Do you think the BV staff could remove this user's Reporting rights? As this user has falsely reported various mods from various users.
You can do that? Because I've noticed that each of the reports made by this guy(The ones that I've seen, anyways) also are wrong, so he should probably have that disadvantage temporarily.(An example was that he reported a bug with Scout's "A Key to Your Hearth", where he said the collisions didn't work. Scout tested in BrawlBox, and I tested in-game-twice, thouroughly, and the collisions worked perfectly; you can PM Scout and ask him about it. )
I gotta say guys; at this point I feel a little conflicted.
With the release of Smash 4 just around the corner, it's no secret that the Brawl hacking scene is going to slowly die out. Here I find myself wondering; how much longer should I keep this up for? In a year's time this could just be a lost cause.
For now, I'm gonna keep making little updates (definitely finishing that Lord Ike), but I don't know how long the project will last.
At this point I'm even considering dropping Brawl's engine for good and developing my own fan project from scratch; it'll give me more control and a better means to achieve what I'm looking for.
In the meantime, I've got around five new textures really close to release. We're talking Bowser, Ness, Pikachu, Captain Falcon, and somebody else I probably forgot.
Whatcha guys thinkin'? I hate to drop out of the game, but it's just inevitable. The clock's ticking out, y'know?
A new game shouldn't make you discard the old one. I still play Super Smash Bros. 64, as well as Brawl and modded Brawl. Also, it will be highly unlikely that the new Super Smash Bros. will even be moddable, so that would mean that for those people(Like me) who like to play as characters as expanded as physically possible(Like model imports) would want to still play modded Brawl, even if there is a newer Smash Bros. I mean, even the project that I'm assisting right now is actually retexturing/vertexing characters to look as close as possible to the Wii U version, not dependant on the release, because people will still like mods. That's what mods are for. Look at Skyrim. The only real reason that it got played more than Morrowind was because they were both moddable, but Skyrim had better lighting and renderers and such. So, because SSBU won't be moddable, that means that people will still like Brawl a lot.
I know I have done something like this in the past, but I have forgotten how it was done. In photoshop I had my texture layer, then I created another blank layer below that. On the texture layer I erased the desired area to be transparent. Saved it as a png that had the area transparent. When you view the model in BBox the transparent part is gone, but in the game the transparent area shows up black. I know that there is something that you have to do in the materials section of the model in BBox, but I can't seem to figure that out!
Then that isn't an issue with the texture at all(The texture itself is fine), but the problem is with the model being able to have alpha attached to it, which I don't know how to do.
Wait, do you mean adding transparency to the texture itself, or enabling the polygons to have transparency? Because if the object already can use transparent textures, and you just need to make the texture have transparency, just do this: Use this program, Color Quantizer, to turn a color that is not in the part that you don't want transparent transparent. I have a tutorial on how to do this here.(Inside the spoiler for "Color Quantizer tricks here")
I am not entirely sure what you mean, but... The Riivolution .xml you have, figure out what directory it's set to(i.e. ssbb) for the main directory, and just change that all the times it's listed to your desired location for the main directory, and you can just put the Brawl files in that directory. Here is an example: I have my main folder for Brawl hacks as SD Root->ssbb->projectm. The .xml has that directory, but with slashes, instead of arrows, in that .xml. All Super Smash Bros. Brawl mods go into that main directory, but under subdirectories, as always, like "fighter"->"mario"->"FitMario00.pac", for example.
If you know what you're doing, then you won't have any problems. You'll only have problems if you don't know what you're doing. It's not that difficult to learn the BCC Code for it.
The feature will likely never be changed, as it doesn't need editing/fixing.
There's bound to be some sort of lawsuit with a game so new being modded.
I'm fairly certain that(I could possibly be wrong) within the first two years is when it's illegal to do anything with it, other than play it, and then afterwards it's legal to extract data and/or mod it, and then after like 20-30 years or so(Lik SNES games), that it's fine to do whatever, since the copyright's long expired. I could be misinformed on this information, though.
That's a rather bad idea. Why edit a feature that doesn't need editing? It would also likely cause more issues. Is it really that difficult to use this?
So that it's shorter and quicker. It's kinda difficult to remember, having two bracket-enclosed codes, instead of one.(url and img, instead of just img)
I just figured other people would have the same initial problem I had with it, so if anyone tried to do it, and wasn't sure how because they tried that and it didn't work, that it would spam the topic with questions of how to do it.(Not spamming, per say, but everyone who doesn't know how asking.) Post Merge: September 10, 2014, 08:27:45 AM
It's why I like learning JavaScript primarily for the Unity engine, instead of C#, since Java has shorter scripts, and is more compact. So why not implement that here?
I have a simple idea: You know how pictures can have links, like this? And this would be the code(With brackets instead of Parentheses): "(url=PLACE URL OF WHERE LINK IS GOING HERE)(img)PLACE URL OF IMAGE HERE(/img)(/url)"
Well, I was thinking... when I first tried to figure out how to do it, here was my code that didn't work: "[img=PLACE URL OF WHERE LINK IS GOING HERE]http://PLACE URL OF IMAGE HERE[/img]" So, why not make that an additional, shorter code? Post Merge: September 10, 2014, 08:14:48 AMOn a side note, I just spotted a bug with it, seeing how I didn't type "http://", and neither "(img)" nor "(/img)" were registered, and it made it appear. ...
I highly doubt it will at all be hackable, since the guy who made the game said that himself. It still might be possible to extract the files, though, and get the data; just that you won't be able to insert data.
2. The next 3 days are to plan out everything. so could the members please answer the following by Friday: -How often should we have "meetings" (Where we discuss everything about how this project is going to work) -Should progress be displayed openly on this thread or we move progress things elsewhere(privately) -List what you are able to(again just to clarify) it'll help assign parts -anything you're confused or want to know more about post here.
I can only come to the meetings at night, like after 10 PM, and before midnight, and I won't be able to all nights. I myself don't care if you open it up somewhere else privately. I am able to do recolors(Any character), and screenshots.(As well as beta-testing, which apparently everyone is doing, according to your beginning post.) Not confused, though if you're not specific with telling how you want the recolors for me to do done, I might get confused.(You can feel free to ask people who I've done texture requests for how confused I get when the requester isn't specific, lolz. )
Please make it so you can disregard collabs when searching for someone's hack. For example, let's take Beyond. Make it so that you can search just for the hacks he has submitted, instead of the ones he submitted AND is in as a collaborator.
It would be handy, and should be possible, seeing as how the address bar says something different when you say to exclude collaborated mods.