Quickly created this forum.
Want info? Right now just check...
http://www.smashboards.com/showpost.php?p=8019039&postcount=349
I'll post more when I can do more.
Man, I can't wait for this too be released. I's gonna be sick. Also moveset hacks sounds better IMO.
Um, it is released... *facepalm*
I know I just saw that :(
Its early in the morning for me.
You should also post a link for the files needed for it to work. I think it's the Fit[Char].pac files. So how exactly does this work, I've got everything needed but I get this error after File->Open-> Then the error. I've read some of the read me but had not avail to fix the error.
Yeah... I'm not gonna post the files for it since they are readily available from a certain link in the FAQ.
Don't need people who can't understand current texture hacking well enough to move right into this stuff.
im lost
i don't have a clue how to edit anything in this :/
Yeah, me too. :D We just have to keep playing around.
there needs to be a tutorial on this. i don't know how to edit a single thing
yeah.. except it's worse than when I started making microgames in Warioware DIY in japanese. Now I understand everything and I can make games.
Except.... here it's in english and I still don't understand. lmao
Read the NOTES noob. ;P
it explains what everything is, not how to edit them
Being heavily into Brawl+ I think I have some basic understanding of what most the scripting for the normal moves means.
For starters all moves besides specials are in the sub actions tab. My main problem so far is that I have no clue which move is which. They're all named stuff like 'AttackLw4'
Furthermore the script mainly consists of timer and collosion calls. The timers control stuff like startup/end lag. Every 'Offensive Collision' seems to be one hitbox and those are basically the core of a move. They contain all kinds of values like damage and knockback but those are pretty well explained already.
AttackLw4 is probably part of the character's downtilt.
Here's the error I keep getting. I have all the files needed for this to work yet I'm getting this.
http://s617.photobucket.com/albums/tt256/Canon9898/?action=view¤t=error.jpg
Presing Continue does nothing except put be back to the main screen of S.A.
Hm, I think that's as far as I can go for now. I have no clue how the graphic and sound effect stuff works.
Also the basic stuff like jump height, shield size etc. is under Attributes, pretty simple just one value to change.
There's alot of stuff without description though. I'm wondering if they are just unused or if their function isn't known yet.
It opens for me Canon.
This program doesn't make a lick of sense x_x
So...
So far I've managed to edit the color Luigi changes (flashes, 1CE, 1CF) just before firing a fireball.
Tried changing the generate ID (expecting a freeze) and it froze. :D
I just went over to SmashBoards and it seem like a few more people are having the same errors as I am. Hopefully Phantom Wings will be able to solve this in the mean time. I don't mind waiting for a fix, it is version 0.1 after all so there will be some sorts of bug with the program.
can someone tell me how to add an ice effect to any of R.O.B's specials?
Quote from: Dragonrage on August 03, 2009, 08:07:11 PM
Hm, I think that's as far as I can go for now. I have no clue how the graphic and sound effect stuff works.
Also the basic stuff like jump height, shield size etc. is under Attributes, pretty simple just one value to change.
I guess I stick with obvious stuff like that for now, just to see how it can make a character different
edit: Canon, do you have vista?
So my TV finally isn't occupied anymore. (let my sister watch some stupid show since her tv is broken)
I'll be testing some simple stuff now, like giving Ike Cpt. Falcon's values for run speed etc.
Quote from: Segab on August 03, 2009, 08:15:35 PM
Quote from: Dragonrage on August 03, 2009, 08:07:11 PM
Hm, I think that's as far as I can go for now. I have no clue how the graphic and sound effect stuff works.
Also the basic stuff like jump height, shield size etc. is under Attributes, pretty simple just one value to change.
I guess I stick with obvious stuff like that for now, just to see how it can make a character different
edit: Canon, do you have vista?
Nope. Windows XP on an HP Pavilion Laptop.
try restarting your computer..?
Okay those attribute things work like expected, so far I have an Ike that runs/jumps like Cpt. Falcon. Now I'll try messing with some startup times of moves mainly to find out what move is what.
how did you do that? i want to make a samus with sonic run
in the process of make lucarios final bigger... AND IT IS WORKING!
Quote from: Segab on August 03, 2009, 08:35:43 PM
try restarting your computer..?
No luck. Still getting the same error shown in my image above my first post of the second page. :oshi:
Omg messing with this is too fun. I looked through Ike's sub action IDs and managed to locate the flaming sword graphic effect of his neutral b charge animation.
Added it to all of his aeriels, looks pretty good.
I've made slight progress on moveset editing.
(http://i555.photobucket.com/albums/jj478/Gazoinks/al_090803_1747binout.jpg)
This is what happened when I removed the grab even from Ganon's Side B. -_-'
Ganon's a nazi.
Looks like hes doing the 'Hitlergruß' there xD
Little know fact: Nazis were required to constantly hold Luigi dolls in their right hand.
Gazoinks, that is amazing. XD
Quote from: Gazoinks on August 03, 2009, 09:35:16 PM
I've made slight progress on moveset editing.
(http://i555.photobucket.com/albums/jj478/Gazoinks/al_090803_1747binout.jpg)
This is what happened when I removed the grab even from Ganon's Side B. -_-'
That's win.
I've managed to add the explosion of Ike's fully charged neutral B as well as the hitboxes to his down taunt.
I'll have pics up in a few minutes.
EDIT: Scrap that, I'll make a quick video. Pics can't capture the awesomeness of it.
how do you add fire effects?
Vid's up.
http://www.youtube.com/watch?v=upsTGuaEPEw
I still have no clue how to actually swap animations. Guess I'll look into Phoenix Mario's pac to get an idea what PW did.
Now Luigi isn't the only one who has a hurting taunt :af2:
Ok i foud out something weird with my error issue. Ok I tried it on my -Laptop- w/ Windows XP and I got the error message. Yet when I try it on my -Computer Console- w/ Windows XP, it worked and with no error message. Weird, but this means I can finally join in on the lulz.
Quote from: Dragonrage on August 03, 2009, 10:19:06 PM
Vid's up.
http://www.youtube.com/watch?v=upsTGuaEPEw
I still have no clue how to actually swap animations. Guess I'll look into Phoenix Mario's pac to get an idea what PW did.
That looks AWESOME! Ike just owned some Marth.
does anyone know how to add ice or shadow effects yet?
Hm even after looking at PMario's taunts (which are replaced with his winning animations) I've no clue what PW did to change the animations.
Anyway I'm currently trying to find out where the sound effects for hitting with a move are stored. The normal ID's only seem to have the SFX for when the move is performed.
I want to add a 'YES!' to Cpt. Falcon's sweetspotted knee xD
Quote from: Plasmakirby on August 03, 2009, 10:55:47 PM
does anyone know how to add ice or shadow effects yet?
You would need to look for moves that you know have those effects and then look at their GFX tab. I don't think anyone besides PW knows the ID's for the graphic effects.
Isn't changing the animation used done by changing which Action/Subaction # is linked in the code?
*Hasn't done this himself and is merely guessing*
Hm, I can only add sub actions to the Special's code right now.
As far as I understand every other move just consists of sub action IDs. But I maybe wrong, I'm merely doing trial and error right now.
does you know how to add an effect to a running animation?
Adding effects is pretty much the same for every action, just go to GFX in the drop down menu.
You have to call some graphic effects there, what I'm doing is copy graphic effects from one move to another to get some basic understanding on how those effects work.
(http://i555.photobucket.com/albums/jj478/Gazoinks/al_090803_1930binout.jpg)
I added the fire from eruption onto Ike's run. It turned out oddly, but whatever.
Does anyone know the addresses for the general fire effects?
I looked it PMario for the fire ID but he mostly calls Extrenal Graphic Effects and I'm pretty sure those are mario specific.
could you help me dragonrage? i can't seem to find Samus's electric effect for her B attack.
also, what exactly are external graphics?
According to the description it's stuff that's being pulled from the ef_ file.
And do you mean the effect when a character gets hit by her charge beam? I'm trying to figure out how to edit 'hit effects' but actually I'm unsure where to look. B moves seem to all have more than one ID for that case but normal moves doesn't.
Dragon, what's the address for the fire you added the Ike's aerials in your video?
Hit effects are probably common pac'd. I ran across many hit effect names when searching for stuff before.
Quote from: Gazoinks on August 03, 2009, 11:41:36 PM
Dragon, what's the address for the fire you added the Ike's aerials in your video?
External Graphic Effect (11010A00)
Graphic - 00230002 (Value)
Bone - 00000046 (Value)
Size - 60000 (Scalar)
Undefined - Boolen: True
There are two external graphic calls for some reason so I added the specific ID.
Cool, thanks.
And no offsets, yeah?
uh.. how do you change the value in Attributes section? Like if the gravity is 3D800000 and I want to make him fall faster, would 30000000 be faster, slower or it won't change that much?
Does anybody know what Fura Fura is? It's one of the animations. IDs C5-CB
@ Segeb you would be lowering the gravity, making the character fall slower
@ Gazoinks It is when the character falls alseep
More progress (kinda). I took Dragonrage's fire Ike a bit father and added fire to all of his normal attacks, next I have to do special attacks and actually make them do fire damage. Here's my favorite pic:
(http://i555.photobucket.com/albums/jj478/Gazoinks/al_090803_2038binout.jpg)
Nice!
Did you change the size or is the fire just bigger on smashes?
Coolfully enough, it actually automatically gets bigger as you charge up the smash.
does it do fire damage? i sense a roy hack coming on.
currently working on a samus custom character moveset. need to know how to add/increase hitboxes
You have to do something separate to actually make it do fire damage.
what do you need to do? again, how do you create/increase hitboxes?
Ah that's pretty cool.
I looked through Ike's winning animations and added 'You'll get no sympathy from me' to his explosion down taunt.
In case someones interested the two SFX ID's I tested are:
986 - I fight for my friends
987 - You'll get no sympathy from me
can someone please tell me how to add/ increase hitboxes!? i need it for my samus hack
Quote from: Plasmakirby on August 04, 2009, 12:37:44 AM
what do you need to do? again, how do you create/increase hitboxes?
I do not know. You'd probably be better off looking at Phoenix Mario.
In the damage event in a move, you can change settings like the bone it's mapped to, how big it is, and what the offsets are. To add one, you add a damage event.
I wish I knew how to use this.
X_X
I just figured out that...
Attack11, Attack12, and Attack13 are the neutral A combos (ie. punch-punch-kick)
AttackDash is.. the dash
AttackS3Hi is the high neutral A
AttackS3S is the middle neutral A
AttackS3Lw is the low neutral A
AttackHi3 is the up A
AttackLw3 is the down A
AttackAirN is the Neutral aerial
AttackAirF is the Forward aerial
AttackAirB is the Back aerial
AttackAirHi is the Up aerial
AttackAirLw is the Down aerial
I have now added fire to Ike's specials. Now I just need him to do fire damage and have his sword be always flaming.
@Segab: Is it alright if I post that in the SmashBoards thread? A guy's compiling a list of the animations.
Ah makes sense.
Then the list should continue like this:
AttackS4Start - Initate Fsmash
AttackS4S - Fsmash
AttackS4Hold - charge Fsmash
AttackHi4Start - Initate Usmash
AttackHi4 - Usmash
AttackHi4Hold - charge Usmash
AttackLw4Start- Initate Dsmash
AttackLw4 - Dsmash
AttackLw4Hold - charge Dsmash
AttackAirN - Nair
AttackAirF - Fair
AttackAirB - Bair
AttackAirHi - Uair
AttackAirLw - Dair
After that comes some AttackAirLanding stuff, not sure but I think that's the landing/lag animation of the aerials.
Quote from: Gazoinks on August 04, 2009, 12:53:28 AM
I have now added fire to Ike's specials. Now I just need him to do fire damage and have his sword be always flaming.
@Segab: Is it alright if I post that in the SmashBoards thread? A guy's compiling a list of the animations.
yes of course, I'd like to see a full list of moves
just dont say you found that yourself :C
thanks Dragonrage, I was wondering where were the smash attacks
now where are the B attacks?
Hmm a list.
Time to copy-paste
EDIT: Thanks to the lists, I'm understanding it a little. I wanna do it where if Falcon does F-air, he goes "yes". What's the value for it?
The Specials are all listed as Special something-or-other, but I'm not sure where they are.
The specials are at the bottom of the list.
What are the Snake and BigSnake animations?
Quote from: Gazoinks on August 04, 2009, 01:15:02 AM
What are the Snake and BigSnake animations?
Those and Ottotto allude me. No clue what those are, best bet is probably simply replacing a move with one of those.
Quote from: Segtendo on August 04, 2009, 01:06:36 AM
EDIT: Thanks to the lists, I'm understanding it a little. I wanna do it where if Falcon does F-air, he goes "yes". What's the value for it?
go in Falcon's pac, find the sub action where he says "yes", and in "event list" choose SFX, the sound effect value will be in there somewhere.
okay, i give up. could someone tell me EXACTLY how to expand hitboxes?
Quote from: Plasmakirby on August 04, 2009, 01:21:44 AM
okay, i give up. could someone tell me EXACTLY how to expand hitboxes?
go to "Sub Actions" tab, then in "Sub Action" scoll down to, let's say, 4E (AttackDash)
then double-click on "offensive collision: id=0 blah blah blah"
in the new window, select "size" (it's the size of the collision bubble), just change the value a bit higher.
Is 112-117 or so really the specials? They don't bring anything related to specials up for me?
Also, anyone find the water external graffic effects? So far I've only found shadow, ice, and fire ones.
Quote from: Dragonrage on August 04, 2009, 01:16:31 AM
Those and Ottotto allude me. No clue what those are, best bet is probably simply replacing a move with one of those.
Completely by guess, with no testing involved, I think ottotto is the animation for teetering on the ledge.
Quote from: Segab on August 04, 2009, 01:21:00 AM
go in Falcon's pac, find the sub action where he says "yes", and in "event list" choose SFX, the sound effect value will be in there somewhere.
I think I found it.
His Up+B is SpecialHiCatch (I think)
I'll try it out
Quote from: Neon on August 04, 2009, 01:36:43 AM
Is 112-117 or so really the specials? They don't bring anything related to specials up for me?
Also, anyone find the water external graffic effects? So far I've only found shadow, ice, and fire ones.
do you mean those can be used for all characters? i need the shadow and ice effects
Quote from: Segtendo on August 04, 2009, 01:38:52 AM
Quote from: Segab on August 04, 2009, 01:21:00 AM
go in Falcon's pac, find the sub action where he says "yes", and in "event list" choose SFX, the sound effect value will be in there somewhere.
I think I found it.
His Up+B is SpecialHiCatch (I think)
I'll try it out
yeah it should be that
B moves begin with "special"
after theres the direction:
Lw = down
Hi = Up
S = side
there might be other stuff like Hold, Hit, End, Catch... it depends on the character
if anyone finds something, please don't just say "I found that" like Neon did, try to share what you just found.
Quote from: Plasmakirby on August 04, 2009, 01:43:54 AM
Quote from: Neon on August 04, 2009, 01:36:43 AM
Is 112-117 or so really the specials? They don't bring anything related to specials up for me?
Also, anyone find the water external graffic effects? So far I've only found shadow, ice, and fire ones.
Yes. BTW I haven't tested these yet, Shadow should work, I'm not 100% sure for ice.
FIRE: 000C000A
DARKNESS: FFFFFFFE
ICE: 00100006
They are external graffic effects, so put that when you use 'em :D
do you mean those can be used for all characters? i need the shadow and ice effects
Edit: Why did it make what I said a quote?
because quotes are weird...
thanks for sharing ;]
External Graphic Effects?
I'm pretty sure those are character specific. Nothing happend when I tried to copy the external graphic calls from PMario's running animation.
Ike's explosion and flaming sword are also external graphic effects and those are for sure exclusive to him.
I also found taunts.
AppealHi=Up Taunt
AppealS=Side taunt. There are 2
AppealLwR=Down taunt (facing right)
AppealLwL=(obviously) Down taunt while facing left
I'm understanding more! :D
Quote from: Dragonrage on August 04, 2009, 01:49:44 AM
External Graphic Effects?
I'm pretty sure those are character specific. Nothing happend when I tried to copy the external graphic calls from PMario's running animation.
Ike's explosion and flaming sword are also external graphic effects and those are for sure exclusive to him.
External made me think it wouldn't be, i only tested bowser's fire with bowser, so maybe it is character specific. Hopefully not though.
If it is character specific,
fire-bowser
shadow-ganondorf
ice-ice climbers.
Hmm. I want to make Falcon's punch freeze someone.
I'm in SpecialN. How do I change it to make 'em freeze?
EDIT: Wait, I can't. Falcon can't freeze. Never mind.
lol, I made Ness's side taunt hurt as much as a smash attack
I should make Falcon's down taunt an instant kill.
:af:
Quote from: Gazoinks on August 04, 2009, 01:15:02 AM
What are the Snake and BigSnake animations?
These could be the animations for being held in Snake's grab and being laid down in Snake's Down Throw. Just a guess though.
And I bet BigSnake is when Snake is using his Final Smash.
IDK. It's just a guess. o_o
Quote from: Dragonrage on August 04, 2009, 01:16:31 AM
Those and Ottotto allude me. No clue what those are, best bet is probably simply replacing a move with one of those.
Ototo means little brother in Japanese if that helps.
Does anyone have an opinion on this little problem...?
http://i28.tinypic.com/2zp89k3.jpg (http://i28.tinypic.com/2zp89k3.jpg)
try and download .net framework 3.5
Well, I did and it won't 're-establish connection with the server' to install. Should I try an earlier version?
So first I had one error, fixed it by installing .net framework 3.5 and 3.5 SP1, and afterwards I was finally able to get into the file browser to open a file, but once I clicked on FitKirby.pac it gave me an error message saying "error reading file". I have tried restarting, re-downloading SA, and even re-downloading the PAC files as well, but nothing at all has helped.
Any and all help is appreciated.
@TwilightTO
There r some files it won't read yet like the poke trainers pokemanz. I can only assume its the same for Kirby
@AngelGlory
The plp that I know on the internet had the same problem as u and they fixed it by installing 3.5 so I don't know. It's worth a shot
alright so i've been at this for like an hour or so and i have no idea what in the hell i'm doing ._.
Quote from: fireking220 on August 04, 2009, 06:30:21 AM
@TwilightTO
There r some files it won't read yet like the poke trainers pokemanz. I can only assume its the same for Kirby
Well I have tried it for every character's pac as of now... and none of them worked, its always that stupid "Error reading file", but my friend Ryuru-chan who posted above me, has had no problems with opening the pacs so far. Is there a pack of pacs that are specifically for this? Because I used one from mediafire that was posted on Smashboards.
Well, getting the 2.0 .NET framework worked, but now I've got the File->Open failure taunting me.
So I looked through some forums and people start making more and more discoveries.
The hiteffects seems to be tied to the last digit of the 'Flag' parameter for hitboxes. Since I'm mostly working on Ike right now I only found two types: Slash (2), Fire (5)
Someone over at GSC found the adress that holds the number of jumps. It's 060 in the attributes tab, should be 2 for most characters. Just change it to the number of jumps you want.
On the topic of External Graphic Effects, they don't seem to necessarily have to be character specific. Even though I couldn't add PMario's running fire to another character I was able to transfer the fire pillar of his downB.
well, PW said that there was a "global library" of basic effects that any character can use. i don't know what that is or how to find it. i know that shadow doesn't work with samus, when following what neon posted. still, can anyone help me find the effects for samus's electric attack?
What exactly are you looking for? Making the move electric on contact or adding electricity to the animation. (similar to the Pikachu hacks)
The first one is easy:
Just go to the move's subaction ID and change the last digit of Flag for all hitboxes to 3.
For the second, if Samus has electric graphic effects on some moves you would need to look at those. If she doesn't have them there's probably nothing you can do unless we get a list of global effects.
Anyway small update on hiteffects:
0 - normal
2 - slash
3 - eletric
4 - ice
5 - fire
I also just finished creating my first custom B move. Will have a video up soon.
please tell us how to change B moves ASAP! i'm making great progress on my samus hack. unfortunatly, i don't have a capture card yet, so i can't make vids. and of course, the hit effects you posted have neither of the effects that i want
Eh, I still don't understand how most of the stuff in the Specials tab works.
I just looked at PMario's Side and Downspecial and noticed that their script under Specials is exactly the same.
So I simplied copied it over to Ike and it worked. The way the move works, hitboxes, animation, hiteffect, sfx, gfx all need to be modified in the subactions tab, though.
What I can understand from the script PW wrote for his Mario hack is that it starts with a calling a subaction (I used the one for Ike's SideB startup. This is the subaction where you 'create' the move) and after that sets some conditions. Like for example the character is treated like he's on the ground all the time while in the move. That's why you can stall with the move, btw. I tried adding a condition that if you're in the air you'll go into freefall after the move but all it did was putting him into freefall once he used the move regardless if he's on the ground or in the air.
So yeah I'm mostly clueless about that stuff but I'm getting the hang of hitboxes, graphics etc.
also, i went to the flags, and added a 5 at the last digit to make fire hit effects, but it did nothing
Did you add it to all hitboxes the move has?
Cause it works for me, added fire hiteffect to all of Ike's aerials and his new SideB.
yea. actually, i also went to try to put electric on her foward smash, and they all have 3 at the end already. "the end" is the very right, correct?
dragonrage, what do you think of this? i copied some of PMario onto Samus, now when you shoot a fast missle on the ground, it does this.
(http://img33.imageshack.us/img33/7654/d15548bdb93dff18a.jpg)
I know how to changespecial attacks. In the special folder theres a line of code that says change sub action: [number letter combo] The number letter combo corresponds a to a certain sub animation in the sub action tab. in the sub action tab theres a list button next to the words sub action below the tab. That's the [number letter combo] I mentioned earlier. Now go back to ur special tab and chnage that number letter combo to the new one and he/she should have a new animation for a special attack!!
ex.
If its like this (i'll use my sonic example) say I want sonic to have a beamsword animation.
Original
Change sub action: sub action = 1D0
I want the Smash Beam sword animation which is 124 so I simply do this
New
Change sub action: sub action = 124
hope this helps Plasma
it kinda helps. i made samus have neutral air B as her up B, but it can stay in one spot infinitely, and doesn't move. i'll mess with it more later
@ fireking220
Yeah that's pretty much the only part about specials I understand. The problem I have is the other stuff like if the character goes into freefall ,how the move works while airborne etc.
@dragonrage
I believe what causes that is something about the attributes of the sub action (wheter it loops, moves the character ect.) Or somethings wrong with the coding.
I
Quote from: Segab on August 04, 2009, 01:21:00 AM
Quote from: Segtendo on August 04, 2009, 01:06:36 AM
EDIT: Thanks to the lists, I'm understanding it a little. I wanna do it where if Falcon does F-air, he goes "yes". What's the value for it?
go in Falcon's pac, find the sub action where he says "yes", and in "event list" choose SFX, the sound effect value will be in there somewhere.
I've been wanting to do the exact same thing with his knee!
again, when adding hit effects, is the last digit on the left or right? if the last digit is on the right, then it says that Samus's >smash already has an electric effect
You guys think that maybe when you master SA and stuff you could make requested movesets? I just want to make Samus a fighter(no gun) for my Hitomi texture I'm making....
Quote from: STUFF2o on August 04, 2009, 04:10:49 PM
IQuote from: Segab on August 04, 2009, 01:21:00 AM
Quote from: Segtendo on August 04, 2009, 01:06:36 AM
EDIT: Thanks to the lists, I'm understanding it a little. I wanna do it where if Falcon does F-air, he goes "yes". What's the value for it?
go in Falcon's pac, find the sub action where he says "yes", and in "event list" choose SFX, the sound effect value will be in there somewhere.
I've been wanting to do the exact same thing with his knee!
I just tried that. The sound effect didn't change.
I thought I heard it someone say it.
I tried copying the sound effect when he goes "yes" when he catches someone, but I accidentally copied the latching sound. So when Falcon did his knee, he made the grunt he normally does, but it also made the latching sound.
The "YESZ!" sound is the last one, right? That's what I tried.
I found all of the hit effect values. they were given in PW's hit effect mod code *facepalm* gonna test these out just to be sure
00 hit
01 none
02 slash
03 electricity
04 Ice
05 Flame
06 Coin
07 Cape
08 Slip
09 Sleep
0A none
0B impale
0C Stun
0E Flower
0F none
10 none
11 slash 2
12 hit 2
13 Darkness
14 Stun
15 Aura (unfortunately the Aura effect doesn't make all characters
get stronger with more damage.)
16 Impale 2
17 Down
18 No Flinch
Quote from: Plasmakirby on August 04, 2009, 08:32:24 PM
06 Coin
If that works then I could make a coin Kirby texture and have all his attacks have coins.
Quote from: Plasmakirby on August 04, 2009, 08:32:24 PM
18 No Flinch
Hmm...
I can't open any pac files with the Smash Attacks program. when ever i try to open a pac file i get an error message saying "unhandeled exception has occured in your application". Any one know what i should do i've tried redownloading,using a diffren't computer, and im using vista if anyone needs to know.
Quote from: drsusredfish on August 04, 2009, 08:48:58 PM
I can't open any pac files with the Smash Attacks program. when ever i try to open a pac file i get an error message saying "unhandeled exception has occured in your application". Any one know what i should do i've tried redownloading,using a diffren't computer, and im using vista if anyone needs to know.
download .net framework 3.5
So it's impossible to run the program properly without .net framework 3.5? laaaaame, 3.5 won't install for me.
Does anyone know how I can add fire effects to the beam sword animation like
the one on Phoenix Mario?
Quote from: Shukakusand on August 04, 2009, 11:27:40 PM
Does anyone know how I can add fire effects to the beam sword animation like
the one on Phoenix Mario?
STUDY:D
But really, it does help to look at PMario's PAC to learn how some things are done.
Quote from: finalsorariku on August 04, 2009, 11:29:41 PM
Quote from: Shukakusand on August 04, 2009, 11:27:40 PM
Does anyone know how I can add fire effects to the beam sword animation like
the one on Phoenix Mario?
STUDY:D
But really, it does help to look at PMario's PAC to learn how some things are done.
I did but its just not helping me.
(http://i496.photobucket.com/albums/rr328/DragoOro/th_PMarioFlamesabre.jpg) (http://s496.photobucket.com/albums/rr328/DragoOro/?action=view¤t=PMarioFlamesabre.jpg)
Looks like a [censored]load of small graphic effects to me.
Quote from: finalsorariku on August 04, 2009, 11:29:41 PM
But really, it does help to look at PMario's PAC to learn how some things are done.
Yep, without PMario as referrence I would probably still be clueless on how to create custom B moves.
...
I'll look in a second
EDIT: I can't find it *facepalm*
EDIT2: Oh, it's that one. Uh, I agree.
grr! when i edit the hit effects, it acts like i can edit only a certain amount of moves. it freezes otherwise. anyway, my Samus is almost done. i just need to finish editing some attack effects, add different animations for specials, and make a quick touch up on her walking speed.
Quote from: Plasmakirby on August 04, 2009, 11:59:32 PM
grr! when i edit the hit effects, it acts like i can edit only a certain amount of moves. it freezes otherwise. anyway, my Samus is almost done. i just need to finish editing some attack effects, add different animations for specials, and make a quick touch up on her walking speed.
Can't wait!
Will there be a sound effects value list?
if someone finds a list, I'll make a sticky
Samus is done! i'm getting ready to post a DL in my thread. no pics sadly. starting on kirby, or metaknight tomorrow
Alright, you guys are making too much progress, and i cant keep up... so im just going to reprogram Pikachus Final to do something i want it to do and im going back to my CSP's until this is completely figured out.
I tried running PSA and this is what I got:
The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.
Does anyone know why?
install 3.5 .net framework
Did that thanks. I thought you needed too install it if you got the other type of error.
Does anyone know Meta Knight's "bone" for using a beam sword?
(if thats how you say it)
im not sure I get what you mean by "bone for using a beam sword".
if you want to replace a smash animation with his Beam sword animation, go in sub actions, find "AttackS4S" and rename it "Swing4Bat"
I know but I'm trying to use the animation with forward B and it works but the
graphics are in the wrong position or place.So how would I fix that?
i'm having the same prob with kirby. his sword comes from out of his foot 0.o
X and Y offsets. Try that. If not those, then I'm not quite sure.
yeah, offsets and bones.
the only way you can find the good bone is by trial and error, or by looking at other attacks
I've the bone didn't work for me. I tried adding fire from his Nspecial and added the correct bone, but the fire ends up on his foot :|
be sure to put the offsets to 0
Does anyone know what the bone is for the center of Ike's body?
Quote from: Gazoinks on August 06, 2009, 01:23:54 AM
Does anyone know what the bone is for the center of Ike's body?
I'm actually trying to find the same thing but for Peach instead. I swear who ever makes a full bone/id listset they can have all the internet cookies I can find. :af: + (http://i617.photobucket.com/albums/tt256/Canon9898/cookie.gif) = (http://i617.photobucket.com/albums/tt256/Canon9898/awesomecookie.gif)
Try 0 as the bone, no offset. It might be the middle.
Quote from: Segab on August 06, 2009, 01:41:54 AM
Try 0 as the bone, no offset. It might be the middle.
That would be the bottom-left of the character. Or atleast, bottom. I know a little programming, and, the running effects are at 0.
cool, then put 0 as the bone.
If 0 is on the ground, a negative number would be under the ground. So change the Y offset to.. 60000? Try that and change it again if it's too much, or not enough.
Quote from: Segab on August 06, 2009, 01:49:41 AM
cool, then put 0 as the bone.
If 0 is on the ground, a negative number would be under the ground. So change the Y offset to.. 60000? Try that and change it again if it's too much, or not enough.
I say more like 20000, from my experience, but try that too.
Quote from: Segab on August 06, 2009, 01:49:41 AM
cool, then put 0 as the bone.
If 0 is on the ground, a negative number would be under the ground. So change the Y offset to.. 60000? Try that and change it again if it's too much, or not enough.
Do you know the conversion from the #offset to the scale of the character?
Example:
600000 Y-offset = Midcharacter?
or
800000 Y-offset = (About) Top of Character?
etc.
And a quick question. Since SSBB is a 2d fighter, the Z offset+rotation wouldn't affect anything right; since hitboxes are spheres and on a 2d plane.
(http://i617.photobucket.com/albums/tt256/Canon9898/awesomecookie.gif)
you do have a good point there, though it might have to be there since the game is in a 3-d envirorment
Z offset is used for effects. I don't think they are used in any attack.
Does anyone know the address of a good fiery explosion effect? I'm changing Ike's counter to a burst of fire, but when I use his eruption effect, the sword glow sticks up his butt... *facepalm*
I'll dig around in his FS file tomorrow and see if I can find anything, but if you know of anything, please say so.
I have a question. I made it to where when my character runs lightning comes out and damages the opponent. My problem is i try to add a sound effect and it sounds like explosions, then when I try to change it to something else, its still explosions. Any ideas?
Quote from: Finman702 on August 07, 2009, 01:41:25 AM
I have a question. I made it to where when my character runs lightning comes out and damages the opponent. My problem is i try to add a sound effect and it sounds like explosions, then when I try to change it to something else, its still explosions. Any ideas?
It sounds like explosions because the the sound is getting repeated so quickly. In SFX, try doing this:
Sound effect
Wait: (maybe around 60000)
Loop
try deleting everything in SFX and see if it's still playing a sound.
if it's still playing an explosion sound, then it must be something hidden in Flags.
There might be a way to use yoshi's egg roll attack with other characters.
Quote from: Untouch on August 07, 2009, 02:37:17 AM
There might be a way to use yoshi's egg roll attack with other characters.
oh lol. with Jigglypuff B animation. Infinite roll.
Quote from: Gazoinks on August 07, 2009, 12:48:48 AM
Does anyone know the address of a good fiery explosion effect? I'm changing Ike's counter to a burst of fire, but when I use his eruption effect, the sword glow sticks up his butt... *facepalm*
I'll dig around in his FS file tomorrow and see if I can find anything, but if you know of anything, please say so.
FS file?
Quick question, if you want too change a smash attack with another animation, does that animation have too have a charging animation??
no, if you keep the normal Smash charge animations. But it might look weird.
Alright, I will try both of those tomorrow. Thanks guys.
EDIT: Also, just curious would it be possible to make Lucas' Neutral B His PK Fire animation AND make lighting similar to pikachu's vB come out horizontal? I know its a strange question, but I'm appriciating all the help here.
I've got another question (posting it here because I don't want too start a new thread).
After I've done one of my custom B moves, Snake goes into freefall (helpless mode), how do I prevent this???
Quote from: Kevinrus778 on August 07, 2009, 03:59:27 AM
Quote from: Gazoinks on August 07, 2009, 12:48:48 AM
Does anyone know the address of a good fiery explosion effect? I'm changing Ike's counter to a burst of fire, but when I use his eruption effect, the sword glow sticks up his butt... *facepalm*
I'll dig around in his FS file tomorrow and see if I can find anything, but if you know of anything, please say so.
FS file?
Or rather, FS graphics, not file.
Quote from: Gazoinks on August 07, 2009, 12:48:48 AM
Does anyone know the address of a good fiery explosion effect? I'm changing Ike's counter to a burst of fire, but when I use his eruption effect, the sword glow sticks up his butt... *facepalm*
Did you make sure to only copy the GFX calling the explosion? Cause Explosion and glowing sword are seperate, at least I'm pretty sure they are. I was able to call the the explosion without the glow or are you talking about the counter's own gfx?
Quote from: catgowoof on August 07, 2009, 08:39:31 AM
I've got another question (posting it here because I don't want too start a new thread).
After I've done one of my custom B moves, Snake goes into freefall (helpless mode), how do I prevent this???
There's coding in the specials tab that causes that. You have to remove it.
Quote from: catgowoof on August 07, 2009, 08:39:31 AM
I've got another question (posting it here because I don't want too start a new thread).
After I've done one of my custom B moves, Snake goes into freefall (helpless mode), how do I prevent this???
Look through the coding of his upB there must be a line somewhere that goes like this:
Change Action=10 requirement=animation end
Simply change that 10 to E, which is fall.
Success, I have made up B, fly :D
Quote from: Untouch on August 08, 2009, 12:58:18 AM
Success, I have made up B, fly :D
Sounds Awesome.
Also, another question:
Why do some attacks have more then 1 offensive collision?? Is one of them the sweet spot?
Quote from: Dragonrage on August 05, 2009, 09:02:01 AM
The reason there is more than one hitbox for most moves is simply cause all hitboxes are perfect spheres so you cannot stretch them.
Now for them to cover something like a sword/arm etc you usually need more than one cause if you were to simply make the first hitbox bigger the move would get disjointed as hell.
Here's a pic from Melee Falco's Bair (Melee's debug menu could make hit- and hurtboxes visible):
(http://i496.photobucket.com/albums/rr328/DragoOro/th_17.png) (http://s496.photobucket.com/albums/rr328/DragoOro/?action=view¤t=17.png)
The yellow circles are the hurtboxes and red are hitboxes.
Brawl works the same way, this pic should give you a good idea on how moves work.
Quote from: catgowoof on August 08, 2009, 04:14:59 AM
Quote from: Untouch on August 08, 2009, 12:58:18 AM
Success, I have made up B, fly :D
Sounds Awesome.
Also, another question:
Why do some attacks have more then 1 offensive collision?? Is one of them the sweet spot?
I believe those attacks are the ones that hit more then once, for example, mario's up b has 3, and on contact he hits with coins more then once.
does any one know if its possible to set hit box on the feild that doesnt go away until it is hit or it exspires. The character seting the box should be able to fight normaly even after the hit box is set. i knnow snake can do it (down smash) but can other characters do it.
Snake's down B is not a hitbox, it's an Article, which can't be edited right now.
Is it possible to change the timer for an fs?
also
someone REALLY needs to explain what the codes that look like "1f0f0100 3-0"
are, and how to manipulate them.
Also, is it possible to add variables?
IF so, I can do so much.
As for using your own variables, for my Fire/Thunder Cycle I gave it the number 900 to make sure it doesn't interfere with any variable already in us. That's my intention at least not sure how much of those longterm variables really are in use for one char.
In short, yes I'm almost sure you can use your own.
That's great, the only bad part is you can only have 2 numbers, true and false (0 and 1)
Yeah, but if you really wanted to have more than two options you could probably use more variables.
The only thing to worry about is that the pac file may become too big, there probably is some sort of filesize limit.
1 more question.
I can find the function that tests if a variable is true or false
What is it?
Second If command if memory serves right, the one with requirement and variable.
Set requirement to Bit is set, also your variable needs to be Runtime longterm, Float type.
Got it to work.
Thanks.
http://kittycorp.freecp.net/index.php?topic=1271.0
Does anyone know how to fix this?
UPTADE
Project SA v0.2 Beta (http://www.smashboards.com/showthread.php?t=244302) is out!
he linked to us 4 times, including 2 of my threads :af2:
Oooo, thanks!
Can someone explain how adding/setting variables could be useful? I know I've heard of the whole, "Different taunts activate different elements", but how is that done exactly? And what other uses could this whole variable mess have?
Woot he linked to my thread :D
Quote from: Kevinrus778 on August 09, 2009, 06:12:24 AM
Can someone explain how adding/setting variables could be useful? I know I've heard of the whole, "Different taunts activate different elements", but how is that done exactly? And what other uses could this whole variable mess have?
It`s confusing but heres the jist.
Say when you taunt, you can add an event that switches the variable on/off.
When you attack, if the variable is on, the character attacks with fire.
If it is off, the character attacks with ice.
It`s confusing but heres the jist.
Say when you taunt, you can add an event that switches the variable on/off.
When you attack, if the variable is on, the character attacks with fire.
If it is off, the character attacks with ice.
[/quote]
Yeah, I get that much, but are there any other uses for it? Besides the elemental switching?
You could switch b attacks, but it would be difficult to do.
What I did with it is added that you can only use yoshi`s b up once.
Quote from: Untouch on August 09, 2009, 03:40:22 PM
You could switch b attacks, but it would be difficult to do.
What I did with it is added that you can only use yoshi`s b up once.
I'm guessing what you did was once the move was called, you set the variable to false?
I'm trying to use variables again for Yoshi's DOWN B, but It's not switching them.
Must be doing something wrong.
Somebody make Echo Blade Sheik Kirby Hat. The fact that you need Sheik to be in the match shouldn't be problem, since she has to be there, you just swallowed her.
What are the offsets measured it?
I'm experimenting trying to make attack like the flame wave but all my attacks are really close O_o
They've mislabeled it, I think x offset is y offset *facepalm* *facepalm* *facepalm* *facepalm* *facepalm*
The offsets are fine, when I increase y the gfx/hitboxes rises and when I increase the x offset they get farther away from the chracter.
I came across some gfx that were shifted on the z axis without me touching the z offset, which is kinda weird.
How can I make a projectile controllable? I can't figure it out =\
yea it v.02 x and z were switched.
That explains it, I'm still using v1. Have you tried if 2.1 fixes it?
I'm using 2.1 and x offset and z offset are switched.
but only in GFX.
Fine, I won't be updating for a while I guess.
knockbacks are messed up in earlier versions ¬¬
just use v0.21 and don't forget to switch x and z offsets in GFX.
THis is quite confusing.
Ah yes the knockback thing, hm now do I want swapped knockback or swapped x and z.
Hmmmm, I need to think about that one. xD
Quote from: Untouch on August 10, 2009, 05:16:13 PM
yea it v.02 x and z were switched.
You're kidding me?
So z offset moves to the left/right now -_-?
And, what's this about Version 2.1? I thought the latest was 0.2 or something like that? -_-
Quote from: Kevinrus778 on August 10, 2009, 05:37:21 PM
Quote from: Untouch on August 10, 2009, 05:16:13 PM
yea it v.02 x and z were switched.
You're kidding me?
So z offset moves to the left/right now -_-?
And, what's this about Version 2.1? I thought the latest was 0.2 or something like that? -_-
Yep.
It's really confusing, it's just a label error, if PW can change it i'd be happy.
there's a new 0.21 with fixed Knockback. look in the sticky.
yeah, z offset moves the GFX left/right, and x offset moves the GFX backward/forward.
Updates updates updates, gotta love them! ^_^
Quote from: Segab on August 10, 2009, 05:42:05 PM
yeah, z offset moves the GFX left/right, and x offset moves the GFX backward/forward.
:>.>:
That explains why I couldn't get one of Sonic's taunts to work properly in the game. It kept going into and outa the screen instead of going left and right.
http://www.youtube.com/watch?v=JxgdQglX1P8
finnally recorded it lol