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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 28, 2018, 03:32:17 PM
I think you should do whatever you want. If you're happy with your work, that's what is important.
The multi jump, at least king dedede, each jump subaction had a bit set that allowed him to jump one more time. Removing those bits also prevents the next jump from occuring.
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 19, 2018, 09:12:44 PM
I found interesting how you combined those effects.  Smiley Too bad I don't like god characters.

For your question, you can't do that because tilts/smashes actions are coded to send you to air state whenever you leave the ground while performing them.
In my koopa psa, I made a workaround during the attackHi4 subaction to make the character leave the ground, you can see there to make things easier. It basically uses a variable and change the action during an attack that occurs randomly, with this action being one of the special attacks actions, but it is only read when the action is triggered during the up smash. In this action, you can code your own physics if you have to.
It works, but perhaps you can do that with action overrides nowadays, I didn't have this option back then. But I don't know how they work, so far I never needed them.
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: April 22, 2018, 03:14:39 PM
Chris' only problem is that I managed to change Snake's grenades to give him several types of grenades you can choose to throw. You know... to mimic RE5 and RE6's grenade types. And randomly one of those grenades get stuck on the ground and the game crashes if you pick another.
One of those bugs I can fix in 5 mins or 2 months, depending on how lucky I am. Not very lucky, lately.

I used Ike as a base for Wesker, since his fighting style is not based on projectiles. Plus, Ike has a pretty small motion I can use to boost a little the texture quality.

I downloaded those voices from youtube, don't worry. Smiley But if you for some obscure reason have his combat voices (punches and kicks) from RE5, that would be awesome. I managed to extract Chris' voices from RE6 using a now forbidden tool from their modding community. Unfortunately, there's no Wesker in RE6.
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: April 20, 2018, 10:51:38 PM

Hello for the remaining ghosts that are still haunting this place.

I didn't stop modding brawl, but slowed down considerably.
I bring some news at last...

-Barely any progress was made with Chris since my last post here. My brother is in charge of making his video. Until he makes it, Chris won't be released.
I have no clue when that will happen. Probably 6 months+ from now. I wouldn't wait for it if I were you.

-I ultimately decided to not release the neo yoshi psa.

-I updated a little my Koopa psa, mostly tweaks. It's on my vault.

-I started a Wesker psa some time ago. Made his soundpack, imported the model, blah blah and already coded half of his attacks.
Chris is an abnormal case. Odds are I'll finish Wesker before him. You don't have to trust me for this one, but that's the truth.


That's it, basically. To be clear, I didn't cancel Chris.

See you in 2019(?), if I live that long.  Cool
Or I may post some animations here, sometime. If brawl lives long enough as well.
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: March 29, 2017, 09:11:00 AM
I see Chris made an appearance in your latest video. Your characters are always interesting. You put a code in for the fruit?
After all this time, I had to show he is real.
I didn't understand what you meant with the code, but in most ways I can think, the answer will be yes.

Anyway, how did you do that you did at 12:18 of the video, the effect that makes the character look like it has afterimages. There seem to be many possibilities in coding that I'm not even aware of.
That's not coding. It's just a graphic effect that does that. A pretty big one.
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: March 23, 2017, 11:23:05 PM
! No longer available


I mentioned about this once. It's not finished and it's bugged. And no, I didn't gave up on Chris to do this. It's a secondary thing I've been doing slower than ever since 2015. It consumes time, anyway.
BUT I'm showing one of the many reasons for my delay. I always loved SMW2 and is what made me do it.
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: February 22, 2017, 10:35:09 PM
Just to let you guys a bit more safe about this, let me say I never gave up any of my works so far. What I start, I finish. It doesn't matter how long it takes, I'll get this done. And here's just to not say I never showed anything. I found this screenshot in my dolphin folder.

I managed to turn Snake's Cypher into a parachute which I got from GTA. And that's another alt too.
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haru Akenaga Character Mod Pack (Brawl Version) on: February 22, 2017, 10:27:10 PM
Future Haru will not gain levels on his own though. This way you can spend time camping to get your strength back, yet the opponent can take advantage of your limited options. While it's going to be hard to start off the match, it becomes a metagame of 'can we deal damage before he levels up'.

So it's a double mode in one character. I won't argue about the way you want to do things, just expect comments like how "non-competitive" that is.
Personally, most of what they call non-competitve I call as an excuse they use to cover how bad they are controlling the character under different and unexpected situations. "So, since we don't know how to handle this, let's only play in flat platforms to make things easier." I'm saying this because you have some amount of work already done, and see something new worth using nowadays is a miracle. Don't give up.  Cool
You can do that if you wish, just be careful with the filesize. A thing I just thought reading this would be using the child form as a training stage. For example, if you use more side tilts, then, in the adult form, your side smashes will be stronger. This will make harder to balance it, though, but could give some good meaning to the child stage.
9  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haru Akenaga Character Mod Pack (Brawl Version) on: February 12, 2017, 08:39:34 PM
Some can have 3 movesets, yes. But that's for the attacks only. From what I have animated so far, I can safely say you have enough space to animate every attack twice at the very least. But if you make different animations for them, you will have to make all of them: waits, wins, entry, ledge grab, falls, damage... literally everything. You won't get even close of doing that before you run out of space, not to mention the absurd amount of work you will have.

If you don't want use codes neither switch characters, the best you can do is make them the same size. Change the face and outfit if you want, but let them be just like the koopas up there. It's not exactly what you want, I know, but I think the work just to have a smaller model is not worth doing it. Really.
10  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haru Akenaga Character Mod Pack (Brawl Version) on: February 12, 2017, 06:00:51 PM
I'm really having trouble to understand your logic behind this.  Roll Eyes

So let'see, if you're trying to use the big kid model as a "decoy" for the translation problem, that's not going to work. It's not a matter of what's attached in what order, the problem is you will have bones that simply won't match the articulations of a human. The vertices won't sorround the bone, and then you will create a streched/molten/squeezed effect in the polygons everytime you rotate a bone. Even if your model is correctly positioned, to avoid the translation problems, your rotations will get all screwed up.

Also, since you're using one bone set, there's absolutely no need for a big kid model to do this. It's 100% useless. You're just throwing your space in the trash.

If you didn't understand what I mean, tell whoever who is working in the 3d model to translate a little the model's meshes (or scale them) and rotate any bone with something rigged on it. It will have the same effect.

By the way, I'm going to travel tomorrow, I won't be able to help you in the following 10 days.
11  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haru Akenaga Character Mod Pack (Brawl Version) on: February 12, 2017, 12:37:10 PM
If the models aren't the same size then the animations won't work across both the models if a model changer occurs, will it? It'll stretch the animations out, right?
Or shrink, depend of which model is the main one. But it will be deformed in both ways.

Now for when Haru is a child, his model will be the same length as Haru's except those long pieces are going to be invisible. The game checks and sees he's lower than level 4 so it makes the hitboxes go to the visible arm
That works. You can also attach collisions to bones that are invisible with model changers if you want, they work fine if I'm not mistaken.
I just didn't understand what you mean with that screenshot, because you said you wanted both models to be the same size but you said you want the arms to be where his elbows were.
Still, changing an hitbox depending on the level is just one comparison to make. It won't fail.



Create the child model with the same size as the adult model. But make parts of his skeleton and bone set invisible.
Remember you can't have two different bone sets. Either with same or different names, you will have big problems.


I think the person creating the model can make a 'dummy' over Haru's kid model which will be invisible ingame but it will be the same size as Haru's adult model, and it'll contain the kid model within it (which animates according to the big dummy model).
I didn't understand a word about what you want to do here.  Smiley
You want to create 3 models, then. A kid and an adult with the same size, and a kid with a smaller size.
The "big kid" remains invisible to move according to the big kid and have the small kid to be animated according to the big kid?  Lips Sealed

Curiously, it seems I just got awarded for being 2 years without a warning while I definitely don't recall have been warned in my life. I guess I'm too old for this.  Cool
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haru Akenaga Character Mod Pack (Brawl Version) on: February 10, 2017, 07:36:21 PM
That's what I meant with changing attributes. You could make two models exactly the same. After that, you change the details you want to make him look like an adult. Or a kid, whichever you choose to do as the secondary model. In the same subroutine you will have to trigger the model changer, you can also trigger the "size changing" parameter. You will have the adult model in any size you want without having those translation problems. But the size changing in during gameplay only, while the models are actually the same proportions. Assuming the size changing works, I didn't try the code with this attribute.

You can make the head work that way if you wish. If you intend to have both models using the same outfit, it's even better, because will save a lot of space by not adding the whole body again.

Honestly, most attributes can be somehow... "falsely changed" during gameplay, either with coding and/or with different animations. There are some few, like weight, that can't be faked. If you don't use this size changing, I suggest you to not use codes if possible. This code had some bad behaviors when I loaded a new outfit in the middle of a fight. I forgot testing how it behave in subspace and in any other mode that forces the character to use the pac file instead of the pcs one.
13  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haru Akenaga Character Mod Pack (Brawl Version) on: February 10, 2017, 10:58:09 AM
Hey there. I want to show a little better that problem with the models, and remember that's not just the ghostly one that will suffer from this.

This is the main model that's always visible.


This is the secondary model only visible when I tell it to be visible. You can see they are slightly different but by very few, considering the bone translations.

So when the animation is read, they move together because they are rigged to the same bone tree. Not perfect, but the difference is small, which actually looks very good for two different models.

If each of them had their own bone tree, one of them would be animated but the other would be ignored, because the game won't read two different bones with the same name. Brawlbox will show it working, like this gif, but in game, that won't happen.

So you see, for the adult form, which is taller, you can't fix the translations because they belong to same bone tree. You can make it match either the adult or the child, but not both.


This is what will happen to one of your models. Renaming bones to avoid this is not an option, as we discussed before. You really should consider making them the same height, or, since you will animate attacks for each body, you can make him revert to the child form during less important animations. This second option, to me, is less professional and worse than the first one, but you decide.
Another solution could be using the code KJP provided to change attributes during gameplay, so you could change his height always when he transform with this, and would look much better. I didn't try the code for size changing, though. I don't know how it will behave.

14  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: February 01, 2017, 10:26:44 PM
Hey'all. Going straight to the point, the bug Chris had I thought that was fixed, wasn't fixed. And no, I have no idea when it will be released, but you I can assure you it won't be in the following months.

Open this if you want the not so "straight to the point" stuff.
If you're wondering since when I decided to put Captain Linger's teachings to practice, it's simple. Not including real life's rocks in the way, in my free time which I dubious choose to spend modding, mah boy, Chris, is just one of the childs that needs attention.
Since I'm negligent, I give attention them attention twice, in different days, two days in a row. For the sake of my own sanity, I decided that three kids is all I can handle at once, so when I'm lucky, and everything goes cool in my life, I can give Chris the necessary attention 2 days a week, which is rare. And by two days, I mean a few hours tops each day.
Now, that would be the case if I choose to mod the whole week, turning a hobby into slave work. I also spend free time playing games with my almost near twin brother. Yeah, I have a brother, if I never mentioned it here before. Smash Bros Brawl Project M(ortimer) is among the 7 games we are currently playing, and maybe our playing time gets up to 50% of a half day in a week.
We play 2 hours of each game before we switch to another, except for Smash Bros, which we make 4 20 minutes long matches and Mario Kart, which we play 36 tracks split erratically between the available cups. 

What all of this have to do with anything? The 4 matches we play means 4 characters used before we start repeating this cycle. That means, before Chris goes for his physical education again, we gotta do all of this at least 5 or 6 times, because we each play with something around 25 distinct humanoid group of polygons. So, you can have an idea of how many sunsets it takes to test him again.
And that's about it. I wish I could say I progressed in this last moon phase but I regressed.
I also wish I could say "Stay Tuned!", but Captain Linger teaches to say "Stay Alive!", until I get something done. It's a more realistic recommendation considering my frequency of updates based in the speed of the leisure.

Just to not say I never post anything, here's something to reflect my progress.
There's reflection in his glasses. Smiley Bad jokes forever.
15  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: September 26, 2016, 05:45:39 PM
Sorry, I just said I'm with little time to mess with brawl, your tests will have no use.
Besides, just because it's not crashing the game it doesn't mean it's ready to be tested that way.
I also would have to write you instructions on how to use it because you will have a hard time figuring it out by yourself, and I'm not in the mood to do that, something I may change in a nearby future, and then would have to write again.
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