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4396  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Essential PSA Information on: October 25, 2010, 02:27:44 PM
Found out some VERY useful info on the Hitbox Flags and how they work overall in the OpenSA wiki site.  I'll try to explain it as best I can:

The Flags are basically these things called "Bits" (not to be confused with the Variable RA Bit etc).  Bits are shown in hex in PSA, and are made up of a single hex number.  

This hex number is equivalent to 4 Bits which are shown in Binary.  Here's a reference list showing all the Hex->Binary Bit conversions:

Hex         Binary
0             0000
1             0001
2             0010
3             0011
4             0100
5             0101
6             0110
7             0111
8             1000
9             1001
A             1010
B             1011
C             1100
D             1101
E             1110
F             1111  

To understand this further, take a common example of a full Flag list like 39030200:

Hex: 39030200
Binary: 0011 1001 0000 0011 0000 0010 0000 0000

Now the general rule for this is that:
If a Binary digit = 0, the bit is NOT set
If a Binary digit = 1, the bit IS set


Here is what each Bit roughly means for regular Offensive Collisions:

Bits 1-4 (???): Unknown what they do, but pretty much all of them are either at 0011, 0010, 0001 and occasionally 0000.  

This means the Flag Hex number should always be 0, 1, 2 or 3

Bit 5 (Priority): This affects the hitbox's priority.  If set to 0, the priority is low and won't "clang" with other attacks.  If set to 1, the priority is higher and will "clang with other attacks.

This means the Flag Hex number should be 0 to 7 for low priority, and 8 to F for high priority.

Bits 6-10 (Type): These are only important for Subspace Emissary.  They affect what kind of type the attack is (for sticker upgrades) e.g. Arm, Tail, Fire, Explosive etc

Bits 11-14 (???): Again unknown, but all hitboxes have the Binary digits set at 0000.

This means that the Flag Hex number should always be 0

Bits 15-16 (Ground and Aerial): These affect whether the hitbox can hit both grounded and aerial enemies.  In almost all cases, these are both set to 1.

This means that the Flag Hex number should always be 1, 2 or (usually) 3 (so that Bits 13-14 stay at 00)

Bits 17-18 (???): Again unknown and like Bits 11-14, they are always set at 00.

This means that the Flag Hex number should always be 0, 1, 2 or 3

Bits 19-26 (Sound):  These affect what sound the attack makes when it hits.  If the attack does no damage, the sound does not play

Bit 27 (???): Yet another unknown and another than is always at 0

Bits 28-32 (Effect): Currently the only ones that we know properly at the moment.  These are what give an attack a certain effect (e.g. Slash, Coin, Stun etc).  They do not overlap like the others.


But that's just the beginning.  These Bits are completely different for Special Offensive Collisions:

Bits 1-7 (???): Competely unknown at the moment

Bit 8 (Absorbability): Determines whether or not a move can be absorbed by Oil Panik or PSi Magnet. 0 means it cannot be absorbed.  1 means it can.

This means that the Flag Hex value has to be odd (i.e. 1, 3, 5, 7 etc) to be absorbable, or even (i.e. 2, 4, 6, 8 etc) for it not to be absorbable.

Bit 9 (Reflectability): Determines whether or not a move can be reflected.  0 means it cannot be reflected.  1 means it can.

This means that the Flag Hex value has to 0 to 7 for it not to be reflectable or 8 to F for it to be reflectable.

Bit 10 (Reflectability/Blockability): Determines whether or not a move can be blocked or not (shielded or reflected). 

This means that the Flag Hex value has to be 4 to 7 or C to F for it to be blockable.  Every other value means that it cannot be blocked.

Bits 11-12 (???): Again, unknown.  Always at 00

This means that the Flag Hex value has to always be 0, 4, 8 or 12.

Bits 13-26 (Hit Bits): These affect what kind of targets the Bits can hit.  Not too much is known except the following:
Bit 17: Damageable Floors
Bit 18: Damageable Walls
Bit 19: Damageable Ceilings
Bit 26: Smashers (?)

Bits 27-29 (???): Yay for unknowns.  This one we know nothing about whatsoever.

Bits 30-32 (Angle Flipping/Knockback Reversal Toggle): These bits are strange ones.  Normally an attack will always send the opponent away from the attacker but these allow you to control things so that the opponent goes in a direction depending on factors like which way the attacker is facing.  More research is needed.

Well that's it really.  I got all this info from here: http://anonym.to/?http://opensa.dantarion.com/wiki/Hitbox_Flags_(Brawl)

I simply tried to simplify it and make it a tad more understandable.  I will post pure examples in a post below this one.

          
4397  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: BigBadBooya's Previews hacks--Help Wanted on: October 25, 2010, 10:18:36 AM
Does anybody know how to let Captain Falcon's external graphic effects last longer? I gave him some wings, but they barely last to 30 frames.

Something like what was done to Phoenix Mario's fire ball to make it last until it was either hit or reached the end of the stage.

Captain Falcon is a dark angel that will have a ferocious final smash (I'm still in the progress of making it still Grin)

1) In Brawlbox, take the animation file of the external graphic effect and change the animation length to make it longer
2) Make the external graphic effect loop in PSA (if you want them to stay there forever, set loop to infinite).  Remember to put a SYNCHRONOUS timer in the loop too.
4398  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Gray Fox - Version 0.3 - (Almost)Final release to be over MetaKnight! on: October 24, 2010, 02:34:34 PM
Posting ot let you guys know that I successfully fixed his HaveN and now he has proper item swings.

To celebrate, I gave him a new Swing4 animation(Item FSmash).

I also restored his correct sword glow and Eye glow.

I hope to have a DL tonight after I clean the kitchen.



That's great to hear!! Looking forward to it.
4399  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Vault of PSAs: Current Project - Viewtiful Joe (BETA RELEASED) on: October 24, 2010, 11:42:31 AM
Ok I've decided to construct a nice big changelist.  I'll post it here first, then I may move it to the OP later but here it is:

1) Animation Tweaks:
Minor:
-Edit the 3 AAA attacks
-Edit the U Tilt
-Edit the U Smash
-Edit the F Air

Major:
-Change the Side B (air and ground)
-Change the Down B (air and ground)
-Add animations for Taunts and Win poses
-Add animations for Mach Speed and Slow initiations

Rebalancing:
-Lower both his running and air speed
-Lower the power of his D Smash
-Increase the power of his U Smash
-Make it so the Red Hot Kick cannot be followed up until the end of the flipping animation (if it connects)
-Make the Voomerang reflectable (maybe)

Large Moveset Changes
- Add Mach Speed and Slow to Down B (if Joe takes hits, he goes to Mach Speed, if he deals them he goes to Slow)
- Replace current Down B with Shocking Pink Bomb (generate recoloured Toon Link Bomb)

Graphics and Vertex Changes
- Vertex the Toon Link Boomerang into a Voomerang. (DONE)
- Alter/reduce some of the fire graphics
- External graphic swap some of Falcon's graphics with Peach's graphics (for cherry boms etc)
- Vertex the Blue Falcon into the Six Machine

Long list I know but there's a lot to do.  Not to mention that I'm trying to juggle this with another PSA project that I'm currently doing.  Thinking about it I'm wondering if it's even worth doing >.>
4400  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Vault of PSAs: Current Project - Viewtiful Joe (BETA RELEASED) on: October 23, 2010, 10:34:50 AM
Actually, even if it is your first time animating, it isn't that hard to make the hips tilt. All you need to do is use the X Rotation and the Z Rotation and have them cancel each other out (Meaning you use the X Rotation to move the model and the Z Rotation to reverse the direction in the same amount), this will cause the hips to start tilting up.

I know this cause I tried to do an anatomically correct roundhouse kick with Falco, and if you look at the roundhouse kick that Captain Falco does with his F-Tilt, his hips also tilt up to accommodate the movement.

It really is a simple fix. After you tilt the hips, tilt the waist up, then the chest, then the head. Then tilt the legs down.

As a matter of fact I already tried that when I was doing the animation >.>

What seems to happen is that the X and Z axis do exactly the same thing for this animation, so I couldn't actually get the hip to face perpendicular to the ground. 

And besides, there are more important things to be working on as far as this project goes.  I have to prioritize what to do and a slightly wonky animation that is barely noticable when playing in game isn't exactly at the top of the list.

Sorry to sound like a [censored].  I'm kinda frustrated at the moment that's all...
4401  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Vault of PSAs: Current Project - Viewtiful Joe (BETA RELEASED) on: October 23, 2010, 07:40:24 AM
The Viewtiful Joe PSA is great. Although, I think you should tone down on some of his fire graphic effects. I know it looks cool sometimes, but it tends to be a little too much. I don't even remember his red hot kick emanating fire when used, I think it was pink Cherry-bom tree petals.


I agree cherry bom petals would've looked way nicer.  Problem is though, there are no graphics of that sort Undecided 

In a later release however, I could attempt to change some of the external graphic effects to petals.  It would be another learning experience Tongue
4402  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Hacks by BeyondYou: PREVIEW of Kingdom Hearts Cloud v2, October 22nd on: October 23, 2010, 04:30:04 AM
Agreed.  A wing would be awesome.  It would be difficult, but it would make it look perfect.
4403  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Vault of PSAs: Current Project - Viewtiful Joe (BETA RELEASED) on: October 23, 2010, 04:09:35 AM
Well, I can tell one thing from the screen shots.

Third picture: FIX DOSE GAWDANG HIPS! He looks like he broke his right leg!


Yeah that was kind of a difficult thing to do in Brawlbox.  Since this is my first time animating I had a bit of trouble.  But trust me, when playing it in-game you don't really notice it too much Wink

Gonna playtest this now and do a video.

This needs so much more attention it's not even funny.

EDIT: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

I tried so hard to do a proper showcase video but there's only so much you can do with WMM. Guess I'll have to see about getting Sony Vegas.

http://www.youtube.com/watch?v=rSTdelww4OI

My only gripe so far? No Air Joe or Viewtiful Forever.


Thanks so much for this video!  I will put it in the OP and download links.  I think I may be able to do Air Joe for the aerial Down B.  It will be a tricky animation to do though Wink

I plan on also adding the VFX powers (Mach Speed and Slow) to the grounded Down B as well, as well as doing some general fixes.
4404  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Xxerox9009's PSA ideas on: October 22, 2010, 02:52:41 PM
This more goes in the "Requests/Ideas" section.  Also, the Shadow you're talking about has pretty much already been done:

http://forums.kc-mm.com/index.php?topic=9434.0

Anyways I'd like to help but I'm currently extremely busy with other PSA projects.
4405  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Vault of PSAs: Current Project - Viewtiful Joe on: October 22, 2010, 05:14:47 AM
SDO0M'S PSA AND BRAWLBOX TUTORIALS

This is a series of tutorials made by me, essentially following on from where WackaAlpaca left off.  I hope you enjoy my complete lack of professionalism ^^

Introduction

<a href="http://www.youtube.com/watch?v=KqG1Y7h9n-g" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=KqG1Y7h9n-g</a>



Creating a Follow-up Attack

<a href="http://www.youtube.com/watch?v=wlzffENvBpc" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=wlzffENvBpc</a>


<a href="http://www.youtube.com/watch?v=QI0Jel-0Tz4" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=QI0Jel-0Tz4</a>



Creating a Smooth Animation - Demonstration

<a href="http://www.youtube.com/watch?v=ny9K_v5l-CA" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=ny9K_v5l-CA</a>
4406  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Hacks by BeyondYou: Zant RELEASED, October 21st. CHECK BLOG on: October 22, 2010, 04:32:54 AM
Great work on Zant!!  Someone should make a PSA for that great model.  There aren't enough Falco PSAs anyways.
4407  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: DasDonkey Team - NEW! Cloud Strife v3.0 on: October 21, 2010, 11:12:00 AM
Out of curiosity, will there be another PSA for Cloud?  As in Cloud v3.0?  Since I think the PSA needs a bit of a revamp now (maybe)?
4408  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Aafyre's Vertex and Texture thread (10/18) *Gengar is out and poll added* on: October 20, 2010, 02:40:17 PM
I voted for Scizor.
I'm sure Blaziken and Blastoise will be awesome too

This ^
I personally love Scizor.  It's always been one of my fave Pokemon. 
4409  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: [NEW] Project Zero - ANIMATORS NEEDED STILL! on: October 20, 2010, 06:50:25 AM
Seems like progress is pretty slow with this Sad  Once I release V1 of Viewtiful Joe (the beta will be released either today or tomorrow depending on whether PSA is gonna be helpful or not) I will definately try to help out with this project.

I've become a bit more competent with animations so I can later help in that department.
4410  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Tom Nook & Rukia V2 - Oct 20 '10 - LookItsLink's Vertex Hacks on: October 20, 2010, 02:44:13 AM
Errr....I'm gonna stick away from the Tanuki testicles talk and simply say that Tom Nook and Rukia look fantastic Grin
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