and was told this issue was due to the ANIM importer being unfinished.

What the issue is is that since the ANIM importer is unfinished, it tends to mess up animations, causing them to jitter and bloat file size.
Before ANIM import

After ANIM import (pay attention to the quills, legs, and arms)

You likely already know about this issue specifically, but I just wanted to throw this issue out there in hopes someone who'll know what to do sees this, and finishes BrawlBox's ANIM importer.

Edit: There seems to be an issue with v0.78's Edit All function for animations. It'll only edit and save animations that don't have keyframes for the bones in question. Otherwise, it'll display the changes, but revert said changes upon saving.

Edit 2: You can force the edits to save by making a minor edit to the affected animations.

Edit 3: I remember this same issue effecting the Clean function for animations as well. Changes wouldn't be saved, unless the animation was altered aside from being cleaned.
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