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46  Help & Tutorials / Help / Re: pit's final smash on: July 10, 2010, 07:25:41 PM
What do you mean?
47  Help & Tutorials / Help / Re: Large stage animation, help needed on: July 10, 2010, 07:25:03 PM
One way to add frames


Another is to view the Chr0 file under the AnmChr folder and at the top it'll say how many frames it has
Damn you fairknight >.>
First ninja'd in a while


I have a tendency to do that Wink

did that help your problem zeno503?
48  Help & Tutorials / Help / Re: Final Destination with Platform on: July 10, 2010, 05:40:02 PM
its very easy to be able to make that on your own
49  Help & Tutorials / Help / Re: Large stage animation, help needed on: July 10, 2010, 05:38:28 PM
Editing Animations is rather easy or tricky depending on what your trying to do and the model your trying to do it on.

Ill give you a brief tutorial on animations

Transition X: This moves the one of the bones of your model to the side, positive numbers moving the model piece to the right negative numbers moving the part to the left

Transition Y: Same as above but since its the Y axis it will move your model piece up or down positive numbers moving it up and negative numbers moving it down, this is all basic geometry

Transition Z: (If you took trigonometry you would know of the Z axis) this moves the model piece either forward (Towards you) or back (away from you) depending on positive and negative numbers

- these Transition animations are most commonly used for stages as it involves moving model parts and placing them where you want

Rotation X Y Z: Rotation X would rotate something clockwise or counter clockwise, Y would rotate it either down or up, Z would rotate something off to the side.

Scale X Y Z: Scaling X would make something wider, Scaling Y makes something taller, Scaling Z makes something bulkier sort of


Now Bones control the parts of your model, you can try experimenting with them in order to find out which bone controls which part of the stage and manipulating your stage as such

And it may come in handy to rename the bones by going to Arc 2> Model Data > 3D model> Bones because if you use multiple of the same model, this allows them to have different animations despite having the same bones

Now for your whole problem with that logo, you add frames by simply going to your model preview and adding extra frames to see how it looks in the preview, and then make a new chr0 and apply the animation and frames to that and then it will show up although I havent messed around with .gif images yet that would do it

50  Help & Tutorials / Help / Re: How would i make textures transparent in-game? on: July 07, 2010, 07:34:33 PM
To make any texture you want transparent, remember what texture you want to make transparent, once you decide which one(s) you go to the "Materials1" folder of the model and go the texture you want to make transparent. You should see a list of things but go to where it says "Type" make the Type value 3 and that makes it transparent. SOME textures have different names in Materials1 but theyre usually similar enough for you to know

For Example:

"I want to make the  lineHikari texture on BattleField transparent"

- open Materials1

- Look for lineHikari

- change the Type Value from 0, 1, or 2, to 3

- Now your happy

Hope this helps
51  Help & Tutorials / Help / Re: Bloody Annoying Crashes on: July 06, 2010, 11:07:58 PM
Send files plz?


here Ill pm you the password cause I want it to be a suprise when released Lol

here's the other one
52  Help & Tutorials / Help / Bloody Annoying Crashes on: July 06, 2010, 10:35:22 PM
This probably wont get solved unless an expert or a very good hackers helps out but, as you all know I have my stage BattleScape and I even have other versions

But im trying to make multiple better versions with animations and they look cool in BrawlBox and I have currently 5 BattleScape like stages but all of them crash, no matter what tests I run, actually most Backgrund swaps crash (Except simple ones like Luigi's Mansion's background Moon) and I added a lot of statics (TO the point where it works over skyworld) and usually adding more model datas gives more space but its still freezing, and even my trial and error processes of deleting and trying have not been working, even deleting whole models keeps it freezing. I was wondering if there are any suggestions for things that may help me out

Most of these stages would be loved if you saw them in game, they look very good and so do the animations, but if they keep freezing then I cant release them  Im srs here
53  Help & Tutorials / Help / Re: First stage hack help! on: July 06, 2010, 10:56:51 AM
It's possible that you didnt Add enough model datas to the stage to make it compatible with other stages WITHOUT .rels
54  Help & Tutorials / Help / Multi Textures on: July 04, 2010, 09:16:58 PM
Im working on my Apotos stage but I wanted to know, how to rename the textures for a certain model so that when you have more of the same model, that they dont all have the same textures.

Sort of like Mewtwo2000's Fourside, he used custom Stage Blocks to make that, but some of the blocks had different textures despite them being the same models, so how do you rename the textures so you can used different textures on multiple of the same model, I really need to know Lol
55  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Royal Domain [True Sora's Awakening, and 2 More BattleScapes!] on: July 01, 2010, 09:10:47 PM
Sora's True Awakening






Crystal War-Scape






Sora Scape







and to be honest, With Crystal WarScape, that is really not the background I put down... that background was a glitch from Mewtwo's mod to the BattleField sky, but it ruend out ALOT better then my idea O_o

And ALSO, If anybody can shoot a video of my 3 new stages let me know, whoever can will get my next stage BEFORE anyone else, and its almost done too, let me know Wink

tommorow I will be posting some other BattleScapes I was working on I got 9 total ideas (I need a 10th idea) but Im gonna show pics of all 9 and I want you guys to choose 3 that I should post anyways im off for now Wink
56  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's [Now you can replace the Castle in Eldin's xD (1 jul 2010)] on: July 01, 2010, 03:09:34 PM
Hyrule Castle Castle....

your just...

thats just.....

so...

*DOWNLOADS*
57  Help & Tutorials / Help / Re: .pac Help on: June 30, 2010, 09:07:04 PM
Well, these are done via, animations so you have to utilize the FirMotionEtc.pac of the character if you want to get the animations because even if you scale them and it did work you'd need to apply it in EVER animation, heres a tutorial on BrawlBox Animation to help you out:

<a href="http://www.youtube.com/watch?v=-xPxduBAt6M" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=-xPxduBAt6M</a>
58  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Royal Domain [BattleScape released! Video added!] on: June 30, 2010, 07:50:57 PM
Its complete, and dont worry mate, im releasing it tommorow, along with my final Sora's Awakening stage.. OOPS spoiler Wink
59  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Royal Domain [BattleScape released! Video added!] on: June 30, 2010, 07:26:46 PM
I already began working on it, before leaving for the party tonight im gonna try to take a pic and show everyone how it looks now
60  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Royal Domain [BattleScape released! Video added!] on: June 30, 2010, 07:06:30 PM
Credit to LensSho thanks for the video! here it goes

<a href="http://www.youtube.com/watch?v=sfxhMKZSIYk" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=sfxhMKZSIYk</a>


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