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Messages - LJSTAR

#1
Attacks and Animations / Re: Cali Kingz Projects
May 05, 2016, 09:31:21 AM
Quote from: NoWon1196 on May 04, 2016, 02:04:48 AM
Is there any word on if KTH will release his Shulk mod? I know you only helped with it but KTH isn't saying anything as well as he told me to ask you. Also, good luck with Frieza and Jin.

For short, we have "technical problems" with Shulk.
#2
Help / Re: Sword Swing not visible
March 20, 2016, 11:17:14 AM
What do you mean by "Sword swing" ? The sword trail ?
#3
Attacks and Animations / Re: Cali Kingz Projects
March 19, 2016, 12:59:26 PM
No worries, it's fine, lol (and it was actually for "NoWon1196")
As for the most recent files, I think KTH have them, he wanted to fix some SFX issues or something

Also, for the nB, I think this
http://forums.kc-mm.com/index.php?topic=75336.0
would be just perfect instead of messing around with the momentum (and would probably have a better result at the end), although, I haven't tried it yet
#4
Attacks and Animations / Re: Cali Kingz Projects
March 19, 2016, 09:56:14 AM
Quote from: NoWon1196 on March 15, 2016, 11:11:46 PM
do you think the Shulk colllab psa with KTH will be done sometime next month?
Tfw when people forgot that I'm part of the team for that Shulk PSA and that I've done 90% of the normal attacks PSA-ing + the backslash.

Quote from: CaliKingz01 on March 16, 2016, 09:40:52 AM
It might be done soon.  From what I know thats left is the B Specials and Final Smash.
Yeah, I think the throws must be done as well, the results I had were... weird, lol.
But all the animations should be in, maybe minus the Down B "hit"(s) and the Final Smash animation for Shulk (when you'll get to it, I'll convert them from SSB 3ds)
#5
Wait. "Character Attributes on the fly" ? Basically, making a character heavier and such on the fly, via PSA command instead of messing around with momentum ?

... This is beautiful. (and also, exactly what was needed for Shulk's PSA, lol)
#6
Attacks and Animations / Re: WIP PSA Workshop
February 14, 2016, 06:46:49 PM
We saw that after we remade almost all of his animations... Wouldn't re-rigging him to a Brawl skeleton means that we'd have to redo all his animations again ?
#7
Attacks and Animations / Re: WIP PSA Workshop
February 14, 2016, 03:14:48 PM
Quote from: KingJigglypuff on February 14, 2016, 01:53:44 PM
Wow, are those animations ported or custom? Aside from Side Tilt (looks kinda shaky, so I'm assuming custom), everything looks really spot on.

Well, both, kinda. (but mostly ported)
At first, KTH and I wanted to port the animations on Brawl's skeleton but since we weren't able to do that, I've ripped Shulk's model from SSB3ds and ported it into the game (with his original boneset) and ported his 3ds animation as well.

But... when we realized that doing this would make the FitMotion's filesize explode, KTH remade the animations by using the ripped ones as a base. (which is the reason why some animation need more work, like the Side Tilt which was made really quickly and some others fixes have to be made, like when Shulk goes from the Win animation to the WinWait)
#8
Attacks and Animations / Re: WIP PSA Workshop
February 14, 2016, 01:12:50 PM
#9
Help / Re: Item modding freeze error.
January 24, 2016, 10:48:20 PM
Something that I would recommend for item is, well, to remove every texture / palettes for the food item (with the exception to the first texture which the name should end with ".00" if I recall correctly)

In game, the 2d food item will only show the apple, although you'll save some precious filesize in the common3 for others items
#10
Attacks and Animations / Re: Cali Kingz Projects
December 25, 2015, 08:07:43 AM
Quote from: CaliKingz01 on December 25, 2015, 06:02:40 AM
Thank you LJSTEST00 for the nice shade for the Down B.
Sorry but you are not allowed to view spoiler contents.


You're welcome !
I just noticed the outline is wrong when he punch (I sent you the fix via Skype, btw)
#11
Quote from: Ricky D. (Br3) on August 16, 2015, 08:22:21 PM
Biased much?



You picked exactly the picture with the most extreme lighting. Lighting can vary a lot, you know.

Shouldn't we compare him to Sm4sh, just like how Chrom was compared ? I mean


His skin is pretty different from the Wii U version, imho
#12
Voted Ikaros as well, the most interesting choice (imo) from the list
#13
Model Imports / Re: WIP Workshop
July 21, 2015, 11:23:32 PM
Quote from: Lunoz on July 21, 2015, 04:51:43 PM
I tried to fix them.

Sorry but you are not allowed to view spoiler contents.


The legs still look a little sharp in some animations but w/e. I'm fine with that.
Now that's something that I wouldn't have expected to see in Brawl, really nice ! (Sonya best grill)
Kinda weird to see her in a non chibi-esque form tho
#14
Programming / Re: BrawlBox 0.76
May 23, 2015, 07:43:41 AM
Quote from: Sammi Husky on May 23, 2015, 07:21:46 AM
You're positive you changed the "Locale"..? Also, did you ensure to restart your computer after changing the locale?

Yup, I'm used to do it for several Japanese game, so I'm 100% positive that I've done it correctly
#15
Programming / Re: BrawlBox 0.76
May 23, 2015, 07:01:00 AM
Quote from: BlackJax96 on May 23, 2015, 04:43:53 AM
It's just a problem converting integers to strings because of your locale.
When shaders are activated, alpha test is done in the shader.
When they're not, it's not done in the shader.
Shaders are strings. That's the problem.

Also, I'm talking about GLSL shaders here, not MDL0 shaders.

Here's how you can change your locale to English

Well... I tried, doesn't change a thing for me, same glitches as before