Sorry, the link was accidentally deleted, it's back now. He's talking about the new Sonic model, we've been having issues with getting it working lagless.
To add to it, in one of the screens I took I did the model swap and it didn't freeze on me. (Screen: https://i.imgur.com/r4DTLaB.png) This was in Dolphin on P:M, but when I was lag-testing the model on my Wii it didn't freeze on me either.
How do you make your CSPs? Do you simply make them with an image editing program? Or do you use BrawlBox or something else? I want to know because I like keeping my CSPs consistent.
I've written a guide on the subject, so you can check that. I've recently been using rendering software in place of the BrawlBox part though, so keep that in mind.
Hey guys, I have a question for you all today concerning the P:M alternate costumes. We were considering replacing some P:M alts entirely with our own and just not doing the P:M versions, how would you guys feel about this? At this moment we're specifically considering replacing Marth and Ike's with Awakening Marth and Hero Ike. Marth would have FE12 Marth (current) as the default with Awakening Marth as his costume, while Ike would get Hero Ike as his default, and Ranger Ike as his costume. Other things that have been talked about were replacing Virtual Boy ROB with a simple Virtual Boy recolour for ROB.
Not all costumes would be changed, just the ones that we don't really feel like doing. To reach a realistic "finish" point and with school closing in, we need to start making decisions as to whether we'd like to force ourselves to do the costumes, or replace them with our own. During school our team's modding time will be much more limited, and we had no idea so many costumes would come. Not all of them have struck us as "must-use" costumes either, so by changing a few to our liking, not only will we be much more motivated to finish them, you guys will most likely get better content.
This is why we kept saying "currently that's the plan", because our plans change a lot to accommodate team morale and what we can actually do.
We have a few more ideas being thrown around, but I can confirm that alts like Dr. Mario and Outset Link won't be changed.
For Ike: Maybe change the hair texture and eye textures back to their defaults if you messed with them? Can't quite tell from the screens, but it looks like his hair is more purple. Maybe change the colour of the boots to be more like his shoulder pad / chest pad thing too, a bit more brown would look quite good on this texture I think. And finally as Xeno said, tweak the saturation.
For Wario: First of all, don't change Wario's logo to that old M. P:M doesn't even use that logo anymore, so it'd be unfitting to use such an old thing for a Project M recolour project.
Second, is the goal of this texture to make a purple Wario costume, or a black one? This applies to a few other textures in the Mirage series, you guys should choose a main colour and make it stick out. As a good example, on PK-Thunder's Ike, at a glance you can clearly tell it's a purple Ike since there are no competing colours, and the other colours there (brown, blue) are subtle and help compliment the main body. With Wario, the purple and black are very similar, making neither stick out. The shoes should be a different colour too, you can barely tell they're separate.
Finally, make sure not to add random bits of white into the texture as well. It sticks out yes, but not in a good way. It's bringing more attention to the white bits than the rest of the texture as it is now.
For reference, here are the Brawl colours:
Notice how the colour of the shirt and overalls are different, yet contrast well in a way that they compliment each other? Try a colour that isn't black on the overalls, and maybe brighten up the purple on his shirt / cap a bit.
This is excellent, I love it. Just something weird, the eye white from the preview and the one from in-game isn't the same. The one from the preview is much better.
Good catch. I did a quick fix for the eye, so those who want a brighter eye can re-download.
Lucario is here, along with two extra recolors for your various needs! He was mainly designed by Galaga before he had to leave the modding scene for a bit. Some of you may remember him teasing Lucario way back, we've finally gotten around to finishing him!
This is an excellent idea, I'll be sure to drop by to assist whenever I can.
Random tip: "HD" Textures I see this term being thrown around a lot. To clarify what an HD texture is exactly, it's a high resolution texture. Brawl cannot handle HD textures, it can only handle SD textures (Standard Definition).
For comparison, here is an example of the same texture, one HD, and one SD (large image warning):
As you can see, one texture is clearly much higher resolution, meaning it's HD. The lower size one is simply a resized version of the HD one, but it's no longer HD. It's SD. The difference is much more noticable when applied to the model:
This is with SD textures, which is what Brawl uses.
This is with HD textures, which Brawl does not support. It is not possible to get HD textures in Brawl without crashing the game.
Editing a texture does not change its resolution, and it's not possible to create an HD texture from an SD one by simply resizing. The details must be added back in. (For evidence, try resizing the SD texture above, it does not look the same as the HD one.)
Adjustment Layers Ever wish you could go back and edit your selection for your Hue/Saturation, or wish you could go back and change the colour? That's what Adjustment Layers are for! This under-appreciated Photoshop feature will let you edit colours without actually editing the original image, meaning you can go back and change things as many times as you'd like.