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Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Unofficial Project M Ridley PSA (99% done) - Well, its nearly over...
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on: January 27, 2015, 09:52:02 PM
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This project is amazing! It would be awesome if the PMDT picked this up and decided to finally add Ridley.
I like the newer fireball over the old one. It looks awesome! Also, in your video demonstrations can you put some text boxes indicating what move is what? I had some trouble guessing which move were which inputs, especially on the aerial moves.
Forward throw is like, the most impressive looking move out of everything here.
I don't know if you want my 2 cents on this, but I really hope it helps! If you do decide to submit your final work to the PMDT in hopes they'll consider using it to add ridley to a future build, I have a rough idea of some of their concerns with why he's a difficult character to add.
Size and Shape: Probably the most obvious, as many people have said he's simply too big to put in smash bros. I don't believe it since a lot of characters are scaled somewhat. I know members of the PMDT have said he's too big, however, so that's still an issue. I think your Ridley is fairly good in his size, but there are some tricky things to consider, mainly his long tail and wings add considerably to the amount of space he takes up. It also complicates the overall shape of his hurtboxes, which for most smash characters, doesn't stray too far from ovals and rectangles. This just seems like one of the true difficulties of making Ridley seem to fit.
My advice on this is that the PMDT would still think your Ridley is too big. Make him a little smaller overall. Shorten his tail by half, and if it were coiled closer to his body that would help to pull in the shape more, of course, it could still lash out rather disjointed-ly for his tail attacks. His wings could also be 'hidden' to not add extra size by having them overlap the body more or fold more closely to his body on the ground. The flapping in the air looks good though. Again I don't know if you want this sort of advice, but on the off chance you do, I think these are things the PMDT would say.
In any case, keep up the good work! it's awesome that you're doing this, and I look forward to seeing more of it!
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Help & Tutorials / Model Tutorials / Re: Rigging and Importing in Autodesk Maya
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on: April 02, 2014, 08:01:43 PM
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What a bump. Just wow.
Is a bump when someone new posts in an old thread and it bumps that thread up to the most recent threads? If so, I don't understand how to avoid that if you have a question that's pertinent to an existing thread that just happens to be old. For future reference, I think maya 2014 does import these textures automatically. At least for me, I had already exported the textures from brawlbox into the same directory as my model and Maya included them when I imported. Being brand new to maya, I didn't know that you have to press 6 to switch to "shaded display (with texture)" in order for them to appear. Another question though: when I import a model from bbox into maya, it loses a lot of smoothness and becomes blocky. Is this supposed to happen?
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Help & Tutorials / Model Tutorials / Re: Rigging and Importing in Autodesk Maya
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on: April 01, 2014, 07:38:30 PM
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It's not too hard to relink textures, though.
if you know of a tutorial here explaining how to get those exported textures to appear on your model in maya, would you tell me what it is? None of the topics are about that specifically. The closest I can guess would be the dummie guides to dae importing/rigging but those are all using 3ds max
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Help & Tutorials / A/A Tutorials / Re: How to add Working SubActions
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on: March 28, 2014, 01:45:31 PM
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I'm not sure if this belongs here or not, but I added a new move to my fitZelda.pac by simply finding an existing empty subaction and adding code to it. It's sub action 57 (39 in hex). When you press the B button during sub action 115 (73 in hex, her forward throw), there's a change subaction command that redirects to this new subaction 57. Everything works perfectly except the game won't read any graphics or external graphics codes that I put in the GFX for subaction 39 in PSA. When I saw your post about added subactions not functioning correctly, I thought maybe there was something I had to change with a hex editor...?
I went through the steps in the thread, and it seems like you're explaining how to tell the pac file that there is a bigger total of subactions and that this will make the file recognize you're new subaction. But in my case, I haven't changed the total number of subactions, I've just modified a previously unused subaction.
Can you give me some advice? Would changing something with a hex editor help the game recognize GFX in my modified subaction? Or would adding a new subaction and following your steps give me a move with working GFX?
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