BlackJax, I've run into a few issues with BrawlBox 0.67 already. NOTE: I am using this on the Project M Demo 2.1 FitIke.pac, FitIkeMotionEtc.pac, and an unedited vBrawl FitIke00.pac. If that matters.
I loaded Ike's model, loaded the fitike.pac and the animations etc. and had the following happen as I tried out the new BrawlBox:
#1 It only had Ike's face and sword polygons turned on instead of all polygons. #2 I turned off the hurtboxes and then tried to turn it back on and it didn't turn on. NOTE: I was told that to fix this I have to turn another button on/off to have the Hurtbox button change take affect. #3 I selected Attack11 and clicked play. The hurtboxes and hitboxes were turned on. After it played the animation, it turned all the polygons off except his sword and face models. #4 The Loop function of the animation player doesn't work. After I hit play, it doesn't loop.
I just wanted to say that your Aggron vertex is the best texture I have seen on bowser so far. I am hyped for the recolors. Also, you can see some vids where I have used the Aggron vertex here, granted they are Project M vids, but w/e as long as I show it off. Dreamland 64:
I am from the Project M Back Room, you can check my account on www.smashmods.com my name is Monk, it says I am in the Project M downloads group, or you could ask one of the other members, ds22, shanus, Jiang, Strong Bad, Falco400, FroznHobo, etc.
O.O That new saria looks amazing! Nice job! You are a very good vertex-er and textureer, you should try looking into 3D modeling or something similar to that as a career. I am serious about that.
Hello, I just wanted to say that I am from the Project M Back Room and have looked at your melee ganondorf. The jab, F-air, and pain sound effects when being launched from a very powerful attack are from Project M ganondorf. I opened your Attack11.chr0 (Jab) and the F-air (AttackAirF.chr0) in a hex editor and compared the hex of those moves with the moves in Project M ganondorf, they are the same exact hex. Meaning they are animations taken from Project M.
I assume that the hurtbox on lucas would not extend to be the size that is kumatora. Due to the bones not having any change in the motionetc to move the hitbox as this vertex hack is just extending the models and not the bones. Looking good so far!
So far, I know that people have discovered that MiscData[20] is the STDT(Stage Trap Data Table) and that editing it can modify speeds of objects in stages and things like that. I know that people have found that MiscData[10] is the SCLA(Stage Camera Location Angle) but I don't know if anyone has edited it yet. And I know that MiscData[30] is the STPM( i don't know what this stands for) I think it stands for Stage Trap Part Manager.
I know there are many more MiscData[X] but I wanted to know if anyone has edited any of the MiscData[X] that were not MiscData[20] and if they have what they have found out. I am trying to make this stage but without the external code in the GCT.
I am going to try and edit the STDT so the scroll speed is set to 0 so it won't scroll, but I am asking if anyone knows if the SCLA has been edited before and if so if they knew what any of the floating points were.
I downloaded the young link vertex, his upB(without the motion file) was screwy, it spun and stopped halfway through and during his entry, his legs wiggle a lot. With the motion file in, his upB spun awkwardly rather than straight as opposed to normal link, and his entry is still with wiggly legs. The upB also looks weird with non-young link textures. Is there a way for you to fix the upB? Also, how bad would it look if you were to not rename the bones?