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1  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: October 12, 2014, 05:57:13 AM
Oh, I'm sorry I didn't elaborate it enough.

-Auto-renamer: I'll use an exmple here. Let's say you have the bone "HatNA" that comes from a Link animation, but you want it to have effect on "HatNA2" that you are using on your new model, since having the original name it will behave crazy since that bone is affected by gravity and movement. If it's only one animation, it's rather simple, but when you have to make that name change for every single animation in a moveset, it's both tedious and takes too much time.

-Add/Substract button: I don't know how it works on later version, but in the one I use atm (v 0.71), when using some of them, they doesn't do anything. If I recall correctly (I cannot check now), they were -180 and +90. Plus, I think I haven't said it before, but I'm talking about the Add/Substract all right click option. I'm sorry if that was the only thing that made you missunderstand all.

I hope this helps. Thank you!
2  Super Smash Bros. Brawl Hacking / Programming / Re: Pay me to program for you. Would this work? on: October 10, 2014, 06:56:50 PM
How much for an update to state how much is already paid for everything on the 1st comment? Tongue

Nah, joke, no need to. In fact, I have some other ideas. Let me tell you them, even if they are already told:

Brawlbox:
-Better circle rotation: Thingy on bones doesn't work well under certain circunstances.
-Auto-renamer: Would help if there were (dunno if in latest versions there is) an auto-all-animation-bone renamer.
-Hitbox previewer: While paying for Ikarus is expensive for various reasons, I find myself using earlier versions of BrawlBox in order to preview a Hitbox. Since I'm not talking about editing them, and it was once on BrawlBox, I don't think this would be a hard task.
-Article offset/param viewer: Same as before, earlier versions had this and since they wouldn't save correctly, I use them to check changes on Hex and to find the offset. Again, I don't think of this as a hard task.
-Model rigging & Auto-select your bone tree: Let's be simple. Not everyone knows how to rig a model out of all those stinky options on... Certain programs. A model rigger would certanly help, as well as a pre-introduced bone tree of any Brawl charact0r without poly/vertex/normals/shaders/mats.
-Auto-please-don't-paste-this-unused-bone animation-helper: This would be rather useful, as the current reason an animation starts to overflow is because when you try to copy-paste an animation frame, it pastes even those who haven't changed. A feature to turn this off would help a lot, rather a button who checks this and may end up deleting some important keyframe.
-Fix the Add/Substract button: Pls.

And for the grand finale...

-Adjust lower body to ground button: It's laughable to see someone's hack being cool, but having both foots underground because of bad animations. With this button, the program should check the nearest rotation that actually touches the ground with toe or foot, being the latest the one with the most priority so it doesn't end up using toes when the foot can clearly touch the ground, or maybe a feature to select if you want the foot or the toe to be the focus.

Project Smash Attacks (PSA):

-Article param editor: Hex sucks your time to no end.

Ikarus:

-FINISH HIM

With that done, I just hope someone pays it all, since those are really nice features to have. For the time being, I'll sit and do my job with rather slow techs. Have fun developing for us, our most beloved hacker (and servant  Evil).
3  Help & Tutorials / Help / Need help with Model import on: July 28, 2013, 10:52:08 PM
Well, I explain the problem. I imported an 3D model over Link, using Link's bones, and all that stuff. It even worked... Before I wanted to improve the textures. You see, it's hair was not using the correct texture, so I changed ONLY it's hair texture, using another type of one of that options texture import gives you, and here, it made boom.

Now, no matter how I import it, the compression I use, the option I use for the textures, it doesn't matter anything, Brawl won't make it work. Please, if someone can tell me what I did wrong, I'll be grateful.

PD: If anyone needs the FitLink00.pcs, I can lend it, but I don't like to upload things that aren't finished.

Here, a little list to make it simple to understand the issues:

-The character is a Link import, using Link bones.
-The character used to work.
-The character worked when I compressed TextureData[0] with LZ777, but without any texture.
-The test imports filesize were between 650 and 900.
-Normal Link textures work.
-The problem doesn't ocurr only on Link's 00 texture.
-The model shows on Brawlbox without any problem.
-I tried to use another FitLink0X.pcs, reimporting the model and textures, no luck.
-As long as I remember, the textures I were using had 3 I4 and a CMPR, with the last being CI4 back when it worked. I just changed the CI4 to CI8.

I hope someone can help me. Thank you for reading and sorry if this is not in the correct place.

EDIT: I fixed the problem, but if someone can tell me why this does happen, I'll be grateful.
4  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 - Moveset editing coming soon! on: December 02, 2011, 06:10:55 PM
I'm going to need some help here. Seems somehow, my computer found the way to malfunction again, doing some weird things on extracting. I'll explain myself:

Step 1: I open my .pac character model file. Afterwards, I preview it so the .dae extractor has something to extract (If I dont preview, it just creates an 0kb file).

Step 2 (I think here's the error): I reopen the .dae with BB/import the .dae file with 3DS Max 2008-2010-2011 (tested with each one).

Error on BB: Model has infinite-length vertexes. I could see that some parts of the model are different between the Mdl0 before extracting and the .dae import, like missing parts or changed variables.

Error on 3DS: That thing wont open, no matter how much I try.

If you need some pics with the error messages or the messed-up model, just ask.

(BTW: Im using 64x, ¿maybe that has something to do with?)
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