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121  Help & Tutorials / Help / Re: 3Ds Max help on: September 17, 2009, 01:20:50 PM
Does it matter that much??  With the eyeball, it's pretty easy to know what you've changed and how it's gonna look, and with the forehead, you can tell what, you're doing there.  You can always test in game for those parts as well.

Sorry I couldn't be any more helpful though.
122  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Kef's Textures (NEW Update Sep 13!!) Post your comments ;) on: September 17, 2009, 12:37:35 PM
WHERE is the Normal Chao Lucas for download? I want both!
At Chaos Control I believe.
123  Help & Tutorials / Help / Re: 3Ds Max help on: September 17, 2009, 12:36:36 PM
For his eyes, it'd be the eye white file.  There's really no point in testing that out though.

For the top of the head, maybe just try applying his face texture there.
124  Help & Tutorials / Help / Re: Texture Hacking Problems, Help Please... on: September 17, 2009, 01:16:34 AM
You need TexConv and NTcompress.

It's in the Revolution SDK package.

Google it.

Or he could accidentally click this link

LINK REMOVED

and unfortunatly type password

that would be bad.

Stop handing those out; do it through PM.
I didn't hand it out that time though.  I have learned.
Anyway it's available on the front page of the wiki.
125  Help & Tutorials / Help / Re: Texture Hacking Problems, Help Please... on: September 16, 2009, 10:11:07 PM
You need TexConv and NTcompress.

It's in the Revolution SDK package.

Google it.
126  Help & Tutorials / Help / Re: How to turn invisible? on: September 16, 2009, 10:10:07 PM
You have to mess around with the alpha layer.  There are tutorials on this.

If you have Paint.net just delete the parts you want transparent.
127  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ..::catgowoofs Movesets::.. Commander Snake v1 -16/09- on: September 16, 2009, 10:03:39 PM
Yeah I do have a PAL game.  When I play with NTSC ones, I usually get another characters voice.  This happens because the sound files are located in different places in the ISO on PAL and NTSC.
128  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Smash Hack Assistant - Development Thread on: September 16, 2009, 01:49:01 PM
Looks nice.  Can't wait to see the final product.
129  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: +1+2 textures? In MY Paint.NET? on: September 16, 2009, 01:21:28 PM
Yeah it does.
130  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: ..::catgowoofs Movesets::.. Commander Snake v1 -16/09- on: September 16, 2009, 02:49:42 AM
Reserved Post.
131  Super Smash Bros. Brawl Hacking / Attacks and Animations / ..::catgowoofs Movesets::.. Commander Snake v1 -16/09- on: September 16, 2009, 02:49:10 AM
I finished this moveset a loooong time ago (3 days after PSA came out) and now I can finally show you guys.
Copypasta'd from SS.

Commander Snake v1



I couldn’t really think of a decent name so I just call him Commander Snake.  He’s not really supposed to be another character, just another way (also a bit more melee orientated way) to play as Snake.

Every move has been changed except for his grabs, floor and ledge attacks.  I really can’t be bothered making a change log since I did this a long time ago (finished it 3 days after PSA came out), and I can’t remember all the specifics.  So it’s up to you to figure out what all his moves are :p


I’ve been trying to make him as balanced as possible, but I’ll need your help with that.  If you play as him, could you post a comment on what you think needs to be changed? It’s so I can make a V2 which will be  a lot more balanced than it is now.  If you do post a comment on what needs to be changed could you follow this format:

Move: (Ftilt, upB, etc.)

What needs to be increased/decreased: (either trajectory, damage, knockback, range).

That will just make it easier for me to keep a track of what needs to be changed.


Known bugs:

His entry animation:  I can’t seem to get rid of his suit graphic, so you still see his suit malfunction in his normal entry pose but he’s not there (don’t know how to fix).

Side B: If running while doing it you can slide of the stage and keep on the same height as the stage.  All you can do is either teleport back to the stage or keep sliding off until you die.  Not a major problem.

Taunts:  All of his taunts share the last part of the animation, so that means my new taunts share all of the same animation at the end.  This means they take a while to get through.  I made the last part of each taunt make it look like he’s reloading his gun, so it’s like a FPS, because you’re most vulnerable while reloading.  It’s the best that I could do :p

Getting hit: If you get hit while you have the UPsmash missile silo, it will stay with you until you use a move with it again.  Also if you get hit while doing his entry animation taunt you will stay invisible until you do the taunt again.

If someone knows how to fix these please tell me.


Download is in the STUFFZ folder in the released content over at Stack Smash.
132  Help & Tutorials / Help / Re: Final Destination problem. on: September 15, 2009, 09:48:36 PM
Just compare custom FD stages that work with the original, and work it out.
133  Help & Tutorials / Help / Re: Phoenix Mario final smash on: September 15, 2009, 01:46:39 AM
It happens to everyone.  I'm pretty sure Jose Gallardo put up a link for Phoenix Mario with a fixed Final Smash, so go to nintendobros.com and grab it off there.
134  Help & Tutorials / Help / Re: Final Destination problem. on: September 13, 2009, 01:45:46 PM
Not too sure, I haven't actually edited FD myself.
135  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Wii's Textures (Torkoal) new 9/13 on: September 13, 2009, 01:42:33 PM
Woah, that looks sweet, the fire-water looks awesome as well.
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