I was thinking of the recent advancements in Brawl hacking and it hit me. "Is it possible to make sprite characters? After brainstorming for a bit, the answer turns out to be yes, but only after the MDL0 converter is finished. Here's how. (Warning, big Pic ahead!!)
(http://img535.imageshack.us/img535/6044/spritebrawl.png)
It's quite possible i'm COMEPETELY wrong with this process, but I dont see how. Let me know if you see some sort of flaw.
They have to be mdl0 and I think they aren't
How about actually reading the whole process before commenting. It says it would require the MDL0 converter.
omg a 8 bit mario joins SSBB
Quote from: MarioDK on May 21, 2011, 06:41:40 PM
omg a 8 bit mario joins SSBB
This is what I want.
Same with Paper Mario.
Also, for that Sonic I could use it for my Nostalgia Sonic PSA(In progress)
I think sprites may just not fit into Wii's memory. Nonetheless, interesting idea and if it worked somehow, beautiful things would happen.
Yeah, this would be great.
Imagine, super smash bros in 8 bit graphics XD
Quote from: Jaklub on May 21, 2011, 07:00:31 PM
I think sprites may just not fit into Wii's memory. Nonetheless, interesting idea and if it worked somehow, beautiful things would happen.
The sprites are textures, which can easily be loaded into through the wii's memory.
it's good for a basic concept I guess...
(for what tools we currently have)
once I crack the Material-Shaders and TEV's,
you can expect to see sprite animations >D
a close example would be:
look at Pika's eyes...
a script controls which texture to display on the face of the object
so yea...
PW's working on an script editor though >_>
I was planning on it, but he's way over me...
Quote from: Roo on May 21, 2011, 07:22:13 PM
The sprites are textures, which can easily be loaded into through the wii's memory.
The problems is that if you want to have well animated sprites, you'll need LOTS of textures.
Quote from: Jaklub on May 21, 2011, 07:29:35 PM
The problems is that if you want to have well animated sprites, you'll need LOTS of textures.
Thats true of super advanced sprites from more recent games, but this will be simple for early games like Mario Bros. Ect.
Quote from: Tcll on May 21, 2011, 07:26:22 PM
it's good for a basic concept I guess...
(for what tools we currently have)
once I crack the Material-Shaders and TEV's,
you can expect to see sprite animations >D
a close example would be:
look at Pika's eyes...
a script controls which texture to display on the face of the object
so yea...
PW's working on an script editor though >_>
I was planning on it, but he's way over me...
Aww frig, double post but whatever.
Tech my method is a WHOLE lot simpler than what I believe your describing. My method involves direct model animation, while yours would include countless hours of script editing just for a polygon to show a particular texture for each animation.
Quote from: Jaklub on May 21, 2011, 07:29:35 PM
The problems is that if you want to have well animated sprites, you'll need LOTS of textures.
Yeah, but you could probably just make them 8 by 8....
SSBB = for sure now the new Mugen with soon more char. slots+more stages slots+.dae importer+this now
not countless hours :P
try more like 10 minutes to write the scripts (for someone like mario)
^4 minutes with a template
(which of course I will provide because I'm one of the most helpful people on this furom) :af2:
all you really need for the animations are a few lists ;)
^well, for blender anyways
I did manage to get Pika's eyes working as they should...
(through a modded version of the animation method I talked about below)
but that was a different Pika for testing the method :P
blah...
I'm sure some people have seen this image before:
(http://imageshack.us/m/864/1484/lolthisn.png)
Just putting it out there :P .
I remember that. Classic.
I want a Simon Belmont sprite hack then.
Quote from: Friedslick6 on May 22, 2011, 12:06:20 AM
I'm sure some people have seen this image before:
(http://imageshack.us/m/864/1484/lolthisn.png)
Just putting it out there :P .
Funny you should mention that. I'm making an SSBB version right now!
hell yeah, i always wanted to replace the guitar girl with a ghost from a mod of doom, that would work awesomely :D
(http://cutstuff.net/images/GVH/GVHscreenshot11.png)
heh, I'll put in Old Riku just for the heck of it :P
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/0ea28181dae0aa0a95cc8c4949403420750bf91e7488b830d8dcbb9b1bf0d9bf)
of course I'll fix up the sprites a bit XD
You can just use a plane and use animated textures instead >.>
Quote from: VILE on May 22, 2011, 01:16:40 AM
You can just use a plane and use animated textures instead >.>
that's what I was stating...
but it requires a script doesn't it??
Quote from: Tcll on May 22, 2011, 01:28:31 AM
that's what I was stating...
but it requires a script doesn't it??
Easy work my friend.
inb4 sprited characters who never got 3D models (Haoumaru we're gunnin' for you baby!)
Quote from: VILE on May 22, 2011, 01:34:53 AM
Easy work my friend.
hows it done??
there's a large chance I may know about it but am not recalling it XD
Quote from: VILE on May 22, 2011, 01:16:40 AM
You can just use a plane and use animated textures instead >.>
That sounds like it would require SRT0 editing of the MotionEtc.pac, which is currently very limited.
Quote from: EternalYoshi on May 22, 2011, 03:34:37 AM
That sounds like it would require SRT0 editing of the MotionEtc.pac, which is currently very limited.
O.o
can't believe I didn't think of that...
those would be the scripts
around 350 animations per character
you are proposing 1 sprite frame per new bone
characters like megaman have multiple frames for a single animation, but lets just say that he had 3 frames per animated sprite for brevity's sake
350x3=1050 bones + the mandatories (transN etc) so the file would be too huge which is a nope by default
and SOMEBODY needs to sprite all of the new animations as well, which is extremely cumbersome on its own
nobody would want to do this
Yeah I've seen MUGEN characters with over 10000 sprites including the effects, it won't be easy, but if THEY can do it...
Quote from: cuckoos on May 22, 2011, 06:23:01 AM
around 350 animations per character
you are proposing 1 sprite frame per new bone
characters like megaman have multiple frames for a single animation, but lets just say that he had 3 frames per animated sprite for brevity's sake
350x3=1050 bones + the mandatories (transN etc) so the file would be too huge which is a nope by default
and SOMEBODY needs to sprite all of the new animations as well, which is extremely cumbersome on its own
nobody would want to do this
I think your misinterpreting how the process is going to be done exactly.
that's why I'm not putting my new Riku as a sprite char XD
think of this:
Riku has 4 forms, a back facing state, and a hurt state...
and that's only the beginning...
you also have to tie in a platform state as well as a team-up state for 2 of the forms...
each with the basic states above
for Riku alone,
that's 36 different standing animations (36 different char animations)
and let's not forget his teammate, Sparx...
Sparx has only a back state (it's a robot)
not to mention sprites for the different platforms,
and sprites for the effects and attacks of all those different forms...
when you add that all up, it equals a heck of alot of sprites D:
why not use one square as a "sprite" and rotate the sprites with PAT0 :3
or you could do Roo's method with VIS0.
I see PAT0 as easiest but Roo's more flow to make
Quote from: Roo on May 22, 2011, 01:30:53 PM
I think your misinterpreting how the process is going to be done exactly.
nnnope
1 new polygon for every frame right
I polygon for every sprite, actually, and you leave out reverse sprites.