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271  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 03, 2014, 02:44:37 PM
I got the module fixed and tested it on Dolphin, and I got...... an extra slot that loads Independent Charizard.....
272  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 03, 2014, 12:05:22 AM
Sad I tried to make a Ex Module of Meta Knight for my old Gray Fox mod and I think there are problems cause highlighting the icon on the CSS crashes the game... can anyone help me? Bear in mind that I'm using Module ID of 97 and a Character ID of 46.

http://www.mediafire.com/download/zuqn6swin37q261/ft_cyborg.rel

Here are the assets I'm using for that BTW.

http://www.mediafire.com/download/9pjqzd2s2a7csos/Cyborg%20Assets.rar

Why not 3F? Long Story short I had other characters I wanted to put in but didn't insert yet and didn't want to reroute those IDs to fit the character ID of 3F. The others just happened to be put in before Gray Fox(which I label Cyborg to be consistent with his Brawl Assist Trophy filenames).
273  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 02, 2014, 10:55:50 AM
Oh dear. Looks like I have to try to make a EXModule for Toon Link tonight. Meta Knight and Ganon too.

Still going at a snail's pace so I can ensure I did everything else right.
274  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 01, 2014, 10:19:40 PM
I am really, really hesitating to proceed much into this, but how are the module files for the exCharacters made?

Forgive me if this sounds silly to ask. I mean it can't just be a case of renaming the VBrawl .rel of the host character.
275  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Waluigi PSA. Wont be back until next year. on: January 01, 2014, 08:10:51 PM
Very nice KJP.
Also keep giving Waluigi the Maya touch. It's working great like it is on Simon so far and makes your whole project look much better. Tongue
276  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: December 31, 2013, 10:51:11 PM
Impressive.

I will soon return to reexamining articles so we can do more with PSAs.......
277  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: December 31, 2013, 01:29:26 PM
Here is the "Release what I have right now" version of Simon Belmont.
Sorry this took a year; I've been occupied with helping PM do things.

Keep in mind that model and animations are still subject to change as I wasn't able to finish giving him the Maya touch if you catch my meaning, hence why his Final smash hasn't been complete yet.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30232
278  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.0 discussion on: December 30, 2013, 08:53:52 PM
So how do you do the squirtle easter egg?

You have to press a button on the right time on one of his taunts. A sound will play when you do it right. Don't get hit after this though.
279  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Discussion on: December 26, 2013, 12:54:00 PM
Poyo!
http://forums.kc-mm.com/index.php?topic=65007.msg1206779#msg1206779
280  Help & Tutorials / Model Tutorials / Reimporting and Optimizing models with the new Brawlbox on: December 26, 2013, 12:51:39 PM
What you need

Just the new Brawlbox (Brawlbox 0.71)here:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35494

So yeah the new Brawlbox has a working tristripper. This means that there will no longer be any redundant facepoint additions and inflated file size and lag. There's another important feature that I don't want overlooked that will also reduce lag and file size. You see weights in most of our character rigs are way too specific which causes the node count and file size to go way up. Believe it or not, too many nodes can cause just as much lag as too many facpoints. Now there's another feature that makes tristripping stages easier, but let's cover characters first.

Let's take my Solidus model.



As you can see, despite the fact that the model has less than 20,000 facepoints in Max, it has 35,238 facepoints, which is way too much for a character.

Now if you have a .dae before you imported the character, import that using the new Brawlbox. If not, export using the newest Brawlbox and reimport using the new BB. Here's a pic of the settings I recommend.



Lemme explain why one by one.

- We want to force floats on all the 3 top options so that Metal Material maker does not Malfunction, as with previous versions.

- We need to make sure all objects have color nodes, even if the model doesn't depend on them. These settings make sure the color node doesn't affect the model in any way.

- The Material settings are open to interpretation. This depends on you. Keep the Remap Materials on true to avoid redundant Materials.

- Now leave the first 4 settings be if you're importing a character. The last one is weight precision. You see, Brawl rigs tend to not be that specific and never be anything more specific than the nearest 0.05. If we leave this any more specific, we end up with unecesarrily specific weights that waste space and up the node count, too many of which can lag the game. This value makes them optimal without sacrificing the rig. While you can go higher and further lower the node count, this can make the deformations and bending of the rig look bad.

- Now for the Tristripper option; leave them as is for good results. Modifying the cache size may slightly lower the final facepoint count, but it's not a guarantee. 30 is fine generally, though 52 is also recommended.



Note that the facepoint and node count are much lower than before without compromising the model's geometry or anything.

Now we can restore the Materials and Shaders using the new Brawlbox(This part takes much longer than advertised) or whatever method you have. If you're reimporting a model that was encoded and completed in a previous Brawlbox revision, you can export and replace the Shaders/Materials with the new Brawlbox.

For stages, there's a more efficient method.
Let's use my VR stage.

We can simply go to the mdl0 directly and open up the Object section. Then CTRL + P or Right Click > Optimize to bring this up.


Then press OK. Repeat for all the objects. Keep in mind that the facepoint count doesn't update until you save and close.


This optimizer doesn't affect node count. Stages don't really have a lot of node counts so they aren't really an issue.

If you have any further questions regarding this, ask here.
281  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Discussion on: December 26, 2013, 11:18:43 AM
I would recommend just exporting and reimporting anyway, but keep a copy of said model. I'm gonna make a tutorial(which won't have many pics) about the best way to reimport and optimize the models you already have.
282  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: December 25, 2013, 07:05:41 PM
Excellent SMI mod...

BTW EVERYBODY needs to update because the tristripper is a reality, meaning stage lag will be a thing of the past.

On that topic, Big Shell was updated. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33346
283  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Discussion on: December 25, 2013, 07:02:03 PM
Get ready to reimport EVERYTHING guys.

Even the normal poly count models will greatly benefit, especially when it comes to stages. Not only will this reduce file size, it will also eliminate or significantly reduce lag on stages.

Big Shell, for example, lags much less now since the facepoint count was optimized from 73001 to 40683 while not losing any quality.
284  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Metal Gear Solid Needs More Hack Representation! on: December 25, 2013, 06:59:07 PM
73001 to 40683....
is the facepoint count of all the models of my Big Shell stage from before to after Tristripping. I updated it so there shouldn't be anymore lag in 4 player action.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=33346

All of my imports will be updated and optimized and hopefully done before the year is over.

BTW, The SMI port was excluded due to problems with the MGs as seen above; moving their root bone in animations does nothing.
285  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: December 24, 2013, 09:46:57 PM
Did not remember BB has that feature. Oh well.

Anyway, improving Simon's animations is taking much longer than expected. I don't have much to show for it aside from this GIF


Completely reanimated Fair

Considering how long I haven't updated him, I may do a "compile what I have so far" release of V2 on New Years' Eve....
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