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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: February 26, 2016, 02:00:16 AM
damnit my joke was destroyed

I made it so the character has "his own respawn platform" instead for the normal one (it has a firering as the test)
together been exploring if I can change the animations on Star KO, on Respawning and replacing the effect on death on bottom/side and Star KO
I'm already seeing Bowser respawning using his clown car.
2  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 03, 2016, 01:51:18 AM
well that didn't fix it. The lighting just randomly decides when it wants to be brighter on the correct side ingame. I've noticed that his hands are always correct in any stage lighting though

EDIT:
See how the parts facing the screen are darker than what isn't? And i should mention that the darker parts are waaaaaay darker in-game than what they are in the screenshot.

If you select some of the polys in 3ds Max, the outside faces should be brighter than the inside ones. Otherwise it means you have flipped normals. Use the flip normals button to fix those.
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Waluigi PSA. Finally Released! on: January 01, 2016, 04:25:28 PM
I can confirm the freezing issue. Using the P&P version on a clean virtual SD with Dolphin.
4  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Any way to get rid of player Indicators? on: September 09, 2015, 04:46:05 AM
No Tags:
C20E5190 00000002
38800000 90830354
60000000 00000000
5  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.76b on: September 01, 2015, 10:26:25 AM
I've sent a report not so long ago when Brawlbox sent me an error message. I said that BB crashed but actually it just continued working fine after pressing on send so it didn't exactly crash.
I also forgot to say that I was already using the old file in another place at the same time I tried to replace it.
6  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 31, 2015, 09:21:36 AM
The head is mostly done. I may touch it a bit later though. The eyelashes were edited, the helmet parts are rigged (there are two pairs of them for the model changer event to be able to change between open and closed in the middle of a match) and the mouth is also rigged. The hands have also been rigged and are rigged exactly like Snake's (went vertex by vertex to ensure that they were perfect).


Since I made some changes to the face I deleted the expression I previously made (hurt face), so right now the model is also lacking expressions which I'll make later. It's also lacking texture work (it's very obvious in the hands with the seams and, well, the texture itself) which I'll leave for the last step.

Since I'll use SHP0 animations for the expressions the whole model would stay at slightly less than 8k polys, which means that it could still see some improvements here and there. The less detailed area of the model is pretty much everything except the head and the katana, and that's what I'm working on right now.

The Twin Snakes model had quite some details in the model, like an actually modeled exoskeleton's spine, but overall it's quite low poly. Meanwhile the assist trophy's model is higher poly but lacks any kind of details and depth.

For that reason, I started working on the model of the assist trophy, trying to give it actual depth.



Yesterday I had almost every armored part done but I wasn't too happy with the result so I decided to start over.
7  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 11, 2015, 07:22:10 AM
Since Akuma is pretty much done, I decided to start on another person.

One of my favorite clones of all time



He should be much easier to optimize. Heck, I should be able to shave off a couple of thousand polys (maybe 2k?) and he'd be perfect in the game.

Oh my God, you like Ken? drogoth pls

Also I guess I could post this here:


Working on the model for my revamp of Eternal Yoshi's Gray Fox PSA. Has new hands coming from Snake's model with rigged fingers and a new head coming from the MGSTS model. I plan to add bones to make the helmet animated and move his mouth.

Still gotta work on the textures, fix the normals and add a hurt face (I was working on one but decided to restart it since it wasn't looking that great and I had to make some changes to the normal face anyway).

I didn't grab the body from the MGSTS model since the assist trophy's was better. The poly count is that big because of some hidden objects. Also forgot to check the transparency for the eyelashes.
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Lillith's PSA Thread on: August 10, 2015, 05:52:34 AM
I hope you don't lose your motivation. It's looking great so far.
9  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - New Project on: July 24, 2015, 06:32:39 AM
MvC3 inspired moveset?
10  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 07, 2015, 05:05:13 PM
Blonde doesn't look bad though.
11  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Large Leader's PSA's™: Closing! on: May 03, 2015, 05:10:29 PM
22222222222
12  Super Smash Bros. Brawl Hacking / Model Imports / Re: BlackJax Quality™ Model Imports on: April 27, 2015, 05:39:21 PM
Holy macaroni.
13  Super Smash Bros. Brawl Hacking / Model Imports / Re: Fire Emblem model importing thread - Awakening Marth v2 Released / Sm4sh Lucina on: April 20, 2015, 02:04:57 PM
That's a pity but I understand.
14  Super Smash Bros. Brawl Hacking / Model Imports / Re: Fire Emblem model importing thread - Awakening Marth v2 Released / Sm4sh Lucina on: April 17, 2015, 03:52:41 AM
I'd thank you if you made a version that keeps PM Roy's head.
15  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Anivernage Moveset Stuff, New OP, Spider-Man & Iron-Man in the works! on: April 09, 2015, 07:54:54 AM
...Dolphin 3.5?
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