You didn't tell me that was what you did. I'll add that to the update but I'll have to edit the forward throw since it uses that keyblade. Unless you wanna do it. I'm gonna be on church for the next few hours. Post Merge: December 09, 2012, 12:52:17 PMI'm home now. I'll add the model switch to the .pac.
To make sure... I'll have to insert this model switch in Strike Raid as well right since thats the only move that uses that Keyblade?
lol. Just as I was updating it. But for future reference, yes, you do put it in the NB's subaction.
appears when Sora blocks. That must be a gfx issue.
It isn't. As I've said before, it's because it's on the ThrowN bone. the throwN bone scales itself to make the sheild appear, and so the keyblade isn't scaled zero in that animation. to fix it, I simply add a model switch. Hopefully the same visibilities were kept in the new costumes. When I'm done with my homework, I'll fix it if Kagemaru hasn't by then.
Also, I noticed with the keyblade pack that the filesize is too high on a few costumes or something, as I can only get a couple to work.
EDIT: Is Roxas going to be ported over anyone in particular? Because I have an idea that might solve any GFX glitches. it's stupid, but it might work.
I also tried it out. Another thing I noticed is the thunder is more like Thundaga, it intsantly kills opponents when I used it.
....I think this is a problem on your end. I tried it and got no such results -------------------------------------------------------------------------------------------------- If you downloaded the small update and saw that sora's torso was missing, I fixed it.
Yes I was. I told myself I'd (attempt) fix them since the first release, and I put it off every time :x
Looking at this moveset again, it actually looks better to me. the only things I would change is the stiff transitions in the glide, and swapping the down smash and vB... If they haven't been already.
Anonymous: the TransN bone wasn't edited. I didn't know it needed to be.
Then how did it work before? Whatever. good to hear it's working now. but does cure work, yet? I just realized I left the graphic in my dropbox, too
and jrush, good luck. I tried the hi-poly model, and it worked for the most part, but as you can see the straps and facial expressions didn't go too well.
First three people to post get to beta. But you have to get me feedback within 48 hours.
How in the world did I manage to break it in the first place, I wonder... Is the glide the only thing changed from what I sent you? I heard you sent it to jrush at one point.
Well, my current thought on it is that it is because it has been touched by brawlbox, since when sora was redone all through PSA, and I simply replaced the eff.pac with the very same one in the brawlbox edited moveset, the external GFX magically started following him correctly, so I assume that sonic will obey the same rules.
How do you port these Final Smashes over to non-vBrawl PSA's? They all use FitX.pac and FitXMotion.pac's instead of FitXFinal.pac's so it's impossible to have these without replacing whatever moveset you're using.
Just to make something clear, it isn't an instead of situation, as the fit[Character]Final.pac is for final smash - locked graphics and articles. nothing more. he has no choice but to put it in the moveset file.
now, on another note, I found out why Sonic's emerald doesn't follow him, but I'm sure you've figured this stuff out already
I myself would be a bit torn between textures and animation, since I'm awful at both and they are kept at higher standards (to be considered worth using). However, since animations are generally coupled with a PSA, meaning there are a lot of animations, I'd go with that since I rarely make models that need more than 2 or 3 textures.
But I look at the amazing vertex hacks and how I've never even tried stage hacking so I have no idea what goes into that.
I tried doing it with an 8 Gig last year, it didn't work... you're best with a 2-4 gig. 8 Gig is simply too much... and 2 Gig isn't enough for me cause I can't fit any more brstms in it... lol
I use an 8gb flash drive, and it works just as well as anything else I use.
Allow me to repeat myself. We don't need this anymore now that we have model importing. In other words, you don't delete the polygons in Brawlbox.
And what if your model is rather complicated? I feel it'd be easier to use the polygon deleter rather than re-import the model entirely and redo all the materials and visibilities.