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31  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: April 08, 2016, 12:05:58 AM
My $0.02 = everything works fine for me. Wish others didn't have similar problems. Hopefully the situation gets resolved (whether it's on the vaults end or the users end)
32  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 06, 2016, 10:41:42 PM
when i did some crossover models for moveset models or just imports
i did so the new clothing parts atleast fit the rest of the model in textures

but this freiza falco
i can go with the idea/concept of it becuase why not
but having 2 different texture styles in 1 model
is it not enought to have flat coloured textures Not brawl styled textures in brawl and Brawl like textures in 1 game but not same model?

i know smash brawl modding is drying(or is basically dead and waiting for sm4sh modding) but still
atleast try to fit the style of the game your are modding
you dont see people making Round object/models in modded minecraft that often becuase they trying to make those objects/models to fit Minecraft´s style: just as a example
why i always has disliked the models with bad texture like cell shaded onces in brawl(but not if it was in a cell shaded game)
if it was one of those DBZ games we were modding i would have disliked the brawl styled texture instead but its not a DBZ game we are modding

I get you completely, and I agree with you: consistency in a model is very important. And we can criticize that to a certain degree. But I think he's more looking for thoughts on the idea as opposed to that. At least from my point of view.

Calikingz and LeonExodio always make a costume relating to who the psa is over. So Falco for Frieza, Pit for Goku, Ike for Trunks, Wario for Shadow, etc.

I'd feel a same way towards those as I do towards this one. Especially if textures weren't edited to fit the style of one of the models.
33  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 06, 2016, 08:42:51 PM
None of his "crossover" models ever really make sense. But I guess that's not really the point?

The texture difference really sticks out with them, but it's intentional I'm assuming
34  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: April 06, 2016, 08:16:12 PM
Hey everyone, thanks much for your responses and help on this scenario. I guess I should have disclosed that I have 0% hacks on my Wii U. Assuming TubeHax is something through Homebrew (or whatever the equivalent is called for this system).

Auto Updates on the Smash 4 settings, or on the Wii U settings?

Never assume, always use google (I googled it myself and it's literally the first search item). Essentially, go to system settings and go to your internet connection. Change it from automatically detect dns (or whatever is automatically detecting under DNS) and change both primary and secondary to the following:

107.211.140.065

and you're done.

Turn off auto updates from WiiU settings. I don't think it's available in Smash4.
35  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: April 06, 2016, 05:14:52 PM
More than half of the responses are people saying it doesn't work or its "locked" their Wii U.

Is there a safer method such as Settings > Updates > Turn Off, etc. Something of that nature?

set your dns to tubehax along with removing standby
36  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: April 05, 2016, 04:56:47 PM
I, along with others, are extremely sure that it won't be released any time soon. We're willing to eat our hats if it turns out to be otherwise, but we don't expect the exploit to be available any time soon. No need to rush, let's just take our time.
37  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: April 05, 2016, 09:07:36 AM
Before bringing up such discussion, I would highly suggest waiting to see if the new exploit is released so as to allow more of the population the opportunity to even be able to use the hacks. In the case of Brawl, it was relatively easy to hack/homebrew because it was riddled with holes to exploit. The WiiU isn't in a similar situation.
38  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: April 03, 2016, 11:27:58 PM
Sm4sh Mods looks like a reskin of Modulous.

Except one wised up and stopped being bad while the other kept trying to deny that they were wrong. You can guess which is which v:
39  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: April 03, 2016, 05:38:57 PM
I would highly recommend not using the smash4mods website. Check my twitter if you want to know more (it should be @Large_Leader) as I'm not home to copypasta information.
40  Welcome / Rules / Feedback / Brawl Vault / Re: The KC-MM Store finally opens! on: April 01, 2016, 04:21:23 PM
Gib Kittens plox.

Much thanks.
41  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: March 31, 2016, 12:38:45 PM
MyNintendo/Miitomo have launched today and no sign of a new patch. Guess everyone will have to wait a bit longer.

At least Loadiine is confirmed to have worked for 5.5.1, if that's any consolation to anyone who knows what I'm talking about.
42  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: March 31, 2016, 09:47:16 AM
There IS a possibility of a WiiU update today (most people are hoping for this), so it would be best to block updates and change your dns to TubeHax in the chance that the entrypoint for the exploit is patched.

If it is, the exploit will most likely be public.
If it isn't, the exploit will most likely stay private until it is.
43  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: March 30, 2016, 11:28:48 PM
Just to clarify, the stage wasn't imported. It's Kongo Jungle 64 vertexed and textured. The collisions are also altered(which took a long time to figure out, documenting all the info is being done)
44  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: March 28, 2016, 10:42:16 AM
Smash4 definitely looks like it'll be much easier to mod. But imports will be more of a problem (assuming people cater towards both 4p and 8p smash) as 8p smash characters have hand models (open, half open, fist) along with a slightly lower poly count.

Also, making normal maps won't be the most fun thing in the world. Best quality normal maps usually come out of baking a high poly down to a low poly imo (unless you make some reeeeeeally good spec maps and use that as your normal map). You could kinda sorta fake them, but they won't look as good as possible if one goes about texturing them the same way they are textured in smash4.
45  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: March 27, 2016, 02:35:12 PM
actually
if nano has not publicly released his hack
than that is Mastaklo's
xP


I meant that he's making Nano's version look good, but let's just go with that

v:

anyways, I did a thing:
! No longer available
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