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« Reply #210 on: July 29, 2013, 03:09:02 PM » |
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If you rig the sol emerald to a bone and put it into a model file you can add the object to a bone on blazes model
This is what i have do, after that i import the new model (the one rigged with the emeralds) into BrawlBox, everything is good, i save, i reopen the file and all the bone have disappear.
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« Reply #211 on: July 29, 2013, 03:38:53 PM » |
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Did you make sure you imported the texture of the emerald into Blazes .pac/pcs file
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« Reply #212 on: July 29, 2013, 04:10:56 PM » |
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« Last Edit: July 30, 2013, 03:02:33 PM by Novarek »
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« Reply #213 on: July 31, 2013, 02:45:35 AM » |
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Are you using Sonic bones to do this animations and the PSA?
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« Reply #214 on: July 31, 2013, 03:02:49 AM » |
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Are you using Sonic bones to do this animations and the PSA?
Yes it's the Sonic Bone with 2 new bone added, one for the tornado and one for the emeralds.
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« Reply #215 on: July 31, 2013, 08:14:20 AM » |
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Looks amazing shame about the eyes.
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Click here to find out how to be the best PSA maker in the universe.
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« Reply #216 on: July 31, 2013, 08:56:58 AM » |
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Looks amazing shame about the eyes.
Apparently, it's a common issues when you export-import the stuff of Sonic. EDIT : Beacause now we have the SOL Emeralds, i'm upgrading the down B and make this attack with 3 level of charge, each charge level will have a custom animation. Charging animation Blaze will concentrate the power of one SOL Emeralds (the vis0 as haven't been set atm, that why you see the emeralds in all the animation, the emeralds will appear when Blaze open her hand when i set the vis0, i also need to fix a little more the animation of the emeralds itself).Down B level 3
This will be the most powerfull attack of Blaze. All her body turn under fire, she levitates and goes back by using the fire from her left hand, after that, she throws a fire ball and then immediately chase the fireball, she generates another fireball and with this new fireball, she shoot the first one and this make a uge explosion. She is pushed back by the explosion and she use once again the fire from her hand to brake. I will working on the level 1 & 2 tomorow.
About the level 3, this attack will be one of the longest to load (maybe 5 or 6 seconde). Why ?
Because Blaze can not be interrupted when the animation will run, even if she receive damage (she have the full power of one Sol Emeralds after all).
About the hitbox, her body will deal damage throughout the animation (fire body). All the fireball she will use will have a hitbox. And finaly the explosion at the end will probably have the same effect than a bob-omb (damage and radius of the attack). EDIT 2 : Some good news today, the eyes texture are back and look at this ! Yes the Sol Emeralds have finaly all the stuff from the Chaos Emeralds, but not the transparency effect, i try to find why, i will play i little with the setting of the meterial, the answer are inside anyway.
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« Last Edit: August 01, 2013, 07:30:17 AM by Novarek »
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« Reply #217 on: August 02, 2013, 01:14:02 AM » |
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I can't believe I haven't been following this thread... until now. *Subs* Had to read almost the entire thread to catch up. This looks like it's going to be a very cool moveset. Good luck with the transparency issue.
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« Reply #218 on: August 02, 2013, 11:46:52 AM » |
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If Blaze is almost done can I test it over Rob, please =)
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« Reply #219 on: August 02, 2013, 12:43:11 PM » |
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If Blaze is almost done
3 or 4 animation left. Rewrite ALL the vis0 (turning on/off the visibility of the Tornado and the emeralds in each animation), do the PSA for the animation feft, fixing the emeralds material, and finaly, adding the SFX. Still a lot of work to do ! :p can I test it over Rob, please =)
You will be free to port her where you want, but remember, no SFX with .rel.
EDIT : i have find how adding the transparency to the emeralds, it's not only by the material, but also by the "normal", i try to find a good setting beacause at the moment, depending from where i look the emeralds, some polygon become fully invisible ! :pEDIT 2 : ok i have worked all the night on the emeralds and i have find something prety interesting in my testing, when you "flip" a polygone from a model, you also flip is normal, turning the part you have flip semi-transparent or even invisible if you look directly in face of the poly.
I think this can be very usefull for the one who mess with hair model ! :p
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« Last Edit: August 02, 2013, 11:04:38 PM by Novarek »
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« Reply #220 on: August 03, 2013, 08:56:25 AM » |
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You will be free to port her where you want, but remember, no SFX with .rel.
technically you can put SFX into rel ports you just have to change the SFX ID's in PSA
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Skills: SFX, CSS, BP's, All mode CSP modifier, Challenger approaching Changer, Recolors, Porting, Amateur Model Ripper/Rigger, Animations, PSA, Textures, SFX ID Changer (.Rel SFX)
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« Reply #221 on: August 03, 2013, 09:48:22 AM » |
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technically you can put SFX into rel ports you just have to change the SFX ID's in PSA
But you lost the SFX from the original character of the .rel right ? If you use .rel of Marth, then put it on for exemple Luigi, you need to change the SFX bank of Marth if you want add a SFX right if remember. Or the hacker have do a uge progress on .rel porting than i don't know and maybe i have wrong now ? EDIT : work DONE with the Sol Emeralds ! :pTransparency added AND i have rework a bit the model.Also, i start to mess with the memory size limit, don't worry, i have optimized a lot the file, it's ok for now and i can optimize again if needed.
With the end of the work on the Sol Emeralds, i have do a major step in the development process, because all the work about 3d modeling was something realy new for me and i have learn a lot, now all the work left to do (PSA, animation, vis0) is something i know very well, this mean i cannot be stoped now ! EDIT 2 : Down B charge level 2 is on the way ! Animation done at 80%, i need to upgrade (a lot) the edning transition of the animation
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« Last Edit: August 03, 2013, 10:30:01 PM by Novarek »
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« Reply #222 on: August 03, 2013, 10:24:44 PM » |
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But you lost the SFX from the original character of the .rel right ? If you use .rel of Marth, then put it on for exemple Luigi, you need to change the SFX bank of Marth if you want add a SFX right if remember. Or the hacker have do a uge progress on .rel porting than i don't know and maybe i have wrong now ? EDIT : work DONE with the Sol Emeralds ! :pTransparency added AND i have rework a bit the model.Also, i start to mess with the memory size limit, don't worry, i have optimized a lot the file, it's ok for now and i can optimize again if needed.
With the end of the work on the Sol Emeralds, i have do a major step in the development process, because all the work about 3d modeling was something realy new for me and i have learn a lot, now all the work left to do (PSA, animation, vis0) is something i know very well, this mean i cannot be stoped now ! Awesome! Seriously can't wait! And about the SFX Ids, I'm pretty sure that changing them in the PSA to fit the corresponding character would work fine. Of course, that wouldn't be the case with the Marth Plug n' Play module, seeing as how it calls for the Marth SFX on any port.
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« Reply #223 on: August 03, 2013, 11:18:09 PM » |
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And about the SFX Ids, I'm pretty sure that changing them in the PSA to fit the corresponding character would work fine. No beacause the .rel foolded the game. If you put a .rel of Marth on the slot of Mario, SSBB will believe that this is not Mario you load but Marth. And beacause SSBB believe you load Marth, he let you the acces of all the stuff of Marth, like the article and the SFX (who are located in a external file). You can't use the SFX of Mario with a .rel on is slot. Player : "hey brawl i'm Mario let me use my SFX !" Brawl : "you are not Mario, you have the ID of Marth so you can only use the SFX of Marth, you can not fool me !! Wait, why there is 2 Marth in the roster ???" Player : "moron..." This is what happens, at least if i remember exactly how work the .rel.
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« Reply #224 on: August 04, 2013, 06:24:20 AM » |
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Yes. Then u can just unedited the sfx ids of the marth port to Mario's ids
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