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3631  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mariodk Projects: Sonic the plumber model import released, Back to vegeta again on: March 30, 2012, 11:57:41 PM
Sweet Mariodk, I'm going to love using Racoon Mario/Luigi against Cape Mario/Luigi. I hope those eyes and tail are a seperate polygon(s), so maybe I could import them onto KTH's True Mario, and really any good Mario vertex, like Dr. Mario or Mr. M. Cheesy I hope it isn't too long before the Super Leaf is ready for SMBZ Moveset v3.
3632  Super Smash Bros. Brawl Hacking / Model Imports / Re: Beyonds Model Cartel. Pac-Man RELEASED, March 29th. on: March 30, 2012, 11:51:07 PM
just tried pacman out and makes me wish sonic got more textures slots Sad
Mariodk do you mean you wish for recolors, or do you mean that there are so many Sonic hacks that you love, you can't use them at one time? If recolors is the problem, then don't worry I've been working on some all day, and I don't think I have anything else to do with them except upload them.  AWESOME 2.0!
3633  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: super smash bros brawl 64 young link released next is ness on: March 25, 2012, 03:09:52 AM
Someone needs to update this since KTH has imported Wario from Mario Party, Mario, edited him for Metal Mario, Ness, Link, Kirby, Fox, all from Super Smash Bros, he made a vertex of Ness to get Lucas, he's done Snake from Metal Gear Solid PS1, and Mewtwo2000 has finished his Adult Link from OoT with a bunch of different veraties. So I would recommend updating this thread. Tongue
3634  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: PSA Resource Thread on: March 24, 2012, 01:25:49 PM
Mario's article 3 is his giant fire storm thingy, his Final Smash generates Article 3 but I guess it crashes when used any other time, Luigi's is the same, his Final Smash uses his article 1, so that's probably his Negative Zone bubble. Updating this thread is a good idea so that way people won't have to look through every post for any additional, or corrected info.
3635  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Super Mario 64 Moveset Hack for Normal/True Mario NOT SM64 Mario Working on v4.0 on: March 22, 2012, 07:50:06 PM
SM64 Wing Cap is in the moveset, just working on getting the Up-B to work how I want it, and updating some animations, and other stuff before I'll make a video about it and releasing v4.0, I hope that there are people who are waiting for it, makes me feel like I'm making a hack that people enjoy using. Tongue
3636  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mariodk Projects: SMBZ mario V3 Released First Mario PSA with fire transfrom on: March 18, 2012, 05:26:45 PM
ive have none exept fire is alittle OP but i dont care
Do you mean that Mario only generates the Fire Flower? Mariodk said how to get the Cape in the README text file, but so you know ahead of time, when using the down taunt, you have to hold the A button to get the cape. Hoped that helped Grin, and Mariodk someone is getting random crashes with the hack, I know because the guy reported the hack. My best guess is it might be some other hack he's playing against, you tried making another texture/model hack to work with the PSA and failed, or something like that. I'm telling you this so know. It works for me, the only time it crashed was when I tried getting my SM64 and LM64 Mario texture hacks, but realized that the solid colors are making the file too big. Sad For your feedback, the hack is amazing, my only problem with it is mainly how big the files get with my custom textures. Ya that wasn't even a problem with the PSA by itself, so in other words, I've got no problem with it...except that I have to use the normal B attack before Mario is able to stay Fire/Cape, if I don't he'll transform back after the animation ends, but I just have to use the attack once and then everything is fine. Grin
3637  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Super Mario 64 Moveset Hack for Normal/True Mario NOT SM64 Mario Working on v4.0 on: March 18, 2012, 04:41:17 PM
I know why the wings keep crashing, the pac and pcs files are too large, mostly because of my SM64 and LM64 textures being solid colors, and the fact that the wing animations are like 500 frames long, even though if you change the amount of frames the animation would look unedited if you have the loop on. Mariodk why did you make the Wings animations so long? Anyways I hope that means that I can get the Wing Cap to work, I'm too busy playing with the SMBZ Mario Moveset v3. Awesome Face Nie job on that hack Mariodk.
3638  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Super Mario 64 Moveset Hack for Normal/True Mario NOT SM64 Mario Working on v4.0 on: March 11, 2012, 08:21:19 PM
Okay I ran into a problem over this past week, for some reason the SMBZ Wings crash the game when ever I use my v4.0 hack or atleast the beta version, I can play the game fine if Mario has either the Cape or Fludd in his pac and pcs files, but if the Wings are in, then the game crashes after picking a stage. I know it has something to do with the motion file because I took my v3.0 and replaced a few animations with the ones from v4.0, worked fine got to the specials, game crashed restored the side ones, fine, replaced catching ones, game crashes. Tongue I did change the article 2 to being attached to Mario's CapN bone with Tabuu, but I had runned into that problem. Now if SM64 had the cape I would be fine, or even if it had Fludd, but it didn't it had the wings, which is the only one crashing the game. DX I've decideed that I will stop with the Wing Cap until I'm able to solve the problem, so I made a copy of the FitMario.pac file and the FitMarioMotionEct.pac so I can continue without the wings, but still have a copy with the wings so I can fix it if I'm ever able to. I hope I can get a preview of the changes in v4.0 this week.
3639  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Super Mario 64 Moveset Hack for Normal/True Mario NOT SM64 Mario Working on v4.0 on: February 21, 2012, 04:58:12 PM
not a good idea so you edit the Bone ID for throwN bone and the other bones after RhaveN but dont worry i think i just found out how to edit articles to be on other bone Cheesy (maybe)
So did you ever find that out, I need that for the key, and so I can get this moveset to have SM64 Wings. I could just use your SMBZ Wings, but it bothers me how they're attached to Mario's BustN bone or NeckN bone, or I believe that's bone the cap is on. The disadvantce to this, is that if Mario's head moves, but not the neck then the wings go though his head, and it doesn't look that good. not impressed Anyways, I probably need to add to then first post things about v4.0, like the new Special Attacks. The disadvantage about SM64, is that it doesn't give me that many ideas for Mario's attacks, most of Mario's attacks will be just re-animated Brawl attacks, since Mario doesn't even do a fifth of the things he does in Brawl. Another thing is that Brawl doesn't do a bunch of SM64, for examp,le, Mario can die from toxic gas, and even has a coughing animation, also an animation for freezing in a winter level, oh well, I'm having a tough time just by getting Mario to have the WaitDamage to work in-game, can't have everything perfect. Tongue
3640  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Community Support on: February 19, 2012, 05:30:16 PM
Broken Hack: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21546
New DL: http://www.mediafire.com/?cahqci1i9aic5c8
3641  Help & Tutorials / A/A Tutorials / Re: Eye Movement and multiple face textures solved!!! Useful for animations. ;) on: February 10, 2012, 05:45:20 PM
I'm not sure. Tongue I guess I'll move it if this needs to be in the tutorials section, but I think I'll wait and see if anyone else says if this should be in the tutorials.
3642  Help & Tutorials / A/A Tutorials / Eye Movement and multiple face textures editing. v0.66b edits more things on: February 10, 2012, 05:21:44 PM
Hi there, after making the Mario Bros over Ice Climbers hack, I had figured out what controls eye movement, and what swaps between face textures, like Kirby's face, and Bowser's eye lids. This info is really useful for hacks, now I haven't gotten into it that much to know what are the limitations or how to actually controll how far the eye moves and stuff like that. Now I'm sure I'm not the only one who has made a custom animation, and then tried it in game and noticed that the character blinks or looks in the wrong direction and time. First of all, all of this is in the Fit_Motion.pac and Fit_MotionEct.pac files. And the info will have different colors, for the important and useful info. Red=Main Stuff. Green=Info.
Now not every character has the data for eye movement, or vice versa, have the data for textur patterns (multiple faces). First the eye movement, this is for characters that have EyeIris textures, like Mario, Peach, Bowser, and King Dedede.
Now I'll be using my SM64 Moveset v5.0, which is still in the making, motion file for srt0 pictures, and a Bowser motion file, both with the new v0.66
The data is in the AnmTexSrt(NW4R) folder in the AnimationData[0].brres, as shown in this picture:
When you open it, you'll see a bunch of .srt0 files. When you open one of those, you'll see four raw data files with pluses, like here:
They should be named EyeL, EyeR, EyeYellowL, and EyeYellowR, each one will have the textures it moves, with Mario these three:
]
Now with v0.66, we can edit these,they all say TextureX, if you want to know which one they are, just open the character up in BrawlBox, and they will be in the order, like this:
Now if you click on one, you see some info on the left:
The top info has the basic stuff, weither or not the file is "dirty" (edited), and what TextureID it is. The middle-ish info just shows the Keyframes and the translations, rotations, scales, and what frames are edited, just like with the animation files in Brawlbox. The bottom data is the most important, this is what you edit. You pretty much edit it like you would a chr0 file, where the yellow fills are the keyframes, and that stuff. Now you can add New Entries, for more textures to move:
]
This also works with the pat0 files, so you can have more blinking textures for an animation. CheesyNow the names of the .srt0 files are very important, they determine what animation the eye movement will play in, so you can change the Wait2 in Mario's to Wait1 to see Mario's eyes blink and move in his usual wait instead of when he messes with his cap.
You can get more animations to have eye movement by right clicking on the AnimationData[0], and clinking on New: Texture Animation,
Then you add the new entries, and get the right names, or you can simply replace the file with another srt0 file, and edit from there.
And now onto multiple face textures and eye lids.
First of these are in the AnmTexPat(NW4R) folder in the AnimationData[0].brres, here's a picture for you:
Now you'll see a bunch of .pat0 files, just like the srt0 ones, the names of the pat0 are the same as the needed animations' names. There'll be four top raw datas, each with what ever TextureX are used, and those will each have the texture names for what it'll change into, for example the different EyeLid names, as shown:
Now editing these didn't change in v0.66, but thing I forgot to speciafy is that the texture names have to match up with the ones in the FitCharacter0X.pac (.pcs), or else they won't change in-game, skip any of the texture names it doesn't find. In BrawlBox v0.66, the data was renamed, so now you edit the "Key", "Texture", and "Palette", basically I guess its so you don't have to right-click, select "Rename" over and over, you can just edit the name in the "Texture" box, which is spares time actually. Smiley
Anyway normally the first one is at frame 0, I don't know what happens if it's not at Frame 0, but there's no point in it not being, and then you have the next texture at frame (Insert Number Here).
Now I've noticed that atleast with the texture patterns, when making new ones, when you save it, exit out and re-open, and look at the new pattern again. Most of the time the texture names are in the wrong place, but they still have the right frame number and stuff, just the wrong name, in which case you just click on the right name in the drop-down windom on the left. Now sometimes the textures will say "null" this is where you'll have to redo that section again, because if you rename it, or click on another name, it won't change. What you do is go back to the top where the material name is (ex: EyeL, EyeR, EyeYellowL, ect), delete that, make a new entry for the pattern, and then redo the frames and stuff, and then save it again. I always have an extra copy and then just ave between the two incase I mess it up, re-open that one. If it still says null, then delete that pattern, save it, re-open and make the new pattern again, if it still keeps saying null, try making another one, and if that doesn't say null, dlete the one with the null, and rename the one that works, and do the right frame count and stuff.
So this helps custom animations, because sometims you make a custom one, but the yes move at the completely time, or in the wrong direction.
3643  Help & Tutorials / Help / Re: Where this, that, and the other thing are located in the Brawl ISO on: February 04, 2012, 07:06:32 PM
I know where the Primids are, as well as the trophy stand item, key, koopa shells, stock ball, and that stick-like bird that you can grab after it gets stuck in the ground! They're in the adventure_common.arc file that is in the adventure folder thats in the stage folder, basically where you find the adventure mode stages. It has the Primid model, wepons and its animations. Its amazing how many animations the primids have, they're just a handful animations away from being a full character, they have three waits, walking, ect, they're pretty much just missing specials, taunts, diferent wlkaing speeds, and item-related animations really. I didn't look that much at it, so there's probably more animations that they don't have, and maybe some that I listed that the may have that are unused, like Luigi's second hair, and Giga Bowser's assit item animation.
3644  Help & Tutorials / Model Tutorials / Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide on: January 28, 2012, 08:26:24 AM
Thanks Snoopy that fixed the throwing problem Kirby Dance, but I just exported all of them at the same time but replaced them separately, and it works. But when they're thrown their second hair and their hammer are visible. I'm completely sure its because their animations for those aren't in the file, so I can't make those polygons invisible with the bones.  Undecided I also found out about the eye movement, its the AnmTexSrt(NW4R) in the Fit______MotionEct.pac, it controlles how an EyeIris and YellowEyeIris moves in an animation. The AnmTexPat(NW4R) swaps between multiple faces for characters like Ice Climbers and Kirby or EyeLids.0X for characters like Bowser, King Dedede, and Peach. This is actually helpful for custom animations, probably does go in this thread  Sad, but thought I explain that and that the eye movement wasn't already in the Ice Climber motion file.
3645  Help & Tutorials / Model Tutorials / Re: Noobs guide to model swapping and glitch fixing :Update 10-8: Step by Step guide on: January 20, 2012, 06:26:00 PM
Oh I forgot to mention that it might be both the model and animation. When I try the model with a normal Ice climber motionetc, the game doesn't crash when thrown, but when I try the model with my motionetc, or if I replace the thrown and grabbed animations with the Ice climbers animtions, it crashes. Maybe it has something to do with me adding the need animations to a copy of Mario's animation data, which was inserted into the Ice Climber motion file.
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