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 on: June 20, 2017, 05:57:57 PM 
Started by BraveDragonWolf - Last post by BraveDragonWolf
I felt like sharing my work progress since I don't do much in this community. I'll be updating
when I get something working.

No fancy introductions, just show and tell!

This is what I'm currently working on:

Here I have a glow map (Around the arm areas) along with the specular maps and shine.
Only problem here is that the glow maps on the body area that I'm working on will not glow on dark stages
like it's supposed to...Trying to figure out how to get that to work.

This glowing blade I had for some time now.
The edge of the blade however, is new.

This helmet mark has a separate texture for that certain glow.
It looks gorgeous in dark stages.

 on: June 20, 2017, 10:29:47 AM 
Started by libertyernie - Last post by KingJigglypuff
(Sorry for the Necro, but hopefully this should warrant a bump.)

There's a bit of an issue regarding exporting and replacing Material Entries in an SRT0 animation. Said issue is that the Keyframes from the Texture Entries don't import. There's a workaround, but it's very time consuming. This has been an issue ever since BrawlBox supported the SRT0 format.

This is my current method at the time.
1.) Open FitFighterMotionEtc.pac, and go to their Texture Animations (SRT0).
2.) Open up the SRT0 of your choice, and add a new Material Entry. Rename it to the material you want.
3.) Export the Material Entry of the original material, and replace the new Material Entry you just made. Here, you'll see the Texture Entries of the Material ported over, but not the Keyframes themselves.
4.) Export the Texture Entries from the original Material, and replace the respective Texture Entries in the new Material Entry.
5.) Rinse and repeat and save when you're done.
It's a very time consuming process, due to there being at least 100 or so SRT0 animations.
If the keyframes actually ported over, then step 4 wouldn't be needed, which would save a lot of time.

It would make things a lot easier if a way could be found to make the Texture Entry keyframes import without this workaround.

 on: June 17, 2017, 06:58:53 PM 
Started by Sirkura - Last post by popdude731
I added one character using this guide: https://www.youtube.com/watch?v=hOeMMUft44o&t=458s , and all I get is a blank character selection screen, and if I try to use a mode like event, my game freezes, I'm using hackless,could that be a problem? Please help!

 on: June 15, 2017, 07:50:40 PM 
Started by Sirkura - Last post by nb nb
What config files do MewTwo and Roy use?

 on: June 15, 2017, 09:41:45 AM 
Started by KingJigglypuff - Last post by KingJigglypuff
No activity in over a month...Feels bad, man. Well let me fix that (hopefully).

I've finally released my overhaul to Nanobuds' Mega Lucario I teased a few months back.

Download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=214388

Other than that, I unfortunately don't have anything new to show, but I can say that an update to Waluigi (since I've been working with Marioking64DS on Waluigi) is currently in the works. He'll be bigger, faster, and stronger too!

 on: June 14, 2017, 02:34:22 PM 
Started by cuhlissa - Last post by Black Kyurem
Infinite is already at the cap of 100 CSS slots. I've heard that Ebola16 has had luck with getting that up to 105, but it's not publicly available. So all you could do is replace characters.

 on: June 14, 2017, 09:14:33 AM 
Started by cuhlissa - Last post by Drybonesboy
infinite runs on brawlex, so just do the steps to add characters to brawlex, and you should be fine.

 on: June 13, 2017, 07:54:26 PM 
Started by Tyshy! - Last post by Tyshy!
No they're not. You'll need to use smashexplorer to add it to your dump of the game
ok thanks!

 on: June 13, 2017, 07:52:55 AM 
Started by CaliKingz01 - Last post by Ebola16
if your using Project M you will run into a lot of issues. Work Perfect in VBrawl

I'm not using Project M but I am using Brawlex.

 on: June 10, 2017, 11:35:56 AM 
Started by Gamidame_K - Last post by windhunter7
Is it because of a visibility bone?

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