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Messages - tempesttime

#1
This is wicked; I love the idea of an entire community collaborating on this.

What I would like to see are people's ideas for renders. I will provide a download link to the lastest version of the mod, so you guys can mess around with him.
#2
To me, the most important aspect to the renders is that it fits the quality of Brawls renders, and displays Lloyds personality.
We received feedback on our last render batch that not only were the swords on the wrong sides, but that it didn't properly express his personality. Perhaps it would be wise to hear the public's opinion on the pose.
#3
Hey guys, tempesttime here.

Who am I?
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Introduction
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Project Lloyd-over-Wolf: Revelations

Image rendered by SJS (needs to be updated)


DISCLAIMER

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THE TEAM

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UPDATE- Friday June 3rd 2016
A few days have passed, and things are already underway:
- Plenty of people have expressed interest in creating renders, and other things, for the project
- Most of Lloyds moveset has been planned now [though it is still subject to change

On the topic of movesets...
SPECIAL MOVESET

Since more planning is going into smash moves, I have decided to present Lloyds special moves for now

Regular Special - Demon Fang
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Up Special- Tiger Blade
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Side Special- Tempest
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Down Special- Beast
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Thanks for following, and assisting with, the development of this project! We look forward to making something everyone will enjoy

Kindest regards,
The Tempest
#4
Fantastic work on this so far. He DOES feel much more playable, when compared to way back when. I want to see our mod become one of the top downloaded mods (community spotlight?)

It's humbling to also see that you appreciate the moveset I wrote for him. Perhaps we should make the Midair Down, have a meteor effect? Make it a much more vertical beast, and a combo finisher?

Also, I would suggest we bring the PM idea up with the PM team. I'm sure they would be interested.
#5
If you want I could look into making the model a projectile article.
#6
Yo guys. For the effects I was wondering if you guys wanted a model with thickness, or one that's open for "Nova Strike."
#7
Are you able to make models into particle effects? There should be a function in psa
#8
On a bit of a side note, would you guys like any custom effects for your character? I think I can do that "Nove Strike" yellow flashy thing. I can also do the energy shots (maybe, if I had the ability to make particles out of my models I could make them look perfect)
#9
We might just release multiple versions of it. In my PSA, I'll add the other sword in so it appears during Celsuis Calibur. As for the other blue sword (I don't know what its called) I'm looking into ToH:TB for models right now. Hopefully I can rip it from there and use it (I think I mentioned this earlier).

I have made recolours for Veigue (btw, colour the Canadian way of spelling color...I wanted to clarify that because I will probably be saying that a lot). I need people to look into ripping the effect models from ToS2 for me. Innerscope and I managed to extract stalagmite (with animation) but we can't find anything else.
#10
The PSA for Veigue will be unique I can assure you. I am seriously considering multiple final smashes for him. His first skill, Zehhyoujin, will be his B move. That is all I can confirm for now.
I also aim to make the effect models for him. Hopefully someone is willing to help me code them in....please...

*edit- I will also look into Soul Calibur Legends to see if I can rip the soul edge from there.
#11
Attacks and Animations / Project Ruca
November 20, 2011, 10:27:14 PM
Project Ruca
Latest Version: N/A
Dedicated to the import of Tales of Innocence's main character, Ruca Milda.
The Team:

  • Tempesttime: Leader of the project
  • Innerscope: Animator and minor PSA coder.
  • SqLeon: PSA coder and model importer

Model Import Progress:
50%
Animation Creation Progress:
0%

The Planned Moveset (written):
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Smash attacks:
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Special Attacks:
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Throws:
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Final Smash
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[/spoiler]

Downloads:
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#12
Help / Project Lloyd- Huge errors
October 26, 2011, 11:12:17 PM
Hello forum.
I am from the Project Lloyd team and I was hoping that some one could help me out with a huge error.
I recently converted a gmo file of a sword (from ToVS) into a dae file (through a long series of events which resulted in me having to use Maya 2012 to export the obj [of the gmo] as a dae file).
By using Brawl Box, I managed to inject it into the fitwolf.pac file. I used Wii scrubber to replace the matching fitwolf.pac file with my modded one and then saved the changes. I ran project Dolphin and was able to play as Lloyd perfectly; no lag, crashes, or poly explosions.
I then put it on my SD card, like usual, and booted up my Wii. Everything loaded correctly, program wise. I went to training mode and selected my modded character (the one that had worked earlier), and pressed start to begin the match. When the game loaded, I noticed a bunch of problems:

  • His sword (the one that I had imported) did not appear when he faced right; only when he faced left
  • His second sword (in his other hand; not the imported one) did not appear at all
  • None of the other effects appeared when he attacked, ran, jumped, etc. (Demon Fang only appeared when he was facing Left)
  • When Lloyd attacked regularly while facing left, the one sword that did appear would disappear, reappear, disappear, and then reappear again
  • At the start of each match, there was a split second where Lloyd,s poly's exploded
  • When down special was used, at the end of the animation the game would crash and give the Game&Watch scream
  • The game was UNBELIEVABLY LAGGY

I am hoping that someone would have answer to this problem. The team leader and I have exhausted many options already, it would help if we could have some new ones to try.
Thank you all very much.
~The Tempest
#13
Ah...I had the EXACT same problem as you a while ago.
What is in your Riivolution folder on your memory card?
#14
Help / Character *.rel's for Riivolution Users
June 26, 2011, 04:58:22 AM
Hello everybody.
I was wondering if someone could help me with character *.rel files. I have taken a look at other posts before I added another help post to the site, but I ended up having to as I have not found anything that seems to match my problem.
I have divided this post into two sections: the story, and the diagnosis. Hopefully this will make it less complicated for those who may not want to look at the story and see the diagnosis, or vise versa.

The story:
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The diagnosis:
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As I would like this to perhaps be a reference for people who have the same problem, please don't fix the modlauncher.xml for me, just tell me how I should fix it or what I should type in (and if there are another problems you see that you have a solution too NOT relating to this, please PM me with the answer). 
Thank you all very much.
Here is the link to MY modlauncher.xml:
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#15
Help / Re: Tifa PSA Alpha trouble
April 26, 2011, 08:33:18 PM
There IS a topic for this but...
1. Make sure your modlauncher.xml has a directory to common.pac
2. Make sure your common.pac is in that directory
3. Replace the moveset IN THAT FILE with the one you want. (Make sure it is the character the moves are meant to go with)