My brother set it up for me. I've never messed with the codes, but he has edited them quite a few times. I guess I'll look into it and redo it myself and see if it works.
It really looks perfect during gameplay, but when zoomed in, the flaws are overwhelming. The way her head's texture was wrapped around, there was no way to texture it correctly, so it ended up being solid colored. There is a large patch on the lower part of her torso which I couldn't find on my final texture to attempt to fix it. Unfortunately, this patch/cloth/whateveritis can't just be vertexed away because it is part of the torso underneath it (can't be moved around via elements).
I might update it later on if I get some time, but I don't think it could improve too much.
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I'll start on the MP2 Pirate (on Samus) tomorrow. It should without a doubt turn out better than this one. I think I'm adding Sheik to my "hate to vertex/texture" list, alongside DK and DDD. While Samus is one of my favorites.
I'm going to redo my OP sometime this week. I think I'll add in some better pictures for all of the newer hacks and try a different layout. I'll be adding a few more things to my list as well.
well 2 people are supposed to be doing the B moves, but neither have responded since they offered.
No, its going to be Down B. No point in making it for another move right now.
Yeah ill do that. I know how to determine the exact amount of knockback that something has just by looking at the numbers in PSA. Im just that pro/sarcasm Im not spending a week tweaking a single hitbox yet. That can be done after its "finished" and theres nothing else to do.
Since you're just waiting around for someone to make B-moves, this is the perfect time to be fixing up the hitboxes and timers on the moves you have already made. Unless you want this to be a disjointled unfinished mess like the Ridley psa.
You should have waited until you had some B moves before uploading. There isn't much to test out.
Try a Pound for down aerial until someone makes you a DownB version.
For Back air, use Ganondorf's Aerial reverse Warlock Punch animation. Chop it up so it's faster/fewer frames. Make his fist huge at the impact point. It should end up with some startup lag because of the turn around part of the animation, but end the collisions right after the punch connects. Make it high knockback (killing Mario, center of FD at around 60-70%) with only 1/2 small hitboxes, right when the punch connects.
I feel like my hacks aren't getting much attention, partly because I'm over-saturating this thread with constant updates and pictures. I feel that everyone has already saw them and grown tired of them before I release them.
I won't update again until I get the Zebesian finished (will be finished in 2-3 days maybe) and have a preview of the MP2 Pirate.
kinda late reply, but what i mean is, that captain's siro applies to his helmet and shoulder pad, giving them sine, so if u make it black, u wont have a shiny head anymore... xD
and the spc tells brawl where to place lights on his body, i usually copy paste the body txture, then make it black'nwhite and make it darker... xD
Ya I know what the siro and ref do. I wanted to keep one on him so his head would be shiny. The top of his head-plate is supposed to be brighter, as though it's a hard smooth surface. I couldn't get the texture lighter there without messing up the rest of his face too much, so I used the siro to give it a lighter effect.