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31  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65b Released. on: January 29, 2012, 04:39:44 AM
Thank you BlackJax! Your new brawlbox fixed the normals/materials issue I was having with my stage!  Now it looks all purty  Awesome Face

32  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65b Beta Released. on: January 25, 2012, 12:54:25 AM
So will we be able to save in this new brawlbox or do we have to revert back to v0.65 to save?
33  Super Smash Bros. Brawl Hacking / Model Imports / Re: travis touchdowns father?!?!? on: November 17, 2011, 03:04:43 AM
is this travis touchdowns father?!?!?



nope just Auron and his shades

I'd imagine that would be a pain to rig.  Good luck
34  Help & Tutorials / Help / Re: Textures screwing up on: October 30, 2011, 05:20:42 PM
I think it might have something to do with the bones...I don't think the format of the textures are off because I've tried different formats but to no avail.  Does a stage need a certain amount of bones?
35  Help & Tutorials / Help / Re: The "Alternate Stage" code? on: October 29, 2011, 02:50:10 AM
Yes it's called the Alternate Stage Loader (ASL) and it's a code only for Gecko.

http://www.smashboards.com/showthread.php?t=254340
36  Help & Tutorials / Help / Textures screwing up on: October 29, 2011, 02:41:59 AM
Ok so I'm importing a new stage into Brawl and so far it's coming along well.  I've got the whole stage in with all it's textures, and it looks good, except there's one problem.  The textures seem to have some weird effects.  They look fine when playing, but when you pause and press b, they suddenly are all lighter.  They also turn black when someone shields and flash red when someone falcon punches.  I have no idea why this is happening...has this ever happened to someone else where textures are affected by other parts of the game?
37  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kit's Model Expo on: October 26, 2011, 10:00:39 PM
Oh...well poop.  I guess I'll have to properly rig it the hard way after all Tongue  I was hoping to avoid that until after I got it working into Brawl, but I suppose I'll get it over with.  You haven't gotten any of your models to work in game yet, have you?
38  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kit's Model Expo on: October 26, 2011, 09:49:43 PM
Eh? All the bones are the same as a default marth, and in the same order.  I don't know what else could be wrong.  It obviously has different amounts of polygons, materials, and textures than a default marth, but I don't think that would be causing the problem.  Oh well I won't ask for help in your thread, since this is supposed to be about your work...I'll take it to the help section.  I just wanted to thank you for the tutorial is all.  Nice imports btw.
39  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kit's Model Expo on: October 26, 2011, 09:42:33 PM
Nice! and there won't be one ^_^'' That's awesome that you got the rigging! Load marth's motionect file and see if there's any problems. If there is, you'll have to ask someone with Rigging knowlage cause I dono how to make explosives rigs.

Oh lol....I should have thought of that.  Yeah there are a handful of bones I need to add weights to...but that shouldn't be too much of a problem. It looks managable for now.  I'd like to first figure out how to get the thing into brawl before I iron out the glitchyness.  It just soft freezes whenever I pick marth :\  I suppose it has something to do with the shaders because this model only has one, whereas a normal marth has like 9.  I can add shaders to the model, but whenever I save they disappear.
40  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kit's Model Expo on: October 26, 2011, 09:25:43 PM
Thanks Kit! Your tutorial helped tremendously!  I followed it with a test model I downloaded from The Models Resource, and I was able to rig it to Marth's bones and import it into Brawl Box.  Voila!


Now I just need to learn how to get the dang thing into Brawl.  I suppose I'll wait for a slow and clean version of your tutorial.
41  Help & Tutorials / Vertex Tutorials / Re: ..::School of Vertex::.. Class Three on Tuesday,October 11th @ 4pm PST on: October 04, 2011, 06:53:01 PM
I forgot what the link to the chatroom was :\
42  Help & Tutorials / Vertex Tutorials / Re: ..::School of Vertex::.. Please Read Reply #85! on: September 18, 2011, 12:45:03 AM
Screen Name: SeriousPhatage
Skill Level 7/10
Age: 22
43  Help & Tutorials / Help / Re: Animation help on: June 27, 2011, 03:11:04 AM
Well...no.  I'm using this for a stage.  What I'm trying to do is take a dragon that has 120 frames (of flapping its wings), fly by the screen at about 2 minutes into the match, and fly away.  I would like it to be flapping its wings the whole time it flys by, and frames 1-120 are perfectly animated, so I just want to copy those frames to say...frame 9000-9360 (which is 2 minutes and 30 seconds into the match).  I set the chr0's unknown2 to 0 (I'm assuming that means it doesn't loop), and I changed the frame count to 9360.  So far I have no luck.  It would seem like Brawl can only load a certain number of keyframes per stage...at least that's my guess.

I thought of a second way of accomplishing this before, but I couldn't figure out how to do it.  An alternative to animating the dragon would be to have the dragon loop it's 120 frames in place and just tween the stage to move, and have the camera follow the stage.  However, when I do that...the camera just follows the dragon and the stage moves by the screen.  I'm not sure what else I could do.
44  Help & Tutorials / Help / Re: Animation help on: June 27, 2011, 12:07:42 AM
Hmmm...ok so since I've made this post I've been doing it the dirty way.  I made an Autohotkey script to copy each frame from 1 to 120 and paste them past 121-240 and so on.

That's fine and all, but I've run into a different problem now.  I've done basically 10 seconds (up to frame 1000ish) of copying keyframes from 1-120, but now the game just freezes when I try to load the stage.  I'm pretty sure that there's a limit to how many keyframes you can have in a chr0 file.  Can someone confirm this for me?  If so this is gonna suck =\
45  Help & Tutorials / Help / Animation help on: June 25, 2011, 05:48:31 PM
Hey guys.  Quick question.  Is it possible to copy and paste whole groups of keyframes?  I have a chr0 file that has about 150 frames, and each bone has a keyframe every other frame.  I want to extend the frames for the chr0, but once I do I need to make the keyframes repeat for all the minor bones, but that would be a pain to copy each one.  Does someone have a good method of accomplishing this, maybe in a hex editor?

Thanks in advance!
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