Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 ... 31 32 33 [34] 35 36 37 ... 45
496  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix! on: April 21, 2011, 06:51:44 PM
at least until the .mdl0 converter is finished, you can't just simply remove and replace bone structures, unless it's something i've missed.  but it would involve a lot more than just removing the bone structure.  mainly because you'd have to re-connect the verticies back to the bones, which we can't import back into Brawl as of now, which is where the converter would come in.  you'd have to match Yamamoto's bones to Marth's, which would inevitably be a mess, or just make new animations for him, but 300ish animations certainly takes a while to do.

as for the tutorial on 'fixed' characters, what exactly do you mean by 'fixed'?  like characters that are already in the .mdl0 format, and have the headers and polygons fixed? 
497  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix! on: April 20, 2011, 05:20:48 PM
like, only disappears when he dodges?  that's quite weird.  to be honest, i haven't a clue how to fix that.  i would think it may have something to do with how Sheik dodges, but it shouldn't be any different than any other character.  so, i don't know how. 

maybe you could just say he's doing a super ninja dodge? [/being stupid]
498  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix! on: April 20, 2011, 12:08:52 PM
yeah, i do.  i did see that, i just didn't quite understand it though.  granted, i haven't really tried too much, i'm incredibly busy with school, and my finals are in 2 weeks (i have 5 i have to take, bleh).

but from what i understand, this isn't just editing it in Tabuu, it's actually re-connecting the hurtboxes to new bones, right?  so you would manually hex the changes in?  and once the numbers are converted, you hex that number in the bone index reference?

and where would you get the info for the flags?  in your example, it has a flag, but where do you get it from?
499  Help & Tutorials / Help / Re: Can Somebody Please Make An Importing Character Models Tutorial? on: April 16, 2011, 07:08:58 PM
well, if the character model is in the .mdl0 format, then my guide will help get rid of almost any glitch you could encounter with model importing and swapping.

http://forums.kc-mm.com/index.php?topic=9248.0

if it's not already in the .mdl0 format, then you'll have to wait for the model converter program that a few people are working on.
500  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: - ShadowSnake's Brawl Mods - *Toad v2 released!* on: April 06, 2011, 09:15:41 AM
trust me, that port has more problems that you may think (unless they've been fixed without me knowing it).  first off, the game freezes when you grab Toad.  second, since it's on Yoshi, i kinda had to cheat to get Toad a shield (Yoshi's shield is part of his model, so i to add the shield graphic and resize it to even get the shield there).  third, not many of the animations are done, and a few of the specials haven't been touched (again, unless somethings been done since i last worked on it).  and forth, as Tommo said, there's issues with the model itself, as in it doesn't have finger bones, so his hands are always in the same position.  model ports and swaps are not that easy to deal with, so a vertex is much more preferred.

anyways, Toad looks much better ShadowSnake.
501  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - poll done, doing Dexter next, and a preview of something else on: April 04, 2011, 12:09:42 PM
alright, poll is closed.  i'll be doing Dexter first, then Kat and Ana, then Leafeon and the other Eeveelutions.  i can already see how Dexter will work out vertex wise, and if it goes as i see it, it will be awesome.  but one question, should i keep the backpack, or not?  i'm thinking not, but i'm not sure.

and sorry for not saying anything earlier, but i stayed off the internet for April Fools day, and i was gone for the weekend.  and the poll was tied between Dexter and Kat and Ana, so i let it go a little longer.

but i kept myself busy while the poll was going.


yes, it's Snoopy from the old Peanuts comics.  and yes, that's where my screen name came from.  and also yes, he's on Olimar.  and also yes again,  i'll be making the Pikmin into Woodstocks.  i'll work on Dexter now, but i'll work a bit on Snoopy as well, and hopefully have them both out soonish, possibly a duel release.

502  Help & Tutorials / Help / Re: porting characters on: April 02, 2011, 09:11:40 PM
y'know, this is exactly why there's an entire section for nothing but tutorials.  try checking there next time.

but, here's a link to my guide for model importing/swapping.

http://forums.kc-mm.com/index.php?topic=9248.0

this will help you get the model working.  if you want to port an entire character, and not just the model, that would require exporting all the animations from the FitCharacterMotionEtc.pac and importing them into the replaced character's MotionEtc file.  then, you'll have to copy and paste everything from one PSA file to the next.  it would take a long time, and there may be some unexpected glitches and stuff that may come up. 

and from the sounds of it, you just took Luigi's model and put it on Pit.  there's a large bone count difference between them, and that's why it froze on you. 

hope this helps, and feel free to ask questions if you need to.
503  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - Animal Crosser and a poll of what i should do next on: March 26, 2011, 09:35:38 PM
thanks guys, i'm glad it worked out as well as it did, even with some of the textures having to be resized a lot (the shirt mainly, it went from a 32x32 to about 100x100).  i'm slowly re-discovering my photoshopping skills, because the hat not only has the 3 main colors (orange, blue, lighter orange), but also has others as well, thus making it not as flat texture wise.  now if i could say the same for the shorts...  and the Animal Crossers hands are a little weird looking probably because of the way i made them, i just shrunk all the fingers down and made that the end.  i think that's why, but the shading is a bit weird because of it.  i did the same thing with Bomberman, but i (accidentally) found out that TL doesn't have arms beneath his sleeves, so i just rotated the hands by 180 degrees, and put the shrunken end into the sleeve.

anyways, when i do Dexter (depending on what the poll says), i'll do like SDoom said, and do different colors and sizes of robots so you'll know which Pikmin you're using.  

and Adiron, don't worry, Eevee will be included with the Eeveelutions.  

as for the poll, i forgot to mention, it'll close in about a week.  i'll work on some of my other unfinished stuff between now and then.  and like i said, i'm going to do everything in the poll, it's just that this will help decide the order they are worked on.  maybe after i make a few, i'll put in some other options in.  i have a small list labeled 'possibilities', as in they could work, but i'm not too confident they would.
504  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - Animal Crosser and a poll of what i should do next on: March 26, 2011, 12:55:00 PM
Animal Crosser is out!  it doesn't look as good as i was hoping, but i couldn't move Ness's mouth without it freaking out at me, but other than that (and maybe the head being a bit rounder), i think it's pretty good.  and yes, the bat is the shovel.  he was also going to have regular hair, but the shading on the hat was being stupid, so i just left it as a hat.  and i was also going to make the bat into the net, the fishing rod, and the axe, but i got a bit lazy/busy, so the shovel is all i did.  and since it is the Animal Crosser, it's fine with me if you edit it, and i almost expect some retextures (just because mine isn't the best), but if you put it in the Vault, at least just credit me.

as for the poll, i'll be doing them all anyways, but i'd like to know which one i should do first.  as for how i got the ideas, this is how. 
one popular but never could work model swap was Kat and Ana over the ICers, so i'd think it's be a good one to do. 
for Poppy Bros Jr on TL, almost all the same reasons as making TL into Bomberman, right proportions, infinite bombs, but this time i wouldn't have to edit the hat, which would be nice.
with Dexter on Olimar (yes, Dexter from Dexter's Laboratory, the old cartoon show), i'm not entirely sure how i got the idea, but i got thinking about it, and the proportion size is about right, but then what sold me was the thought to make the Pikmin into robots.
Leafeon on Ivysaur, and/or other Eeveelutions, i picked Leafeon first not only because of the correct proportions, but also because of the type matching.  but i say and/or the others because they're all about the same, and once i get a decent base, i could rather quickly make them all (or so i assume right now, i haven't looked at Ivy's verts yet).
about Professor Oak on the Poke Trainer, it's about time he shows these kids how to win with Pokemon.
and Hitmonchan on Little Mac, another failed model swap attempt that i would think is still wanted.

so if you actually read all that, take a cookie and a drink.  but you can see kinda what i look for in a potential vertex candidate.  i look for correct proportions first, then a possible moveset match.  i realize that moves can be changed to match a model, but if it doesn't have to be done, that's all the more reason to do it my way.  like Leafeon and Hitmonchan, correct proportions and matching moveset, it's just that much better and convincing that it should have been that way to begin with.
505  Help & Tutorials / Help / Re: Quick Question about size mods on: March 25, 2011, 09:12:38 AM
you have to edit the FitMarthMotionEtc.pac as well.  simply renaming the bone will just cause no animations to be applied to it.  so you'll have to give movement to the renamed bone for all animations for it to work.
506  Help & Tutorials / Help / Re: Replacing Pikmin with items? on: March 12, 2011, 11:31:01 AM
no, it's possible.  all you have to do is replace the Pikmin models with the models you want Olimar to have.  StarWaffle did it with his Bomberman (put TL's bombs on the Pikmin) and his mini-Samus (put Metroids over the Pikmin), so i'd say to start by looking how he did it.
507  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Snoopy's Stuff - Bomberman and Adeline! on: March 08, 2011, 11:55:43 PM
thanks guys, good to see you like them.  i didn't realize how easy vertexing can be, most people make it sound rather hard, but it's not.  now if only i could say the same for texturing...

but here's the next vertex i'm making



since i gave up on using his model to make a full character out of (too glitchy and i couldn't make the tools work right), i decided it would be easier to make a vertex of the Animal Crosser.

after i'm done with him, i'll probably make a poll or something for what i do next.  i have a lot of ideas, just not sure which to do first.
508  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Snoopy's Stuff - 10-20 Samurai Jack is released on: March 08, 2011, 12:07:25 AM
To Do List (in no certain order):

Max (from Bomberman) on TL
updates to my first few vertexes (Bomberman and Adeline)


Previews


Bomberman V2


the main thing to notice is the head is much less square.  that was the main thing i wanted to fix in the V2, along with the texture, which isn't completed.


Releases


Samurai Jack




http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23346

wifi safe.  i edited all the faces, so he doesn't have just one static face.  i didn't edit the sword handle, because it exploded worse with each patch i did.  i even tried hand hexing the vertices into place, but still nothing. 


GIR




http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22550

so after a few exporting issues, and finally getting over my laziness of putting it off, GIR is finally released.  has 2 versions, regular GIR and serious GIR.

i would have included pigs over the Pikmin, but the game lagged every time i tried replacing them.  so GIR has just regular Pikmin.  and don't mind the legs so much, there was some major polygon stretching if i renamed the leg bones.  on the positive side, GIR should actually be wifi safe, since i didn't do any bone edits.


Munna




http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22161

Munna is made from Ness's backpack.  not too sure where i got the idea from, but i liked it.  normals are nulled because it looked pretty bad otherwise.


Hitmonchan




http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20136

i figured that having him just be on Little Mac may not please everyone, so i did a quick port to put him on Sheik as well so you can actually play with him, since it’s been done for a few other Little Mac vertexes before. it is a bit glitchy, but it is a one slot swap. both are included in the download.


Dual release, Dexter and Snoopy




Snoopy
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18520

Dexter
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18521

i had planned to vertex the Pikmin as well, but DasDonkeyBox kept giving me an error when trying to do so, so i figured i'd make 2 versions of each instead.  Joe Cool's glasses move around a little bit, but that's because of how i made the glasses.  for Dexter and Joe Cool both, i made the glasses out of Olimar's eyes, so i had to hex the eye bones to a different index so that the glasses would always be showing.  the problem is that i couldn't find a good bone to use so the glasses would sit still, but i found one that Dexter could use, but Joe Cool couldn't (the bone that attaches to Olimar's bag, since i used the bag as Snoopy's back spot).

V2 of Snoopy includes the Flying Ace and Woodstocks vertexed from the Yellow Pikmin on all the Pikmin in all 3 of the Snoopy files.


Animal Crosser v2





http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17780

the Animal Crosser!  now 75% more generic-ness!  modeled after the Gamecube version, so he has the viking helmet on.


Bomberman




http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17369

tired of not having a good Bomberman vertex on TL, i decided to make my own.
has renamed bones, so it will desync wifi.  


Adeline




http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17370

Adeline has been on a few people's to-do lists, but never gets done.  so i got tired of waiting, and made her myself.  i wish i could actually texture decently, because the face still seems a bit Toon Link-ish to me.  but i've worked on her long enough, and want to move on.  i'll probably update her later, but she's good for now.
has renamed bones, so it will desync wifi.

so enjoy, and expect more to come.  i'll try to keep my vertexes wifi safe, because i know a lot of people play on wifi.  i don't (lack of a usable wireless connection), so i don't care, but i'll try to avoid bone edits.  i'm obviously not doing a good job so far...

oh, and check my Vault for other stuff i've done (it's not much, and it's all old, but it's still good in my opinion).
509  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix! on: February 21, 2011, 11:08:11 AM
you can't just rename the bones, you have to use the Bone Tree Editor to move the ExtraBones.  and you have to change at least one to not reference the first bone, which is why the shield is still small.

but sure, go ahead and send me the files and i'll do it.  do you want just a ThrowN bone, or do you want a few others as well?  i'd probably have to see the bone structure first though.  they should already have a decent TransN and HipN spot.
510  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping and glitch fixing :Update 11-9: Item glitch fix! on: February 20, 2011, 09:17:39 PM
well, it's a little hard to get the ExtraBone where you want it, but i was using the beta version of the Bone Tree Editor, which is apparently a lot harder to use than the newer one.  but once you get it into place, all you have to do is change the BoneRef in Tabuu and it should work.  all the ExtraBones reference the TopN, which is why the shield doesn't work over the ExtraBones to begin with, because Brawl's coding doesn't allow for any animation to affect the first bone of the structure.  so once you get the ExtraBone to have a parent of something else (the HipN bone is usually a good one, or whatever bone would be the HipN), it can use the shield animation, and won't remain tiny and at the model's feet.
Pages:  1 ... 31 32 33 [34] 35 36 37 ... 45