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Messages - batman64

#1
Quote from: Carnage on November 05, 2014, 12:33:32 AM
not at all all you need to do is set up model changers which is preety easy to do using bb since you cant add them in psa.

Ah that makes sense. I never tried doing that in bb. I mainly use PSA when editing characters. You learn something new every day.
#2
Quote from: Carnage on November 03, 2014, 09:21:52 PM
dark samus has the same exact boneset as samus no a single bone-edit

This is true, but if the model uses samus'a morph ball then it will always be visible during the match. Unless someone has found a way to fix this, you have to either use models without the morphball, or remove the morphball polygons.
#3
After releasing my first character mash up of Marth and Lucina, I got a request to write a tutorial on how to go about making characters that have costume specific movesets. So here it is! I know that SonicBrawler else already has a video tutorial on this subject, but I felt that it was fairly quick and not very detailed. I tried to be as thorough as possible in writing this guide, so hopefully it will be clear enough.

If you'd like to check out his tutorial as well, I highly recommend it. You can find it here: http://forums.kc-mm.com/index.php?topic=67876.0

Section 1: Introduction
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To completely follow this tutorial you will need:
Project Smash Attacks (v2.7)
BrawlBox (0.71)
Character files such as fit(character).pac and fit(character)motionetc.pac
Custom animation files, or your own animating ability (I won't be covering how to animate in BrawlBox)
Some basic understanding of coding processes

I should say that this method is useful, but also has its limits. Because all brawl files have a finite amount of space to work with before they won't work and will freeze the game, it is important to make your programming as efficient as possible. Also consider deleting unnecessary external gfx from the ef_(character) section of your fit(character).pac file. This will free up some space, but also obviously cost you some graphics.

Reference this thread to get an idea of the size limits of the fit(character).pac files: http://forums.kc-mm.com/index.php?topic=5876.0

So after this, you may be asking, why would I need to do this? Well to answer it bluntly: you don't have to. Through BrawlEx, we can already make clones of certain characters, expanding the playable roster of characters. But those characters that cannot be cloned still exist, and through this method, we can make modifications to them without actually getting rid of their original movesets.

Alright, let's get to the tutorial that you've all been waiting for. [/spoiler]

Section 2: Costumes
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If you are only planning on making a single costume have the custom moveset, then there is no need to add a new costume. Just replace one of the character's existing costumes (or don't if you don't want a new custom model), and use the replaced costume's number when coding instead of 6. But I'm getting ahead of myself now. Moving on. [/spoiler]

Section 3: Attacks with the Same Animation as the Original
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Section 4: Adding New Animations
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Section 5: Attack Properties, Graphics, and Sound Effects
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Alright, that's the guide. If you find any errors or things that I can improve on, let me know and I'll do my best to update the tutorial. Thanks for reading, and good luck on your costume-specific movesets.
#4
Great work on this dark Samus mod you're making. I'm glad to see my porting efforts weren't wasted. Dark Samus is one of my favorite potential newcomers for future smash bros games, so let me know if you need any help with anything. I may not be able to help immediately, but I know my way around PSA.
#5
Programming / Re: The Brawl Expansion Project
October 11, 2014, 01:42:38 PM
Look through the PSA file and if you see anything with the word "article" in any of the commands, then porting won't work. Of course, it's possible to remake the PSA without articles being uses, but it's a time consuming process.

Another thing to keep in mind is that some characters draw more from their module file than others, and using a new module could have drastic effects on the way the PSA works.