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Question: what should i do next?  percent is how easy it should be to do
Professor Oak on PT (85%) - 11 (34.4%)
Poppy Bros Jr on TL (80%) - 1 (3.1%)
Regulus (from Bomberman) on TL (75%) - 1 (3.1%)
Mr Krabbs on Dedede (75%) - 5 (15.6%)
Tails on Fox (70%) - 7 (21.9%)
Eggplant Wizard on Dedede (70%) - 0 (0%)
Leafeon/other Eeveelutions on Ivysaur (65%) - 5 (15.6%)
Klungo on DK (60%) - 0 (0%)
Axem Rangers (from Super Mario RPG) on ? - 70% - 50%, depends on base character - 1 (3.1%)
a different Pokemon (i have a separate list for them) - 1 (3.1%)
do my suggestion!  (post what it is.  i may or may not be interested) - 0 (0%)
Total Voters: 32

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Author Topic: Snoopy's Stuff - 10-20 Samurai Jack is released  (Read 40722 times)
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JuanMKnight
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« Reply #30 on: April 29, 2011, 07:07:30 PM »


thanks guys, glad you like them.  and yes, Olimar is getting quite a few good vertexes, but that's because he's a pretty decent fighter, once you get good with him.

snoopy = awesome
over olimar = epic win  AWESOME 2.0!
excelent job!
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Legendary Super Mario
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    « Reply #31 on: May 01, 2011, 04:37:53 PM »


    I'm so glad to finally see Snoopy in Brawl... You did an amazing job on both him and Dexter too!
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    Snoopy
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    « Reply #32 on: June 29, 2011, 10:14:05 PM »


    *blows dust off thread*

    hey, i'm (sort of) back!  and i brought a present!

    Hitmonchan on Little Mac/Sheik!



    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20136

    oh, and i'm officially on a team now.  Stack Smash!

    http://stacksmash.kontek.net/?p=13558

    this one has the info about Hitmonchan and why i haven't been on in a while.  yeah, too lazy to copy and paste, but i'll blame it on my laptop's battery for now (it's pretty low, and it dies in about an hour even on the lowest power settings).

    http://stacksmash.kontek.net/?p=13659

    face it, you want it, because we all know which Pokemon is the best of the Hitmon family...


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    Gamma Ridley
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    « Reply #33 on: July 05, 2011, 11:09:20 PM »


    Why the heck has nobody commented on this? >:|

    Hitmochan looks great, snoopy. Keep up the good work.
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    Snoopy
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    « Reply #34 on: August 09, 2011, 11:52:12 PM »


    i finally have the internet back in my house after 2 rather long months without it.  and i come bearing a gift from shear boredom, Snoopy V2!  it now includes the Flying Ace and Woodstocks!





    i figured out a way to vertex the Pikmin, but it's through doing it by hand.  it doesn't take too long once you get used to it, but it still took many hours to do.  it looks really good though, i'm surprised how well it turned out.  and if you want the full details on how i vertexed the Pikmin, i'll post my notes.  oh, and i disabled the leg bones because it was causing some bad stretching, but it didn't mess with the hitboxes at all.  i just updated the existing Vault entry, but here's the link anyways.

    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18520
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    Mansta8
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    « Reply #35 on: August 10, 2011, 01:25:35 AM »


    Hey snoopy, do you mind if I make a more brawl styled version of that? I just think he should look like he'd fit in the game more.
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    toastoftriumph
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    « Reply #36 on: August 10, 2011, 11:09:24 AM »


    The new woodstocks look awesome. Nice job on this hack!
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    Snoopy
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    « Reply #37 on: August 10, 2011, 12:10:12 PM »


    Mansta8, go right ahead.  i'm not that great at texturing, so i'd be happy if you did.  once you're done with it, just send it to me and i'll put it into the pack.  and if you want to do that with some of my others, i wouldn't be disapointed...
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    PAVGN
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    « Reply #38 on: August 10, 2011, 04:05:15 PM »


    if you want the full details on how i vertexed the Pikmin, i'll post my notes.

    Yes! Please by all means tells us how you did It. Also you should update Stack Smash with this.
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    « Reply #39 on: August 10, 2011, 06:41:48 PM »


    i was going to post this on StackSmash, but Mansta8 had just posted, so i figured i'd wait until tonight to update.

    as for my notes on how i did it, let me organize them into a quick guide and i'll post it here.
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    Naruto200Man
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    « Reply #40 on: August 11, 2011, 09:19:31 AM »


    nyahhhh
    >_>
    snoopy in brawl...now that's  a third party character WAY better than olimar or rob...
    oh wait....
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    KTH
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    « Reply #41 on: August 11, 2011, 10:18:29 AM »


    I love.
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    ShadowSnake
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    « Reply #42 on: August 11, 2011, 10:32:11 AM »


    nice woodstocks, may you please tell me how you managed to vertex pikmin?
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    « Reply #43 on: August 11, 2011, 02:17:28 PM »


    sorry, i meant to post this last night, but i got busy and never did.

    anyways, here's my notes about how i vertexed the Pikmin.  keep in mind that you have to hex the changes yourself.  and because it's a large wall of text, it's in a spoiler.

    the reason you can't vertex Pikmin (and probably other models, like Waddle Dee/Doo, and items) any of the usual ways is because of the way the vertex data is stored.  most models store them in 32 bit hex, as in 30FE922D.  for one vertex, they have 3 sets, one for the X, Y and Z positions.  the Pikmin models hold the vertex data in 16 bit hex, as in 0852.  this is why our current methods won't work with them, because they can only edit 32 bit hex data.

    as for how you vertex them, it's all by hand, through a hex editor.  here are the steps.

    first, get a FitPikmin00.pac and run it through AiS to get the DAE's of the models.  import it into 3ds Max.

    second, vertex the model to what you want it to look like.

    third, get the model you're editing, and open it in a hex editor.  go to the vertex set you've edited in 3ds max.  look in BrawlBox to find the offset, in the Verticies folder.

    fourth, it's time to move the verticies, one at a time.  you'll have to count out where all the verticies are, so it's a good idea to open a copy of the model in the hex editor and type in where all the verticies are.  i say a copy, so it won't mess with the one you want to save.

    fifth, start moving the verticies.  here's some of what i've written down.  these are 2 different verticies moved.

    0852 - .914
    5852 - 10.914
    08A2 - .953
    0952 - 1.039
    0A32 - 1.149
    0F72 - 1.805
    0F79 - 1.808
    10A9 - 1.957

    F905 - -.871
    FA05 - -.746

    for the most part, if you increase the numbers, they move in a positive direction, and vice versa.  i say for the most part because i ran into a few verticies that did the opposite, so just be aware of that.  and this is the pattern i picked up after a while.

    1st # adjusts the 1 position  (by a little over 2 per number (3 to 4, A to 9...))
    2nd # adjusts the .1 position  (by a little over 1 per number (3 to 4, A to 9...))
    3rd # adjusts the .01 position  (by a little over 1 per number (3 to 4, A to 9...))
    4th # adjusts the .001 position  (by small quantities)

    this was for the Yellow Pikmin's body.  the eye polygon took a lot more to move the verticies.  it just takes some trial and error to get used to it.  you'll also want 2 3ds's open, the fully edited one, and an unedited one.  that way, you can see how much you need to change the vertex.  compare the same vertex in both, then hex the change.  i'd also suggest editing only 1 or 2 verticies at a time.  it gets a bit confusing if you do more.

    sixth, when you make the change in the hex editor, save it.

    seventh, import the model you just edited into the FitPikmin00.pac, save it, and run it through AiS.

    eighth, import the new DAE into 3ds, and find the vertex you edited.  compare where the vertex ended up to the fully edited model.

    ninth, go back to step 5.  if the vertex you moved is in an acceptable range of where you wanted it, move to the next.

    this process will take many hours to do, but as far as i know, it's the only way to do it.

    if you have questions about it, just ask.
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    xxmasal22xx
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    « Reply #44 on: August 11, 2011, 03:41:03 PM »


    EPIC. Thats actually gotta be the best hack we have on olimar, in my opinion. Keep up the good work snoopy!!!!
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