Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 2 3 [4] 5 6 7 ... 94
46  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Skills learned from modding this game on: May 07, 2014, 05:47:10 PM
Well, you'll at least learn Level Design along with 3D Modeling and how materials and rigging works. It'll also give you a nice intro to 3D animation. I actually learned how to code from PSA before I learned any real languages.

So yeah, it does apply to different areas, but unless you're doing custom stuff it'll only apply to games. I get a lot of practice by making my own models. and programming my own games in a few languages.

If you get into hex and assembly, that will DEFINITELY help you in the long run in tech-related fields. But that road's a pretty long one.
47  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 bugfix 1 on: May 06, 2014, 11:07:41 PM
Whoa hey guys I've totally been bothering BJ so I can take up coding BB and-

*sees talent*

-yeah nevermind I'll just go sit in my corner and let the pros go nuts.

Really though, glad folks are still interested.

Hype!
48  Help & Tutorials / A/A Tutorials / Re: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: May 06, 2014, 03:16:39 PM
Generally speaking, if you didn't touch the bone you don't need to bake it.

More specifically, all of those bones are of the type that you will never need to bake, excepting the TransN. If you did movement using the TransN, bake it. Otherwise, you're good.
49  Help & Tutorials / Help / Re: How do I put models that can disappear on a character ? on: May 06, 2014, 03:11:01 PM
So, you're talking about stuff like Pit's blades, right?

What you'd need for that is what are called visibility bones.

So, first, some information:

Are you making a PSA or a Costume, and which character is it over?
50  Super Smash Bros. Brawl Hacking / Programming / Re: [5/3/14] The New File Research Thread | Moving Collision Objects on: May 06, 2014, 10:44:08 AM
Well, uh, BJ isn't making any more Brawlboxes. So feel free to release whenever.

Also, don't forget that Dolphin has a Debug mode where you can watch things get loaded in real-time. Maybe you can see what loads what there?
51  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 04, 2014, 07:52:11 AM
Roadkill UV mapper will be of great use to you. It's of great use to me. My goodness, I love it!

If you use it, you won't have to modify the mesh to make it fit Max's UVW wrappers.
52  Super Smash Bros. Brawl Hacking / Programming / Re: [5/1/14] The New File Research Thread | SSE Stage Hitboxes! on: May 02, 2014, 08:01:44 PM
EDIT: I've confirmed that you can actually ADD new stages to SSE without modifying or replacing any. I can tell the game to load a file that normally doesn't exist at all, and it will load perfectly Smiley

Terminal hype velocity achieved.


Speaking of things, do you think it would be possible to not activate a flag to use SSE attributes using either actual files or ASM codes? Hmm.

Anyways, SSE editing is another one of those things I never thought I'd see, just like the Clone Engine, haha. I'm watching and waiting eagerly!
53  Super Smash Bros. Brawl Hacking / Programming / Re: [5/1/14] The New File Research Thread | Stage Hitboxes! on: May 01, 2014, 06:43:34 PM
Please post information and videos so we can help you science.

Also, very nice work. You're doing fantastic!
54  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 30, 2014, 11:59:43 PM
Sometimes Cartoon Network makes some really cool stuff. Just ripped a new batch of models today, even TPosed 2 of them. Hopefully they won't take too long to finish.






I'm thinking Wolf for Marceline, and maybe Ganondorf for BMO. Maybe Gumball could go on one of the Mario Bros or the Earthbound kids. I have no idea what to do with Chowder though. With a build like that, maybe Falcon?

What do you guys think?
55  Super Smash Bros. Brawl Hacking / Programming / Re: Bump Maps: Possible? on: April 28, 2014, 07:54:30 PM
i took a look at ur test of samus.pac file
the textures dont look right
they look like this
*snip*
and they should look like this
*clip*


Yes, I left that file in there, but the actual picture the material is using is from Other M, "ball_n_bm," which is this:
56  Super Smash Bros. Brawl Hacking / Programming / Re: Bump Maps: Possible? on: April 28, 2014, 02:56:19 PM
I say "resesarch," but pretty much all I really did was brute force a couple of different methods to try and get the model or its materials ingame. None of them really gave the results I wanted.

https://app.box.com/s/h75p4z5w1hqhes6hvn5j

I left a few notes about what's what.

Another idea to do is to apply Other M Samus's materials to the already imported model. That might help.
57  Super Smash Bros. Brawl Hacking / Programming / Re: Bump Maps: Possible? on: April 28, 2014, 02:08:10 PM
I actually did some research trying to port bump maps from Other M to Brawl.

Even if the format supports them, Brawl had no idea what to do with them. It didn't work.

I can give you my research if you want.

Also note that it also might have to do with the MDL0 versions.

Other M uses version 11, but Brawl uses version 9.
58  Help & Tutorials / Model Tutorials / Re: Adding Wind Waker Cell-Shading to your Import. on: April 27, 2014, 08:26:08 AM
Also, on another note, in the later versions of Brawlbox, the shader and material format were changed, so the package provided in the OP won't work with BB .68 on and such.

This is probably your problem, since I can't remember if I updated the package or not.

What Brawlbox do you use?
59  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 13, 2014, 10:03:10 PM
Speakin' of things, I ripped a few chibi models from the AoT fangame that would go great on TLink.


Anybody want those?
60  Super Smash Bros. Brawl Hacking / Programming / Re: [4/5/14] The New File Research Thread | Linking Stages together! on: April 13, 2014, 07:17:37 PM
Might it be linked to difficulty level? It's a random shot, but that's something that isn't unilaterally necessary to create an enemy. If choosing an A.I. based on difficulty is something necessary, in the least they would leave a default option in case nothing was chosen.
Pages:  1 2 3 [4] 5 6 7 ... 94