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16  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
17  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.
18  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.

19  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.
20  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.
21  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: September 23, 2016, 12:14:46 PM
I can't think of anything to be added. The only thing missing is the extra damage voice clips I always use.
But I won't set release dates because last time I missed it by several months. I didn't even make the video yet; things are always getting in the way...  Tongue also means I can't give the psa the attention I should in case any bug shows up.

By the way, I apologize for that. This kind of delay is unusual for me.
22  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: September 19, 2016, 11:55:34 AM
Finished around january. I found two bugs that would have made me reupload it twice. One I fixed, and the other I hope I fixed. But that's all.
23  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: September 13, 2016, 11:27:52 PM
Just a small warning of a mistake I didn't notice.
Despite the fact thedrive420 disappeared after his question, the psa was muted because he used the wrong id, which should have been 38. I also got reports of my sawnd file crashing the game. Since I can't reproduce this bug, I'll create dry bones' file again, using sawndz and super sawndz, and upload it tomorrow in the vault.
If it crashes again, someone please report it.
24  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: August 14, 2016, 04:21:54 PM
Yeah, kind of. Guess I should have mentioned this already.

I balanced Chris a little.
Found a bug with an article that I hope it's fixed now, but that's a tricky one, only time will tell if it's fixed or not. I tested most of the different alts, so far they don't cause any problem.
I finished two small videos which I don't know now if I'll use them for intro/ending or not.
The weapons I added for him before shall remain, they also didn't cause any major issue. But I won't be adding any other either.
I've lost some time also messing with dry bones and koopa, making some updates I've planned since long ago.
I also have been making a side project since early 2015 concerning a yoshi with YI 2 elements, which I'm getting finished so I dedicated a little more of time to it lately.
I'm also considering the possibility of making a beta version of Chris. If that happens, I'll remove some of his stuff to help me locate any possible problems people find.
And, for the future, I thought about Wesker and Ada from RE for my next work and Lara Croft. While thinking about this, I noticed Ada and Lara actually have some large similarities in physical skills and some in personality. I think Wesker would rely more in hand-to-hand, Lara more in guns and Ada would be a mix of the two. Just to be clear, I'm not deciding between them. I've been thinking in characters for over a year and today, right now, those are the ones I feel I can give a good development.

Now, you just read my brain. Those are just thoughts, not promises.
25  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: August 01, 2016, 01:49:48 PM
Hi there

Let me say, I already got a message once of a person saying dry bones crashed the game in project M. If it's working for you, that's already a bonus.

I know nothing about project M. If those bugs happen on vBrawl for you, I can take a look, but if the problem is in p:m only, there's nothing I can do about.
26  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project E-123 Omega (MODEL IS CURRENTLY W.I.P) on: June 30, 2016, 08:11:47 PM
Heya,
I wanna warn you that ROB's final smash file can't be used. The game loads the data, but nothing that you add there spawns in game. Don't know the reason, might be because it's empty and Nintendo didn't code whatever they had to to make it usable.
Just keep in mind that using ROB as a base will force you to put any effect you want in the pac file, what will restrict your possibilities immensely.
27  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: April 29, 2016, 02:08:49 PM
You will see that eventually.  Evil
I really don't want to talk about anything because I still not 100% certain if something will have to be changed or removed, due to any problem that may happen. I can say he currently has 5 weapons.
28  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: April 25, 2016, 07:24:56 PM
I actually can't wait to test it out, will there be a compatible version for brawlex? I mean, with decloned gfx so it won't glitch/crash
I could do it if I knew what that means.  Cool Maybe I did and I don't know I did. Sorry, I'm noob when using brawlex. What would be decloned graphics?


Omg this thread is still alive! yay! So happy to see that you are still working on brawl stuff Cheesy
Hey, glad to see you are still around.  Smiley
More or less alive. The alts took me a lot of time to make. They often had different skeletons and bone numbers between themselves. I think I've been working on them since half of 2014 or close to that at least. It's the price you pay when you don't know what you're doing.  Tongue
I stopped posting them because I felt it was getting boring, so it seemed I was dead.

29  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: April 24, 2016, 08:51:43 PM
Hey, guys. I didn't notice I was already a half year without posting here.

More or less news, I finished Chris 'psa almost 3 months ago, but didn't have time to test it properly since then. The psa is one of the most complicated works I have done so far, and needs far more testing. That means it will still take time to get it officially done. The preview still also need to be worked on, and that takes some good time to be done as well.

Some things that should be noted, though...
-The alts I've presented here are most all different models with different skeletons. Every time I had to fix something, 3DS screws up the 30 materials it has, and I've corrected every model like 10 times or more each, only to notice afterwards I forgot lowering the poly count of them... and I won't fix it because I'm done with it.
Using more than 1 Chris is not recommended, not only because of the lag, but you will cause a mess with his weapons you will understand after I show the preview video.
-Chris was made for BrawlEx and uses Kirby 'soundbank. I did this because I wanted to have him and Snake together, which ironically, didn't work so well after I found out some things go really unusual when Snake is in the fight with him.
-Chris makes some funny position with one of his legs when grabbed, and I can't fix without going to 3ds, so... I can't fix it.

I think that's it. Not much for 6 months, but doesn't mean I did nothing in this meanwhile. If I remember anything, I'll post here later/someday.
30  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: October 20, 2015, 06:16:27 PM
So, there are some new models to show here.

Here is one of them:
Chris R.P.D.

There are more in the first page, so go there if you want to see them. There are more models to come, in time.
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