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31  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kage's Inner Sanctum: Sora v1.5 Released/Resuming work on Akuma on: December 09, 2012, 12:57:40 PM
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 PM
I'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.
32  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kage's Inner Sanctum: Sora v1.5 Released/Resuming work on Akuma on: December 09, 2012, 09:42:48 AM
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.
33  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kagemaru's Thread: Sora Released/Streaming Animations on: November 25, 2012, 03:51:44 PM
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
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If you downloaded the small update and saw that sora's torso was missing, I fixed it.
34  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kagemaru's Thread: Sora Released/Streaming Animations on: November 25, 2012, 01:22:04 PM

this problem only shows up when blocking and i think it's some type of GFX glitch.

why would a key blade GFX be on his guard animation?
Yeah thats the right model because that extra keyblade is the keyblade that he throws for Strike Raid.
It's because it's on the throwN bone, which is what scales the sheild. This should fix it
35  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kagemaru's Thread: Sora Preview Video! on: November 24, 2012, 07:08:16 AM
lazy on the winning animations? Tongue
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.
36  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kagemaru's Thread: Sora ready for release. on: November 11, 2012, 05:46:27 PM
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.
37  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kagemaru's Thread: Sora ready for release. on: November 11, 2012, 09:14:30 AM

Glide is fixed.

Who wants to Beta-Test?

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.
So the glide is the problem.Well I hope it gets fixed,and finally someone trys to use drive forms but i can wait.
lol I did that before this started. that's what this is built from.
38  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cinematic Final Smahes - Next: Peach. Will do Sonic after on: October 03, 2012, 03:56:31 PM
So, what's the problem?
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.
39  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mariodk Projects: kinda leave SSBB hacking after my WIP Read Post:8464 page:565 on: October 01, 2012, 05:34:23 PM
why does ppl only read:
leave SSBB hacking but not read the rest?
Because reading isn't a skill you should have to use the internet. Tongue

Good luck with the game developing world, that second one sounds quite interesting.
40  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cinematic Final Smahes - Next: Peach. Will do Sonic after on: October 01, 2012, 05:15:29 PM
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 Smiley
41  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Hardest Form of Modding? on: September 30, 2012, 02:45:59 PM
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.
42  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: My PSA Projects on: September 25, 2012, 03:39:00 PM
So, I can cross roxas off of my to do list then?
43  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cinematic Final Smahes - Next: Peach. Will do Sonic after on: September 22, 2012, 03:05:29 PM
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.
44  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Problems, Updates, and Suggestions on: September 21, 2012, 04:18:34 PM
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.

anyway,
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26590
I've been using this since the day it was released, and I've had no such problems.
45  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Problems, Updates, and Suggestions on: September 21, 2012, 05:18:08 AM
we don't need this anymore now that we have model importing
Not entirely true. Sometimes brawl box throws an error or shifts materials and visibilities when you try deleting a polygon.
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