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91  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: February 13, 2016, 03:16:56 PM
I fixed Marth's sword range in Smash 4





Shoutouts to soneek for injecting the vertex info. He's doing a lot of work.
92  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: February 12, 2016, 09:44:46 AM
I believe that's incorrect because I have seen Soneek's videos where Cloud and later on DLC characters were included and even edited. He has even made music expansion for Cloud and Bayonetta stages, so that confirms that the version with those characters included, can be altered. Now I do not know what version that is.

Trust me, they're on a version before 5.5.1
As for why they have the dlc, I'm more than certain you can figure out why Wink Wink nudge nudge
93  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: February 11, 2016, 12:32:35 PM
Also, when people say 5.5.1, is that the Smash version? Wii U version?

WiiU. As I explained in the other thread, 5.5.1 hasn't been worked on yet as the most recent closed source version that's being worked on is 5.4.1 (or something, the patch before Cloud). The open source one is 5.3.2 or something, which is the Ryu/Roy update, iirc.

Quote
@LargeLeader, nice textures by the way, but u should have recolores Cloud's hair as well Sad.

Thanks. We can't recolor hair yet. Stupid reason why. But as soon as we can, we will be.

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Where can I download model to start editing some textures?

Most of the models are on the Models Resource. You can recolor any of the diffuse textures (they're flat colors, for the most part). You can send them to me and I can send them to the guy who puts them up on twitter.
94  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: February 10, 2016, 07:04:10 PM
u can download models and start editing textures
than send em to that guy who works with Soneek.

i think someone had a Lucas recolor for Ness...

I was able to get some of my recolors tested and put on twitter :3

Sigurd Marth

Sheik Link


Ridley Samus


Black Shadow Captain Falcon


Eliwood Marth


Tifa Cloud


Sephiroth Cloud


Genesis Cloud

95  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Super Smash Brothers Myth 2/8/16 on: February 09, 2016, 02:40:11 PM
Those are some massive mammaries.
96  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: February 05, 2016, 04:44:14 PM
I was talking about Dio tho v:

I'll check it out when I get home, if I remember to do so <:v
97  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: February 05, 2016, 04:42:34 PM
It's looking pretty good considering it's BrawlBx.

The animations don't look very dynamic, try to move all the bones around in keyframes. It can go a long way to helping an animation look more organic.

I would highly recommend fixing foot sliding, it looks really bad in the grand scheme of things.

I noticed in the FThrow that you used Ike's Nair landing animation for the ending. I'd recommend making your own landing animation. It will really help set it apart from other animations.

I would also highly recommend bending the arm during a swing. Stiff arms are difficult (if not impossible) to keep while swinging swords. Much less a giant sword the size of your own body.

Good job.
98  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Deoxys CSP + Sceptile Model Previews on: February 04, 2016, 08:56:17 PM
well, I alraedy got Jotaro wtih Star Platinum over Captain's same .pac/.pcs and it still works over the default captain, so I think I can do it the same way for DIO
but yeah, I imagined you would use a custom boneset so I would rather wait until you have it planned
or if yuo dont want my help it would be ok because I would make my own import version anyway lol

It'll need to work with 4 on screen along with being on Skyloft with literally no lag.

It's the common benchmark for lagless. I along with the rest of Smash3 use it as a benchmark for our models as well.
99  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Super Smash Brothers Myth 2/3/16 on: February 04, 2016, 08:46:26 AM
Going to ask a question which follows up on your question and poses another question: couldn't you get gecko to load a different set of files for special mode?

Something like that would be really cool, although I don't know if it's in the scope of the project or not.
100  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Super Smash Brothers Myth 2/3/16 on: February 03, 2016, 07:26:03 PM
Actually we found a code by IgglyBoo that does that by pressing L+R+Up to save cordinents and L+R+Down to teleport to that location. We are currently modifying that code and instancing it into a special mode. Its a bit buggy, it doesn't work correctly with Ex characters, and currently only first player can teleport, and thanks for the support ^^ I'll try to update as often as I can. I'll go ahead and update the segment discription to kinda clerify things a bit.

Yeah, play around with that code (although LRDPad sounds clunky imo). If that doesn't work properly, you can always go the PSA route.
101  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Super Smash Brothers Myth 2/3/16 on: February 03, 2016, 06:20:27 PM
Just read up your Special Progress thing. I haven't tested myself, but the teleporting thing should be possible via PSA. Although if it's a global thing, you'll definitely want to do it via GCT or whatever other method works best for things like this.

I'll be sure to keep tabs on this.
102  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: February 01, 2016, 03:09:45 PM
I'm not going to get into a long winded argument, but I don't agree at all. This is theft, whether you like it or not. Theft also includes taking another's property without their permission, and this is exactly what you're allowing.

Just because you steal a sofa and say "Yeah I got it from the person I stole", doesn't justify your actions. It's still wrong. And if this is the way it's been, it really should be challenged.

I can understand making a mod off of someone elses work when descriptions ays "don't mod it" and they don't reply for weeks or months (or if you're extremely patient, years) when you ask for permission. But the PMDT have said over and over that they don't want their files to be spread any more than what's already been done, and they're still saying that.

Allowing 1-2 weeks for authors to respond to PMs of possible modifications of their work is ample time for them to decide whether or not they want it to happen. It wouldn't stifle progress, nor would it feel like stealing. I've never agreed with the rule that you don't need to ask the author if they say "no modding", and I still don't agree with it now.
103  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: February 01, 2016, 02:06:50 PM
I agree with Sandfall, none of that work was officially released to the public. I might not agree with many of the decisions made by the PMDT, but this honestly seems like the equivalent of theft. It isn't right.
104  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: February 01, 2016, 12:26:43 PM
What happens if someone uploads content before the original creators do?

And what if the author doesn't want their stuff publically available?
105  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cali Kingz Projects on: January 30, 2016, 11:32:55 PM
Cant get that model since its not released to me yet. but I will make a update when I get it

I'll be really surprised if you get it to a low enough poly count without lagging with 4 people.
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