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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: turbobear on August 26, 2012, 03:38:32 PM



Title: Brawl just got 20% cooler, Rainbow Dash beta released!!
Post by: turbobear on August 26, 2012, 03:38:32 PM
Rainbow Dash beta 0.5
download  http://www.mediafire.com/?mb1vr97e17zqj78 (http://www.mediafire.com/?mb1vr97e17zqj78)

Everyone's favorite dare devil Pegasus has joined the brawl

includes normal (00) daring doo(01) wonderbolt(02) scootadash(03) and NMN shadowbolt(05) textures.
main site for project http://www.vgponies.com/ (http://www.vgponies.com/)

So good news first:
RAINBOW DASH IN BRAWL!!!!!
animations/attacks are ~ 40% done

And now the bad news/why we need your help:
the two specials we have "done" only kinda work
several bone indexing issues, like the pixel explosion when grabbed
we dont have a full moveset nailed down
issues with models for external gfx

How you can help:
we need another psa'er, preferably someone who knows how to do some kinda advanced stuff....unlike me
feedback/ideas about/for the moveset we have now

as for the specials that dont work, here is what they should do:


side b is supposed to be a forward rush that moves into a flurry of attacks by dash if it hits or can just recover
(http://i.imgur.com/7lKbL.gif)
will also have rainbow flight trail, im just trying to get it to work first

Up b is going to be a tornado that pulls the enemy in towards its center and can be canceled into a divebomb attack or can be used as a recovery attack
 kinda like this (sorry for crappy pivot)
(http://i.imgur.com/dufk7.gif)]


I'm sorry if the post is unorganized/missing stuff We wanted to have a more smoothed out beta together before the next release, but we've hit a wall with some problems and need the help of the community

 You do not need to be a brony/like ponies to help with this project
we are trying to make this a legitimately good moveset for brawl, not just a half-flanked effort to put ponies in brawl.  
I will update this as we go and thanks in advance for you help :kdance: :kdance: :kdance:


Title: Re: Brawl just got 20% cooler, Rainbow Dash beta released!!
Post by: BriefCasey795 on August 28, 2012, 11:22:07 AM
*Reserved for any cause*


Title: Re: Brawl just got 20% cooler, Rainbow Dash beta released!!
Post by: UmFpbmJvdyBEYXNo on August 31, 2012, 04:56:37 PM
I suppose you said to respond over here, so hi.   :)

Anyway, I did some tweaking of your files and made things work a little better. Relatively.
I don't know what you want to do with the specials... so I just made them work again (like in the first release, anyway) so Dash is more playable...
I also made the HipN bone index reference properly, so the main throwing glitch is fixed... but then there's this strange physics problem, which I don't even know why it's happening. Dash goes downward diagonally when thrown, even through stages... I suspect some sort of collision problem with the bones, though. I tried a bunch of stuff on this but can't seem to figure it out. Oh well, maybe someone else knows what it is...

Other than fixing an animation ("SpecialHiFly") so it wasn't so messy in gameplay, that's it.


Title: Re: Brawl just got 20% cooler, Rainbow Dash beta released!!
Post by: turbobear on September 01, 2012, 01:29:06 PM
I suppose you said to respond over here, so hi.   :)

Anyway, I did some tweaking of your files and made things work a little better. Relatively.
I don't know what you want to do with the specials... so I just made them work again (like in the first release, anyway) so Dash is more playable...
I also made the HipN bone index reference properly, so the main throwing glitch is fixed... but then there's this strange physics problem, which I don't even know why it's happening. Dash goes downward diagonally when thrown, even through stages... I suspect some sort of collision problem with the bones, though. I tried a bunch of stuff on this but can't seem to figure it out. Oh well, maybe someone else knows what it is...

Other than fixing an animation ("SpecialHiFly") so it wasn't so messy in gameplay, that's it.
I've updated what the specials are supposed to be, as of right now they dont move and idk why they freeze up but im pretty sure it has something to do with the if statements in the subactions tab, also how did you do the indexing thing? i know nothing about models/bones


Title: Re: Brawl just got 20% cooler, Rainbow Dash beta released!!
Post by: UmFpbmJvdyBEYXNo on September 02, 2012, 03:41:21 PM
I've updated what the specials are supposed to be, as of right now they dont move and idk why they freeze up but im pretty sure it has something to do with the if statements in the subactions tab, also how did you do the indexing thing? i know nothing about models/bones


I don't know too much about psa, but I'll look at what I can do in a bit.

As for the indexing, the FitPit.pac file has some important information in it pertaining to bone index numbers. Namely, when a character is grabbed/thrown, the bone that is "grabbed" is the HipN bone, and it needs to be a certain index for each character if you don't change the "FitCharacter.pac" file. For Pit the number is 12 normally... but you can change it. I used the program called Tabuu, but you can use BrawlBox now: Where you need to go after opening the FitPit.pac file is: FitCharacter > MoveDef_FitCharacter > Sections > data > Misc Section > [10] Bone References. The second number here is the HipN bone reference. (Other useful ones here are the first one, the ThrowN bone index, and the fifth one, the TransN bone index.)

A very helpful resource I found (and the place I learned to do this): http://forums.kc-mm.com/index.php?topic=9248.msg104838#msg104838 (http://forums.kc-mm.com/index.php?topic=9248.msg104838#msg104838)

Hope this helps.

EDIT: Also, I feel like making hitboxes and stuff for a move would be easier if they have animations made...