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61  Super Smash Bros. Brawl Hacking / Model Imports / Re: DoE Model Shop Greninja Released on the Vault on: April 10, 2014, 10:58:03 PM
I see that Lilac in the WIP section there. Glad to see another fan, eh?

Anyways, nice to see you doing stuff again. Nice work, eh? How long did it take you to make that Greninja?
62  Super Smash Bros. Brawl Hacking / Programming / Re: [4/5/14] The New File Research Thread | Linking Stages together! on: April 05, 2014, 03:19:48 PM
Fantastic work!
63  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Newest: Kebako Over Pit on: April 02, 2014, 11:03:56 PM
Among other things, finally finished my personal arrangement of Bowser-related songs for Bowser's Keep that Peardian had asked for.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203031

Go check it out.
64  Welcome / Rules / Feedback / Brawl Vault / Re: ɹɐǝp ɥo on: April 01, 2014, 10:21:16 AM
Am I doing it right?

65  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Newest: Kebako Update on: March 29, 2014, 04:54:38 PM
So, um, for those of you who didn't know it:


Kebako got released. Right around the 1-year anniversary, too! Pardon my tardiness, meant to post here earlier.

A ton of work went into this, so go check it out!
66  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 29, 2014, 04:50:09 PM
Wah, I was gone a while and missed a lot.

So, it's Amy Rose, but a redesign by a guy named Vantoggle. I just liked how it looked so much I decided to make it.

And, along with that, a while ago I ran some tests to see if I could make Dedede human-shaped without having to do a PSA or Custom Animations. And it worked. It's a oneslot costume. But it looks slightly janky. Still trying to set up that dress so that it's not so strange.

@Kyouma

Well, I actually did make her more thin once, but DANG it looked really off. The closer the shoulders are, the more off that the hammer is in relation to her left hand. Dedede's animations have him hold his hammer with both hands, but moving his shoulders closer together makes the left hand look really funky because it's holding nothing. On that note, the results of that test ended up here:


Which was a thing that got completed a while ago. Still needs some rig tweaks to make things not so awful. The pictures make it look better than it does.
67  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 28, 2014, 02:09:57 AM
Oof. Time to clear out and finish all of those dreadful old things.




Yummy one-slot goodness over D3. Still a bit of work to do, though.
68  Help & Tutorials / Help / Re: Project M help! on: March 28, 2014, 12:39:56 AM
Well, kinda. Like I said, rule of thumb, try not to get stuff bigger than the original costumes. We kinda know that if it's too big it'll freeze, but so far as I know no one really knows the hard limits. There was once a collab to try and figure them out, but I don't think they knew then what we know now.
69  Help & Tutorials / Help / Re: Project M help! on: March 27, 2014, 10:57:12 PM
Oh, I see. Maybe they found more info while I wasn't looking.

In any case, just think of it as that Project M has a harder limit on how big costumes can be. But as always, if it's smaller than the original files, then it should be fine.

And if it isn't, I have no idea what I'm talking about and you can just ignore me, lol.
70  Help & Tutorials / Help / Re: Project M help! on: March 27, 2014, 10:38:27 PM
Wait, what's the difference between PSA and Moveset?
71  Help & Tutorials / Help / Re: Project M help! on: March 27, 2014, 09:51:25 PM
In PM, the moveset files and animations make take up a lot of the character's actual data partition loaded while the character is actually fighting. Data is shared between the current costume, the PSA, and the MotionEtc. If these altogether are larger than the character's filesize limit, the game freezes when you select a stage.

Odds are, it's probably this. A lot of models are unoptimized though, so if that's happening you MIGHT be able to tristrip it and get it to work using Brawlbox .71.
72  Super Smash Bros. Brawl Hacking / Model Imports / Re: Reaver Ind. [Model Imports & Exports Emporium]a high class cat and a sheep girl on: March 27, 2014, 09:42:14 PM
Man, it's been way too long since I've been in here.

Amalgams!? Yaaaaaahooo!

They look fantastic, dude. Makes me wanna start on those again myself! Nice work!

I'm reserving my downloads now. Save me a copy, will ya?
73  Help & Tutorials / Help / Re: Boss Battle Import Help on: March 27, 2014, 09:03:59 PM
It goes in Stage/Adventure.

If you don't have an Adventure folder, just make one. It goes right next to Melee.
74  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 27, 2014, 10:25:06 AM
I've been working on a metal knuckles redesign.





!!!!!!!!!

Yes. Pretty much, yes.
75  Super Smash Bros. Brawl Hacking / Programming / Re: [3/23/14] The New File Research Thread | Spawning enemies! on: March 23, 2014, 09:26:34 PM
Nice work here! Always a fan of modifying the SSE. I'm with Grav here in that I really want to help, but it seems kinda out of my expertise.

Is there any way we can help out? If you can tutorialize the process of mapping into a replicable general workflow, crowdsourcing might be of use to you!

Among other things, I'm fairly sure that SSE enemies have a PSA-like component to them as well. Maybe checking the Brawlbox Source (or PSA, if the source is around) might give some leads into cracking it? I'll try looking into it, too, but I'm no professional.

In any case, good luck! Cheering for you!
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