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1  Welcome / Rules / Feedback / Brawl Vault / KCMM Store Grand Re-Opening! on: April 01, 2017, 12:04:43 PM
Guess what day it is

Hello friends! Today is a fine day, for it is the day where the KC-MM store is open once again. Here, you'll be able to purchase wonderful prizes for the low low price of a few cats! The charming little creatures will gather round you every time you post on the forums, so you can then feed them to the global economics machine.

These exclusive items will not be available for long, so do make sure to grab a few while you still can! You can also trade valuable items in the Trade Center, or send gifts to others, to share the joy. How about a Nice Cream?
Oh, and uh, the taskbar icon is still a WIP.

New feature this year, the KCMM Bank is now at your disposal. You never know when someone might "persuade" you with a certain knife to give all your cats away. Your felines will be safe at the KCMM Bank! ... well, if we don't squander them on the stock market. For you see, the safety of your cats has a price. Not only is there a withdrawal fee (but not for deposit: we welcome your valuables!), we will spend about 10% of your cats on the Cat Market every day... A very small price for their safety, I'm sure.

There are some leftover cats from last year, as there is no "global take all the cats away" command. Those who still have 500+ cats still were simply lucky enough to avoid my repeated knifings. Staff members still have a bit of a headstart, and there's still no way for me to increase everyone's initial funds so... post away, and gather more kittens, gentlemen! Or ask kindly to those who have more cats than they have the need for.

I have had literally no time to set up anything better than this, so y'all get a retread. Sorry guys. I'll try to make up for it on the Random Awards/
2  Welcome / Rules / Feedback / Brawl Vault / The KC-MM Store is now closed. on: April 01, 2016, 12:13:52 PM
Surprise surprise, it's that time of the year again.

Howdy folks! Just wanted to let you all know that the KC-MM store is now open. There, you will be able to purchase wonderful prizes for the low low price of only a few hundred kittens! What are kittens you might ask? Why, they are charming little creatures that gather round you every time you post on the forums! Don't tell me you've never noticed.

Anyways, these exclusive items will not be available for long, so do make sure to grab a few while you still can! You can also trade valuable items in the Trade Center, or send gifts to others, to share the joy. Smiley

Staff members have a bit of a headstart as far as gathering kittens go (that how we become staff, actually), and there's no way for me to increase everyone's initial funds so... post away, and gather more kittens, gentlemen! Or ask kindly to those who have more cats than they have the need for.

Next year we'll set up a whole MMORPG at the rate things are going.

For future readers: No we won't, because that'd require preparing things in advance.
Here's the list of goods that were available for purchase.
3  Super Smash Bros. Brawl Hacking / General Hacking Discussion / MOVED: Wii U Lucina....anyone? on: December 08, 2014, 03:21:45 AM
This topic has been moved to Model Requests.

http://forums.kc-mm.com/index.php?topic=72150.0
4  Super Smash Bros. Brawl Hacking / General Hacking Discussion / General Hacking Ground Rules on: April 13, 2014, 07:13:07 AM
Hello there. Following the small clean-up we did of this section of the forums and the creation of a new sub-forum, we figured it'd be best to make a thread for new people who do not know where their threads belong in an effort to keep the place tidy. Because it is evident that there has been confusion in the past.

****

General Hacking:

This section is the hub and main course of this section. Are allowed in here:
- Game-wide projects that show significant progress, with at least one public release.
- Personal hacking threads that do not belong into any other section because of uniqueness and/or equal activity in all hacking forms.
- General discussion threads related to hacking that don't belong in any other specific section.

Are absolutely not allowed in here:
- Threads asking for help. Use either the Help board for questions on how to use hacks, or for various miscelleanous things. For questions about the creation of specific hack types, use the help subsections (Texture Help, Model Help, A/A Help, etc)
- Request threads. If you have an awesome idea/model and really want someone else to turn it into a hack, post in the appropriate request section, not here.

Hacking Tourneys:

This section hosts all the hacking tourneys, wherein hackers compete in creativity and quality to produce the best hacks on specific themes. If you are creating a tourney, you can ask for an award to be created and given to the winner(s).

Project Concepts:

This section is for the discussion and refining of ideas, projects that are still mostly in the planning phases, game design discussions, etc. Essentially a place for new hack authors/teams to showcase their work and get feedback/criticism in the early stages of development.

If you have a project thread in this section and you feel you've made significant progress, simply report its Opening Post, stating your wish to see it moved to the general section. You'll want:

1. A significant showcase and progress report AND
2. A public release of some of that progress

****

And now for the one big new rule, which applies to all threads in this board, including the sub-sections.

Project/Team threads are to be used exclusively for the showcasing and feedback of your productions. Under absolutely no circumstances can those threads be used as a development chatroom.

If a team in charge of a project needs to discuss development details or strategies, they will have to do so either by Personal Messages, or by creating a chatroom in their favorite Instant Messenger. We recommend Skype or an IRC client.


In short, these project threads will have to be maintained the same way the Project M thread is: as a discussion between the team and community. Not as a discussion between team members.

If a thread was found to be little more than a chatroom, you will most likely find it inside the Recycle Bin. The thread's author will receive a PM, and will be free to repost a clean new thread in the appropriate section. He and he only will be able to recover any valuable posts found on the deleted thread.
5  Welcome / Rules / Feedback / Brawl Vault / ɹɐǝp ɥo (April Fools 2014) on: April 01, 2014, 01:16:54 AM
¿sdooɥʍ

For future readers:
During the whole day, all pictures on the forum including the GUI were upside-down. A unique award could also be obtained by making any sort of post with a picture in it. As you'll notice by scrolling below, people found out the trick to that award very fast.
6  Welcome / Rules / Feedback / Brawl Vault / April Fools Day 2012 - Kitten Day on: April 02, 2012, 01:30:43 AM
Well, that's the end of this year's April Fools Day.

Hope you guys enjoyed it as much as I did while preparing it, then watching it unfold. Smiley
I just wish there hadn't been that little URL fumbling. :c

So, in case people didn't notice everything that happened yesterday (or just weren't around to see it), here are the little tweeks that people could notice:

1) The censor system was used to insert cat puns into every post. Persuade => Purrsuade, For => Fur, Tell => Tail, etc... (It also has the unintended effect of inserting catpuns into URLs and IMG tags, which broke a number of pictures...)
2) New cat icons for ranks.
3) That little catgirl stalking you at the bottom of every page.
4) A default avatar was set for the day. If someone had their avatar field empty and logged in today, they got this picture. Which is a somewhat close renderition of the default avatar that we had on the (old!) Proboards forums.

So, why make it a topic just for that? Just for showing off and possibly get feedback? Does your ego know any limits, Miacis?
Probably not, but other than that...

Maybe it's just me, but I think I saw a lot of people asking the cat icons to stay. So might as well hear your input on that, guys. I honestly don't really care all that much, but I'd like to hear opinions before doing anything.
Which ones do you like or dislike, would you rather have the stars or not, or different color schemes ...?

It's more than just a binary question, so feel free to give any input about it. Or feedback about the whole day, I guess. That works too.

(Also, that kitty at the bottom is probably going to stay for one more day. I told her to leave, but she said it's a nice place here.)
7  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Opinions poll on: January 10, 2012, 10:26:12 AM
Okay so ... as you may have seen, we have reorganized the boards on the Index page, a few days ago.
A number of flaws in the layout have been posted here and there, notably the increased height of the Index page. As a consequence, we're working on a V2 of that layout that would solve this issue, among others.

One of our ideas was to merge the Texture and Vertex sections in the way described below :

Textures / Vertexes
Child boards :
  • Texture Requests
  • Vertex Requests
  • Texture/Vertex Help

The reason for that merge is that Textures has been rather dead as of late, and Vertex took a little blow from the Model Importing, as far as activity goes. There's also the fact that vertexing and texturing share a good amount of similarities, and you pretty much can't vertex well without some texturing skills, in most cases.
That merge would also save space for navigating through the index page easily.

We're keeping the Requests separated because Texture Requests is still rather active and can be done by people without vertexing skills.
The Help is merged though, because in most cases, vertexers are able to provide help even on texturing issues.
So yeah, that's the idea. We'll add that to the reorganized version depending on the answers in the poll.
8  Welcome / Rules / Feedback / Brawl Vault / Awards - Full List, Claims, Updates on: August 08, 2011, 04:25:12 AM
First things first, read this if you don't know what Awards are.

Conferring these awards is not always an automatic process. If you've earned an award and haven't recieved it yet, you can post here to let us know, and we'll assign it ASAP. The following awards are automatically delivered every day at 1AM server time (GMT-7). Please do not ask for them in the thread unless a few days have passed:











  • Current Awards List:


Support: This category of awards rewards people who helped the website or the boards in some fashion.

Founder : Awarded to the three users who founded Kitty Corp. AKA Teady MKII, Random, and _____________________ Unblessed Zaku. It replaces the previous membersgroup of the same name.

KCMM Gaming Server Hostess : Awarded to the user hosting our Minecraft, Team Fortress 2, _____________________ Terraria and Phantasy Star Online gaming servers. As of today, that would be Kit Ballard. This is a _____________________ custom award.

Tutorial Writer : Awarded to users who took the time to write a detailed tutorial.

Helping Hand : Awarded to users who wrote at least 5 tutorials.

Professor : Awarded to any user who has held hacking classes.

Donator : Awarded to users who donated at least $10 to help the website.

The Bread Winner : Awarded to the user who has donated the most for the website. As of _____________________ today, that would be Robz. This is a custom award.

Staff Helper : Awarded to non-staff users who gave a hand to the staff at some point. They can _____________________ be former Global Mods, former BV Staff, or just users who provided various technical support.

Novice Restorer : Awarded to users helping in the Brawl Vault Community Support, with at least _____________________ 12 points of participation.

Rising Restorer : Awarded to users helping in the Brawl Vault Community Support, with at least _____________________ 45 points of participation.

Epic Restorer : Awarded to users helping in the Brawl Vault Community Support, with at least _____________________ 125 points of participation.

Good Citizen : Awarded to users who did at least 10 valid reports on the boards.

Sniper : Awarded to users who did at least 30 valid reports on the boards.

Warm Welcomer : Awarded to users who posted at least 100 times in Introductions.

Troubleshooter : Awarded to users who have been replying to help topics a good 500 times.

Constructive : Awarded to users praised for giving constructive criticism to hackers. Must be _____________________ nominated by a hacker for that.


Social Stuff: These awards are related to the overall behaviour and achievements reached on the ________________________ boards, by being very active, or making popular topics.

KCMM Old Timer : Awarded to users who registered in 2009 and have at least 1000 posts.

KCMM Veteran : Awarded to users who registered in 2010 and have at least 1000 posts.

Ninja : Awarded to users who have spent at least 40 days total online here and yet posted less _____________________ than 1000 posts, including in Off-Topic.

Heart Piece : Awarded to users whose last warning dates from more than 6 months ago. There _____________________ is a 500 posts requirement for this award.

2 Heart Pieces : Awarded to users whose last warning dates from more than 12 months ago. _____________________ There is a 500 posts requirement for this award.

3 Heart Pieces : Awarded to users whose last warning dates from more than 18 months ago. _____________________ There is a 500 posts requirement for this award.

Heart Container : Awarded to users whose last warning dates from more than 24 months ago. _____________________ There is a 500 posts requirement for this award.

Hot Topic : Awarded to users who made a topic with 30 000 views or more.

Fiery Topic : Awarded to users who made a topic with 50 000 views or more.

Super Saiyan Topic : Awarded to users who made a topic with 90 000 views or more.

Hey! Listen! : Awarded to users who started 100 topics or more.

Concerned Elector : Awarded to users who have cast their vote in 100 different polls.

Pin Collector : Awarded to users with 7 awards or more. (Not counting the Pin Collector one.)

KCMM Storyteller : Awarded to users creating stories and manga/comics depicting KCMM users.


Hacking Schools: These awards are given as a grade from passing one of the hacking schools.


A+/A/B/C : Awarded to users who attended StarWaffle's Vertex school and got a grade.


A+/A/B/C : Awarded to users who attended SilentDoom's Animation school and got a grade.


Hacking Teams: These awards act like badges for every person belonging to a major hacking team.

KCMM Team : Last members of the KCMM hacking Team before it was dissolved.

Stack Smash Team : Members of the Stack Smash hacking team.

Legendary Smash Team : Members of the Legendary Smash Team.

Infinite Smash Hackers Team : Members of the Infinite Smash Team.

Former PMDT : Former members of the late Project M Dev Team.

Nintendo Revolution Team : Staff of the Nintendo Revolution hacking boards.

Smash 3 Team : Members of the Smash 3 hacking team.

Contests/Tournaments: These are awarded as a reward for winning various kinds of Contests ________________________________________________and Tournaments.

Varicolor Contest Winner : Winner of the Varicolor Contest Hacking Tourney.

Battle of the Best Winner : Winner of the Battle of the Best Hacking Tourney.

Keyblade Master : Winner of the Kingdom Hearts Tourney.

Boygos Certified: Pokemon Master : Winners of Boygos's Pokemon Master tourney.

Boo! : Winners of KTH's SSBB Halloween Contest.

Texture Artist : Winners of Red93's Texture Tourney.

Snazzy Handyman : Winner of Mikuru's Super Mario Bros. Hacking Tourney.

Panic! : Winner of one of Riddler's Panic Hack Tournaments.

Stay Frosty! : Winner of Boygos' Holidays Happenings tourney.

Sig Contest Winner : Winner of the Sig Contest.

Original the Character : Winner of the Original Character Contest.

Artiste des Textures / Pin X : Winners of the Pin Making Contest.

16-bit Core Gamer : Awarded to users who reached the 2012 Gaming Challenge goal.

64-bit Core Gamer : Awarded to users who reached the 2013 Gaming Challenge goal.

64-bit Hardcore Gamer : Awarded to users who reached the 2013 Gaming Challenge Super Goal.

64-bit Pro Gamer : Awarded to users who reached the 2013 Gaming Challenge Premium Goal.

128-bit Core Gamer : Awarded to users who reached the 2014 Gaming Challenge goal.

2010 SSBB Tournament Winner : Winner of the the 2010 KCMM SSBB tournament, in this case, _____________________ that would be Nuke. This is a custom award.

2011 SSBB Tournament Winner : Winner of the the 2011 KCMM SSBB tournament, in this case, _____________________ that would be Nasoka_Kewe. This is a custom award.

2012 SSBB Tournament Winner : Winner of the the 2012 KCMM SSBB tournament, in this case, _____________________ that would be Albafika. This is a custom award.

2012 SSBB Tournament Runner-Up : Runner-up of the 2012 KCMM SSBB tournament, in this _____________________ case, that would be _Data Drain_. This is a custom award.

FistBump! : Winners of Nuke's Team Tourney, in this case, that would be Nuke and Albafika.

KCMM Awards 2011 Winner : Awarded to each user who won first place in at least one _____________________ category of the 2011 KCMM Awards.

KCMM Awards 2012 Winner : Awarded to each users who won first place in at least one _____________________ category of the 2012 KCMM Awards.

Cookie Clicker! : Awarded for finding the Hidden Cookie lurking somewhere on the boards. _____________________Take a screenshot and send it to Miacis to recieve the award. You'll know for sure when you find it.
_____________________(And no, this pin's graphic is not the Hidden Cookie.)


BrawlVault : These awards are basically related to what's going on in your Vault gallery.

Featured : Awarded to users who got one of their hacks featured on the KCMM Blog.

Diamond in the Rough : Awarded to users who got five of their hacks featured on _____________________ the KCMM Blog.

Dedicated Hacker : Awarded to users who reached a landmark of 10 000 total downloads.

Famous Hacker : Awarded to users who reached a landmark of 20 000 total downloads.

Renowned Hacker : Awarded to users who reached a landmark of 50 000 total downloads.

Star Hacker : Awarded to users who reached a landmark of 100 000 total downloads.

Active Contributor : Awarded to users who uploaded at least 50 hacks on the Vault.

Hyperactive Contributor : Awarded to users who uploaded at least 100 hacks on the Vault.

Favorite'd : Awarded to users who uploaded a single hack with 3000+ downloads.

Starstormer : Awarded to users who uploaded a single hack with 5000+ downloads.

>9000 : Awarded to users who uploaded a single hack with 9000+ downloads.

King for a Day :  Awarded to hackers whose hack was the most downloaded hack today, in _____________________ several categories. (PSA, Kirby Hat, Character, 2D Stage, 3D Stage, Audio, SFX, Item, Misc, Pack)
_____________________ Follow this link to view all users/hacks which qualified for this award on any date.

RAGE!! : Awarded to users who have in their Vault a year-old hack with less than 10 downloads.
 _____________________ (Does not apply to music hacks.)

Shadow the Pinhog : Inflicted to users participating to the ShadowVault. That means anyone who _____________________ have any Shadow hack in their Vault. It is a mark of shame among hackers.



Note: If you are running a contest/tournament of any kind on this board, whether it be hacking or something in the Off-Topic section. If it is active enough you can apply for it to be a reward. Post here if you want a award based on your contest.

The maximum number of awards you can ask for your contest is directly linked to the number of people who entered it. The rule is pretty simple:
Less than 10 entrants: 1 award
10 or more: 2 awards
20 or more: 3 awards
etc

If you split the contest into several categories, you can ask for one award to be given to the winners of each category, of course. Like this one.


9  Help & Tutorials / Help / Texture changing according to lighting/camera on: December 20, 2010, 12:38:11 PM
Hello there. I've got this one annoying problem I've already seen a little everywhere :

I've vertexed and re-textured Marth's body, but the textures appears different (unsaturated) when Marth isn't perfectly immobile, or when the camera is moving in the pause screen. I have to pause and not touch anything for it to look normal.

I've tried a bit of everything, but can't find what's wrong. The material properties and texture properties are exactly the same as the unedited Marth.
So where should I look into ?  Undecided
10  Help & Tutorials / Vertex Tutorials / Beginner's guide to MK64n's method without patching + Tips for using 3DS MAX on: August 15, 2010, 07:14:48 AM
Hello everybody, this is yet another tutorial about vertex hacking. Smiley


I don't know about you, but I've always found Vertex hacking ... very complicated and not really user-friendly. Lots of steps, easy to miss something or don't click on the right thing ... At least until now.
Two new ways of vertex hacking have been made and released recently. The DD Vertex Box 2 a few days ago, and mk64n's method without patching in June, for which he released
a video tutorial
some days ago too.
So, right now, anyone can get into Vertex hacking, I guess. It's still more tedious than some other forms of hacking, but it's very bearable.

I'm going to make a written tutorial about MK64n's last method, and giving a few beginner tips on how to 3DS MAX for some simple manipulations. The goal of this tutorial is to reach even the most newbie of the beginners, and is very detailled, especially for someone who has already used other methods of vertexing.

If you desire a tutorial about DDVB 2, search in this section, there are a few for different 3D softwares.


-----------------------------------------------------------------------------

You will need 3DS MAX 8 ! Not 2008, not 2009, not 2010, not 2011.
3DS MAX 9 apparently works too
(Thanks br3compactor for that info ! <3 )


1- Download AIS and install it.
Effect : Will transform your BRRES files into DAE files, usable by 3DS MAX.

2- Download COLLADA et install it as well.
Effect : Let's 3DS MAX import DAE files.

[Note : If the Installer can't detect 3DS MAX 8 on Windows 7 x64, try the 3.04 Installer.]

3- Open the PAC file you need to edit, with BrawlBox. Myself, I'll take Zelda and ... make her boots bigger, give her a bigger bust and put a comb on her head.
You can try and just follow the same steps as me if it's your very first time. :3
Click on ModelData[0] => 3DModels => FitZelda00 => Right-click and Preview.


Find the polygon you need to edit by checking/unchecking the polygons on the left side. Myself, i'll take polygon0.

4- Now, we need to get the Vertex Set of this polygon.. Go to FitZelda00.mdl0 => Polygons.Find your polygon, and look for its VertexSet in its Properties.


Close the Polygons folder, and look into the Vertices one, for a file whose ID is the number you've just noted down.


Right-click, and export this file in a new folder you have made just for this vertex hack, where we'll put all our stuff. Tongue Note down the MDL0 Offset too.


Now, let's export more stuff ... Exportz the FitZelda00.mdl0 file, the ModelData[0].brres file, and finally all the textures (TextureData[0] => Textures).
Textures are not necessary, but it's better to see them in 3DS MAX.  :3


5- Double-click on the .brres file and AIS should convert it and create a DAE. If not, try to drag-and-drop it in AIS.exe.

6- Start 3DS MAX 8. You should ease your life by enlarging as musch as possible the view you have on the bottom-right.
Click on MAXScript in the taskbar, and on New Script. Then copy MK64n's Script :
Code:
fn readBEshort fstream = (
short = readshort fstream #unsigned
short = bit.swapBytes short 1 2
return short
)
fn readBElong fstream = (
long = readlong fstream
long = bit.swapBytes long 1 4
long = bit.swapBytes long 2 3
return long
)
fn ReadBEfloat fstream = (
fpt=readfloat fstream
itger = bit.floatAsInt fpt
hih = bit.intashex itger
while hih.count < 8 do hih = "0" + hih
shn = (substring hih 7 2) + \
(substring hih 5 2) + \
(substring hih 3 2) + \
(substring hih 1 2)
bit.intAsFloat (bit.hexasint shn)
)
fn WriteBEFloat fnum = (
intgr = bit.floatAsInt fnum
honey = bit.intashex intgr
while honey.count < 8
do honey = "0" + honey
sign = (substring honey 7 2) + \
(substring honey 5 2) + \
(substring honey 3 2) + \
(substring honey 1 2)
xintgr=bit.intAsFloat (bit.hexasint sign)
return xintgr
)

rollout DDV "Brawl VertexHacker Tool" width:311 height:257
(
button btn1 "Import Verts" pos:[9,10] width:144 height:40
label lbl0 "-Mario_Kart64n, (Aug 11, 2010)" pos:[153,238] width:156 height:23
button btn2 "Export Verts" pos:[8,56] width:144 height:40
checkbox chk1 "Checkbox" pos:[165,59] width:14 height:13 enabled:false checked:false
label lbl1 "Save as 3DS File" pos:[182,58] width:119 height:15 enabled:false
checkbox chk2 "Checkbox" pos:[165,76] width:14 height:13 enabled:false checked:false
label lbl2 "Save As Seperate Files" pos:[182,75] width:119 height:15 enabled:false
checkbox chk3 "Checkbox" pos:[165,94] width:14 height:13 enabled:true checked:true
label lbl3 "Save Changes to MDL0" pos:[180,93] width:119 height:15
checkbox chk4 "Checkbox" pos:[165,112] width:14 height:13 enabled:true checked:true
label lbl4 "Read Offset from File" pos:[180,111] width:119 height:15
editText edt1 " MDL0 Offset:" pos:[162,129] width:130 height:16
groupBox grp1 "Export Options" pos:[157,7] width:143 height:147
radioButtons rdo1 "" pos:[165,21] width:147 height:32 labels:#("Vertices", "Texture Corrdinates") default:1 columns:1
button btn3 "Create" pos:[15,138] width:60 height:30
button btn4 "Patch" pos:[81,138] width:60 height:30
label lbl8 "Don't Use EditPoly" pos:[31,119] width:119 height:15 enabled:false
groupBox grp3 "Patching Options" pos:[7,101] width:143 height:76
checkbox chk8 "Checkbox" pos:[15,120] width:14 height:13 enabled:false checked:false
button btn5 "Fix AiS Import" pos:[165,205] width:128 height:25
groupBox grp2 "AiS Fixing Options" pos:[155,154] width:143 height:79
checkbox chk5 "Checkbox" pos:[166,173] width:14 height:13 enabled:true checked:false
label lbl5 "Selected Only" pos:[182,172] width:111 height:15 enabled:true
checkbox chk6 "Checkbox" pos:[167,189] width:14 height:13 checked:true
label lbl6 "Scale" pos:[183,188] width:44 height:15
checkbox chk7 "Checkbox" pos:[222,189] width:14 height:13 enabled:false checked:true
label lbl7 "Rotate" pos:[239,188] width:44 height:15
button btn6 "Import" pos:[14,198] width:60 height:30 enabled:false
button btn7 "Export" pos:[80,198] width:60 height:30 enabled:false
groupBox grp4 "VertexWeighting" pos:[6,180] width:143 height:72 enabled:false
label lbl9 "Dump to LogFile" pos:[38,232] width:105 height:15 enabled:false
checkbox chk9 "Checkbox" pos:[22,233] width:14 height:13 enabled:false checked:false

local typedOffset=""

on edt1 entered txt do(
if txt != "" do(
typedOffset=txt as float
if typedOffset==undefined do(
typedOffset=0
messageBox "Error: User Input \n Value Cannot be Identified \n as either a dec or hex number"
)
if typedOffset<=0 do(
typedOffset=typedOffset*-1
)
local typedOffset
)
)

on btn1 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Import" types: \
"All files (*.*)|*.*|"
if fsource!=undefined do(
f= fopen fsource "rb"
fpath= getFilenamePath fsource
fname = getFilenameFile fsource

vertArray=#()
uvwArray=#()
faceArray=#()

fSize=readBElong f
mdlOffset=readBElong f
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numVertices=readBEshort f
eMinX=readBEfloat f
eMinY=readBEfloat f
eMinZ=readBEfloat f
eMaxX=readBEfloat f
eMaxY=readBEfloat f
eMaxZ=readBEfloat f
pad=readBElong f
pad=readBElong f


if entryStride==12 then(
for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=readBEfloat f
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)
)
else(
for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=0
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)
)


msh = mesh vertices:vertArray faces:faceArray   --build mesh
msh.numTVerts = vertArray.count
msh.name=fname
buildTVfaces msh
select msh

 messageBox "Done !"
 
 
gc()
fclose f
)
)

on btn2 pressed do(
doVerts=chk8.checked
doUVs=rdo1.state
do3DS=chk1.checked
doDUMP=chk2.checked
doMDL=chk3.checked
doOffset=chk4.checked
if doUVs==1 do(
obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
local mdlSize=""
local mdlOffset=""
local numEntrtices=""
--
if doOffset==true then(
fsource = GetOpenFileName \
caption:"Select UVSet to Replace" types: \
"All files (*.*)|*.*|"
if fsource!=undefined do(
f=fopen fsource "rb"
mdlSize=readBElong f-64
mdlOffset=(readBElong f*-1)+64
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numEntrtices=readBEshort f
fclose f

)
)
else(

for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

mdlSize=(num_verts*12)+64
mdlOffset= typedOffset+64
numEntrtices=num_verts

delete tmesh
)

)

--
fsource = GetOpenFileName \
caption:"Select the MDL0 to inject to" types: \
"MDL0(*mdl0)|*.mdl0|All files (*.*)|*.*|"
if fsource!=undefined do(
fext= getFilenameType fsource
fsize= getFileSize fsource
fpath= getFilenamePath fsource
fname= getFilenameFile fsource
fclose f

--
deleteFile (fpath+fname+"_backup"+fext)
copyFile fsource (fpath+fname+"_backup"+fext)
f=fopen (fpath+fname+"_backup"+fext) "rb"
s = fopen fsource "wb"

print "ffff"
print mdlOffset
for wr = 1 to mdlOffset do(
read=readbyte f
write=writebyte s read
)

fseek f -34 #seek_cur
lenCheck=readBEshort f
fseek f 32 #seek_cur


if numEntrtices==lenCheck then(



for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

padding=((mdlSize/8)-numEntrtices)



for t = 1 to numEntrtices do(
tv=getVert tmesh t
nSwap=writeBEfloat tv[1]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[2]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[3]
write=writelong s (bit.floatasint nSwap)
)



-- for p = 1 to padding do(
-- write=writelong s 0
-- write=writelong s 0
-- )

delete tmesh
)

fseek f (mdlOffset+(numEntrtices*12)) #seek_set
for wr = 1 to (fsize-(mdlOffset+(numEntrtices*12))) do(
read=readbyte f #unsigned
write=writebyte s read
)
messageBox "DONE!"
)
else(
gc()
fclose f
fclose s
deleteFile (fpath+fname+fext)
renameFile (fpath+fname+"_backup"+fext) (fpath+fname+fext)
messageBox "ERROR! Wrong Offset?"
)



)
)
if doUVs==2 do(
obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0

--
if doOffset==true then(
fsource = GetOpenFileName \
caption:"Select UVSet to Replace" types: \
"All files (*.*)|*.*|"
if fsource!=undefined do(
f=fopen fsource "rb"
mdlSize=readBElong f-64
mdlOffset=(readBElong f*-1)+64
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numEntrtices=readBEshort f
fclose f

)
)
else(

for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

padding=((mdlSize/8)-numEntrtices)


mdlSize=num_verts*8
mdlOffset= typedOffset+64
numEntrtices=num_verts

delete tmesh
)

)

--
fsource = GetOpenFileName \
caption:"Select the MDL0 to inject to" types: \
"MDL0(*mdl0)|*.mdl0|All files (*.*)|*.*|"
if fsource!=undefined do(
fext= getFilenameType fsource
fsize= getFileSize fsource
fpath= getFilenamePath fsource
fname= getFilenameFile fsource
fclose f

--
deleteFile (fpath+fname+"_backup"+fext)
copyFile fsource (fpath+fname+"_backup"+fext)
f=fopen (fpath+fname+"_backup"+fext) "rb"
s = fopen fsource "wb"

print "ffff"
print mdlOffset
for wr = 1 to mdlOffset do(
read=readbyte f
write=writebyte s read
)


for g = 1 to obj.count do(
tmesh = snapshotAsMesh obj[g]
num_verts = tmesh.numverts
num_uvws = tmesh.numtverts
num_faces = tmesh.numfaces

padding=((mdlSize/8)-numEntrtices)


if num_uvws!=0 then(
for t = 1 to numEntrtices do(
tv=getTVert tmesh t
nSwap=writeBEfloat tv[1]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[2]
write=writelong s (bit.floatasint nSwap)
)
)
else(
for t = 1 to numEntrtices do(
tv=getVert tmesh t
nSwap=writeBEfloat tv[1]
write=writelong s (bit.floatasint nSwap)
nSwap=writeBEfloat tv[2]
write=writelong s (bit.floatasint nSwap)
)
)



-- for p = 1 to padding do(
-- write=writelong s 0
-- write=writelong s 0
-- )

delete tmesh
)

fseek f (mdlOffset+(numEntrtices*8)) #seek_set
for wr = 1 to (fsize-(mdlOffset+(numEntrtices*8))) do(
read=readbyte f #unsigned
write=writebyte s read
)


)
)
gc()
fclose f
fclose s
)

on btn3 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Import" types: \
"All files (*.*)|*.*|"
if fsource!=undefined do(
f= fopen fsource "rb"
fpath= getFilenamePath fsource
fname = getFilenameFile fsource

vertArray=#()
uvwArray=#()
faceArray=#()

fSize=readBElong f
mdlOffset=readBElong f
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numVertices=readBEshort f
eMinX=readBEfloat f
eMinY=readBEfloat f
eMinZ=readBEfloat f
eMaxX=readBEfloat f
eMaxY=readBEfloat f
eMaxZ=readBEfloat f
pad=readBElong f
pad=readBElong f

for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=readBEfloat f
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)

obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
max modify mode
addModifier obj (edit_poly())
subobjectLevel = 1
-- modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
diffArray=#()
directionArray=#()
for x = 1 to numVertices do(
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
$.modifiers[#Edit_Poly].Select #Vertex #{x}
vert=$.modifiers[#Edit_Poly].GetVertex x
-- $.modifiers[#Edit_Poly].SetOperation #Transform


mX=(vertArray[x][1])-(vert[1])
mY=(vertArray[x][2])-(vert[2])
mZ=(vertArray[x][3])-(vert[3])



append diffArray[mX,mY,mZ]

)

deleteModifier obj 1

createFile (fpath+fname+"_patch.pta")
s = fopen (fpath+fname+"_patch.pta") "ab"
vcount=writelong s numVertices
 for x = 1 to numVertices do(
write=writefloat s (diffArray[x][1])
write=writefloat s (diffArray[x][2])
write=writefloat s (diffArray[x][3])
write=writelong s 0x0
 )
 
 messageBox ("Patch Created !"  +"\n"+
"\n"+
"File Saved To:"  +"\n"+
(fpath+fname+"_patch.pta")
)

gc()
fclose s
fclose f
)
)

on btn4 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Patcher" types: \
"Patch(*pta)|*.pta|All files (*.*)|*.*|"
if fsource!=undefined do(
f= fopen fsource "rb"
fpath= getFilenamePath fsource

vertArray=#()
vcount=readlong f #unsigned
for x = 1 to vcount do(
vX=readfloat f
vY=readfloat f
vZ=readfloat f
dmy=readshort f #unsigned
side=readshort f #unsigned
append vertArray[vX,vY,vZ,side]
)

obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
max modify mode
addModifier obj (edit_poly())
subobjectLevel = 1
--modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
for x = 1 to vcount do(
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
$.modifiers[#Edit_Poly].Select #Vertex #{x}
vert=$.modifiers[#Edit_Poly].GetVertex x
$.modifiers[#Edit_Poly].SetOperation #Transform
mX=(vertArray[x][1])
mY=(vertArray[x][2])
mZ=(vertArray[x][3])
$.modifiers[#Edit_Poly].MoveSelection  [mX,mY,mZ]
$.modifiers[#Edit_Poly].Commit ()
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
)
subobjectLevel = 0
--modPanel.setCurrentObject obj.modifiers[#Edit_Poly]

messageBox "Patched !"

gc()
fclose f
)
)

on btn5 pressed do(

disableSceneRedraw()
st = timestamp() --get start time in milliseconds
undo off(
delete $helpers
if chk7.checked==true then(
geo=getCurrentSelection()
delete $helpers
stuff=#()
if geo.count!=0 do(
for x = 1 to geo.count do(

addModifier geo[x] (Normalmodifier ())
geo[x].modifiers[#Normal].flip = on
addModifier geo[x] (smooth ())
geo[x].modifiers[#Smooth].smoothingBits = 1
collapseStack geo[x]
if chk6.checked==true do(
--rotate geo[x] (quat -1 0 0 0)
geo[x].scale = [2.54,2.54,2.54]
)
-- aBox = Box length:0.2 width:0.2 height:0.2 name:"dummy"
aBox = Box()
aBox.rotation = quat 0.707107 0 0 0.707107
aBox.name = (geo[x].name) as string
convertTo aBox TriMeshGeometry
-- convertTo geo[x] TriMeshGeometry
attach aBox geo[x]
-- update aBox geometry:true
delete aBox.verts[#{1..8}]
addModifier aBox (Morpher ())
append stuff aBox
)
addModifier stuff (Edit_Mesh ())
)
)
else(
geo=$polygon*
for x = 1 to geo.count do(
addModifier geo[x] (Normalmodifier ())
geo[x].modifiers[#Normal].flip = on
addModifier geo[x] (smooth ())
geo[x].modifiers[#Smooth].smoothingBits = 1
collapseStack geo[x]
if chk6.checked==true do(
--rotate geo[x] (quat -1 0 0 0)
geo[x].scale = [2.54,2.54,2.54]
)
)
delete $helpers
for x = 1 to geo.count do(
-- aBox = Box length:0.2 width:0.2 height:0.2 name:"dummy"
aBox = Box()
aBox.rotation = quat 0.707107 0 0 0.707107
convertTo aBox TriMeshGeometry
)
dmy=$Box*
myBoxes=#()
myMeshes=#()
for x = 1 to geo.count do(
objA= dmy[x]
objB= geo[x]
append myBoxes objA
append myMeshes objB
)

for x = 1 to geo.count do(
myBoxes[x].name = myMeshes[x].name
attach myBoxes[x] myMeshes[x]
)

for x = 1 to geo.count do(
for i = 1 to 8 do(
delete geo[x].verts[#{1}]
)
addModifier geo[x] (Morpher ())
)
addModifier $Polygon* (Edit_Mesh ())
)
)
et = timestamp() --get end time in milliseconds
enableSceneRedraw()
gc()
print ("Operation Completed In: "+(((et-st)/60)as string)+" Seconds") --print time to finish
)
)

createDialog DDV

Save it with a pretty name (vertex ?), in a folder that you access quickly. Then do MAXScript => Run Script and choose your vertex.ms file. A window will pop out.
http://a.imageshack.us/img831/5205/41130057.png

7- Put this window aside, we'll get back to it later. :3

In 3DS MAX itself, do File => Import and choose COLLADA in the file types. Load the DAE, making sure that the next two options are checked.


[Note : it has been reported that the COLLADA plugin might have problems under Windows Seven ... try to run it as XP if nothing shows up here.]

Your character will look quite weird, so click on Fix AIS Import in the script's window, making sure that Scale is checked.


8- Select your polygon, then Right-click => Hide Unselected.


9- Now, let's start with the vertexing.  :3

Camera Controls : Use the Mouse wheel to zoom in and zoom out.
Hold the "Mouse-wheel button" and move your mouse around to translate the camera. Hold the Alt button + the "Mouse-wheel button" to rotate the camera around your object.
Select an item (polygon, vertex, group of vertexes, "element"  ...) and click on the little white cube in the bottom-right of the window, and the camera will now turn around that item.


Select your polygon, then click on the sort of blue rainbow on the top-right, and on Edit Mesh. Activate the button with the three red dots if it's not already done.


10- Modify the position of each vertices to make your hack !  Cheesy

(The next three appendix are the detail of the three typical modifications that I'm going to make, and their goal is only to help you learn to use 3DS MAX better. Don't hesitate to skip them if you have mastered the sofware of course. Otherwise, I highly suggest you to take a look at those.)
A1 - Let's start with the basics : moving a vertex.
Click on a vertex, and you should get this king of marker :
It is a Select marker.
To get a Move marker, right-click on the vertex, and choose Move :

You get a three-dimensional marker that lets you move your vertex along each of the three axis, or each of the three planes at a time (your screen being bidimensionnal, it's impossible for you to make a 3D move in one step).
Drag-and-drop to modify your vertex's position. Just click on another vertex to move it the same way. You can also select multiple vertices at once with a selection frame, or by holding CTRL and clicking them one by one.

It's an elementary manipulation of 3DS MAX. Learn how to use it fast and easily. :grin:

(And here's a nice-looking Zelda. Tongue)

A2- Let's try something else now : resizing.

We're going to enlarge Zelda's boots. Select all the vertices of her boots, then right-click and Scale to get the Scale cursor.

Then, just like for the Move cursor, you can enlarge/reduce the boots following an axis, a plane, or as a whole (just point the center of the marker).


Tip : If you don't feel like selecting ALL of the vertices from the same element, unfold the Edit Meshon the top-right, and select Element to select element by element, then click again on Vertices to select and moify the vertices of these elements.
http://a.imageshack.us/img826/6500/26668862.png

End Result :


A3- Now, let's try to give a little more "bust" to Zelda. It would take an eternity and a half to move each vertex one by one, and the Scale function would probably lead to a terrible result.
So we're going to use the Soft Selection. here's the basic concept : when you select a vertex and move it, this move will also be passed on to the neaby vertices, but to a lesser extent, in a radius that can be set.

To activate it, look into the right-hand menu :


Check the matching box, and lower the Falloff and Bubble. They respectively control the impact of the distortion on the sides of the " distortion bubble", and the radius of said bubble.
You can check on the model the radius of the bubble according to the color of the vertices, that ranges from Red (100% of the distortion) to Blue (0%).


So now, move the vertex in the middle of your distortion, and see how it looks.

11- Once you've finished all the tedious editing ... SAVE YOUR WORK !!!
File => Save to do this.

12- Now, you need to conform your model to the game's polygons. Right-click on your polygon (not a vertice, but your polygon) then Clone.
Choose Copy in the window that pops up and name it mod as an example.


Right now, the copy is overlapping your starting polygon. Move it aside (check that in the top-right, above the Edit Mesh, that you're indeed moving the mod).


Let's undo the modifications of your initial polygon0. For that, just click on it, then on the little bulb next to the Edit Mesh.


(Clicking on the bulb again will put back your modifications. :3 )
From now on, the light bulb near the "Edit Mesh" of the model that you've edited should be OFF all the time !!  You need to remove the edits on your base file before morphing it with the copy and vertex set. Always.

13- In the script's window, click on Import Verts and select the Vertex Set you had extracted in the beginning of this tutorial. It appears at the feet of the polygon0, but invisible.

14- Now, it's time to "patch" ! Click on the polygon0, and on Morpher (under Edit Mesh).
Right-click on -empty- then Pick From scene, and click on your mod.
Right-click on the second -empty-, and Pick from scene. The vertex set being invisible, just hit H on your keyboard to see all the elements of the scene. Choose the vertex set and then Pick.


Up the number near the mod box to 100. Your polygon0 should take the shape of your mod.
Now up the number near the vertex set to 100. Your polygon0 will start looking like a melted blob. Don't panic, it's normal !


15- DIn the script's window, uncheck Read Offset from file, and just under it write the MDL0 Offset you had noted in the beginning. :3


Make sure that the polygon0 is still selected, close all your BrawlBox windows and click on Export Verts in the script's window, then choose your FitZelda.mdl0.


DONE ! It will lay the polygon0 on its back but it doesn't matter. XD

16- Open your FitZelda00.pac, go to the mdl0 and right-click => Replace with the shiny mdl0 from your folder. Then Save As ... to get your modified PAC.

And if we preview it ...


-----------------------------------------------------------------------------

Double patching :



17- 17- But if we look at her feet ... something's wrong, baby. Modifying the legs/feet or arms/hands will cause a distortion on the left side. You'll need to re-patch to correct this. Of course, there's no need to double-patch if you don't have any issue.  Kirby Dance

Just like in the beginning of the tutorial, you ned to extract the mdl0, brres and textures of your new PAC. (Create a sub-folder for the double-patching, you wion't get lost, that way.  Undecided ).
Convertyour new .BRRES into a DAE (which i'll just call "the new DAE" from now on).

18- Back into 3DS MAX, click on your melting blob and Hide Unselected.
Import the new DAE, push OK in all the windows saying there's an Import Name Conflict.

19- In the script's window, check Selected Only and click on Fix AIS Import.

Click on the polygon you're working on, hold CRTL and click on the melting blob. Do another Hide Unselected. There should be only the polygon03 (fron the warped new DAE) and the blob.

Move the polygon03 aside.

20- Click on the blob, go to Morpher, right-click on the mod box => Delete Channel, then right-click => Pick From Scene and click on the polygon03.

Up its value to 100. Leave the vertex set's box as it it : at 100.

21- Click on the blob again, again Export Verts (with the same MDL0 Offset). And select the mdl0 of your modified PAC (the one with the one-legged Zelda).

DONE !

22- Open your modified FitZelda00.pac, replace its mdl0 with your shiny doube-patched mdl0 that is in your sub-folder. Just Save As ... to get your final modified PAC.

End result :


A wonderful big-breasted Zelda, with a comb and giant boots. Definitely a great piece of art.  Awesome Face

Well, that's it. You can use it in your game if you want.
Have a good day. And I hope you enjoyed.  Smiley

-----------------------------------------------------------------------------

ADDENDUMS :

Triple/Quadruple/Multiple patching :

If double patching still doesn't work, you may have to keep patching it again and again and see if there is any improvement.

BEWARE: NEVER TOUCH THE X BUTTON OR THE O BUTTON WHEN USING 3DSMAX (Thanks to br3compactor again for testing this himself. Tongue)
11  Super Smash Bros. Brawl Hacking / Music & SFX / The KCMM Showcase ! Advices to music hackers. PLEASE READ on: November 19, 2009, 01:21:02 PM
Hello, music hackers. This topic is about the KCMM Showcase. If you don't know what I'm talking about, please read this.

Well, as you can see, your works can be featured on the blog while you are absent. I'm sure you are all excited about being featured, but first, here are a few rules you should follow if you want your tracks to be more easily featured.
Forgetting about these won't take away this privilege, of course. However, the more easy it is to feature your works, the more quickly members of our team will want to feature it on the blog.

Basically, you'll just need to have a good presentation of your tracks on your topic. A good presentation is:

The title of the tracks
A download link for each, or for a whole pack.
The video game they come from or the artist.

Will also be taken to the blog a short text of less than around 5 lines of your tracks and a little picture of the album/game.
But it is not mandatory at all.  Smiley

If you go much over limit, expect the featurer to cut down some portions of your presentation. If you are underlimit, then you will probably have to wait longer. Because the guy who would like to feature you will have to find the title of the tracks by himself, and/or the provenance of your work.
Which might take quite some time.
Which might lead to no feature at all. Tongue

But don't worry. If there's any trouble with your presentation of your tracks, then someone of the team will probably leave you a little word about it on your topic. Smiley

Overall, your best friend is your common sense for presenting correctly. Ask yourself if you would publish it like that, in our stead. =]

***********************

Another important thing :
If you do not want your works to be featured, then please say it clearly and in the most visible way on the first post of your topic.
We won't feature your work on the blog if you don't want to. But we won't ask for it each time.


***********************

NO COMPLAINTS
Seriously.

I mean ... if your work is not featured when you think it should be, don't throw a tantrum. We do not decide to "ignore" or to "hate" artists. If your skills need to be improved, do so and don't snivel at us, this is not going to help you at all.
If you need recognition ... find a team, okay ?

It is a favour we're doing to you. It is not a due.



There. Hope it helped you all, guys. See ya! ^^
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / The KCMM Showcase ! Advices to moveset hackers. on: November 19, 2009, 01:05:03 PM
Hello, moveset hackers. This topic is about the KCMM Showcase. If you don't know what I'm talking about, please read this.

Well, as you can see, your works can be featured on the blog while you are absent. I'm sure you are all excited about being featured, but first, here are a few rules you should follow if you want your movesets to be more easily featured.
Forgetting about these won't take away this privilege, of course. However, the more easy it is to feature your works, the more quickly members of our team will want to feature it on the blog.

Basically, you'll just need to have a good presentation of your moveset on your topic. A good presentation is:

The title of the texture
A download link
A bigger picture that represents your character.
An accurate description of your character as a whole. Less than fifteen lines should be enough.
At least 6 moves, each with an accurate description and a good picture in the form of thumbnails.
(ie: minimized pictures)

If you go much over limit, expect the featurer to cut down some portions of your presentation. If you are underlimit, then you will probably have to wait longer. Because the guy who would like to feature you will have to find the title of the character by himself, describe it for you, and/or take more/better pics of your work.
Which might take quite some time.
Which might lead to no feature at all. Tongue

But don't worry. If there's any trouble with your presentation of a moveset, then someone of the team will probably leave you a little word about it on your topic. Smiley

Overall, your best friend is your common sense for presenting correctly. Ask yourself if you would publish it like that, in our stead. =]

***********************

Another important thing :
If you do not want your works to be featured, then please say it clearly and in the most visible way on the first post of your topic.
We won't feature your work on the blog if you don't want to. But we won't ask for it each time.


***********************

NO COMPLAINTS
Seriously.

I mean ... if your work is not featured when you think it should be, don't throw a tantrum. We do not decide to "ignore" or to "hate" artists. If your skills need to be improved, do so and don't snivel at us, this is not going to help you at all.
If you need recognition ... find a team, okay ?

It is a favour we're doing to you. It is not a due.



There. Hope it helped you all, guys. See ya! ^^
13  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / The KCMM Showcase ! Advices to texture hackers. on: November 14, 2009, 11:44:24 AM
Hello, texture hackers. This topic is about the KCMM Showcase. If you don't know what I'm talking about, please read this.

Well, as you can see, your works can be featured on the blog while you are absent. I'm sure you are all excited about being featured, but first, here are a few rules you should follow if you want your textures to be more easily featured.
Forgetting about these won't take away this privilege, of course. However, the more easy it is to feature your works, the more quickly members of our team will want to feature it on the blog.

Basically, you'll just need to have a decent presentation of your textures on your topic. A decent presentation is:

The title of the texture
A download link
At least 3 good pictures, in the form of thumbnails.
(ie: minimized pictures)

Will also be taken to the blog a short text of less than around 10 lines. Introducing the character and/or comments of technical nature.
But it is not mandatory at all.

If you go much over limit, expect the featurer to cut down some portions of your presentation. If you are underlimit, then you will probably have to wait longer. Because the guy who would like to feature you will have to find the title of the character by himself, and/or take more/better pics of your work.
Which might take quite some time.
Which might lead to no feature at all. Tongue

But don't worry. If there's any trouble with your presentation of textures, then someone of the team will probably leave you a little word about it on your topic. Smiley

Overall, your best friend is your common sense for presenting correctly. Ask yourself if you would publish it like that, in our stead. =]

***********************

Another important thing :
If you do not want your works to be featured, then please say it clearly and in the most visible way on the first post of your topic.[
We won't feature your work on the blog if you don't want to. But we won't ask for it each time.


***********************

NO COMPLAINTS
Seriously.

I mean ... if your work is not featured when you think it should be, don't throw a tantrum. We do not decide to "ignore" or to "hate" artists. If your skills need to be improved, do so and don't snivel at us, this is not going to help you at all.
If you need recognition ... find a team, okay ?

It is a favour we're doing to you. It is not a due.

*************************

I'll finish with the example of a bad presentation, and a good presentation (with pics of a very old texture of mine. Don't laugh, please :p)

Terrible presentation




No DL Link, this is a WIP.

'tis Trace. He's epic, and I really all like when he is with Flora they are cuuuuuuuuute. LOL x3They need to do a anim about it. But with no Keith. He is gay.
textures are hard, and i really hate that stupid softaware callad Maja. Can someone help me understand PSA ? Do you need to know mode hacks for it ?????
Besides, my friend code is 7344-9764-1245-9447, can anyone plays with me ? i plays wiz meatknite, he is super. and no objects, I'm a pro.

This is everything that you should DEFINITELY not do! o_o

Perfect presentation
Trace Legacy (Twokinds)

Trace is the main character of the furry webcomic Twokinds. He shares his story with Flora, a joyful half-tiger half-human girl. :3 He's a nice guy. Smiley I always loved this webcomic, and I found that Marth suited him well, so ... voila !
I had some troubles with the transparency of the crest (4th picture), but overall, I think it came out quite well. I especially love the tunic.  Grin




Download link
Tested and Working

This one, however, could be posted immediately on the blog without any modifications (If not for the fact that the texture is not quite good, but ... heh! :p).



There. Hope it helped you all, guys. See ya! ^^
14  Welcome / Rules / Feedback / Brawl Vault / The KCMM Showcase! on: November 14, 2009, 09:31:35 AM
Hello everyone, today I've got something important to announce you all. Smiley

The Kitty Corp - Meowmix website is evolving!

You may have noticed that we've had several... unproductive periods on the blog for quite a few months. We've tried to answer this issue with tryouts, and ultimately merged with Meowmix. And even though all these actions offered us much, the issue keeps coming back.
For obvious reasons by the way, people need time to produce quality hacks, they can get tired of it, have IRL problems, etc...

So, we got the idea of doing things.... a little differently.
From now on, every hacker around here has got a chance to be featured on the blog.

Which means that from now on, not only will the members of the team produce hacks when they feel like it, and post them on the blog. But they will also look around the forums, and feature productions from users.

More clearly:They see the hack? The hack is good? BAM! Instantly, said hack gets to be on the front page of the blog, with pictures, description (if there is one), download link; the author is named, and the article linked directly to the user's topic.
And of course, tit applies to all forms of SSBB hack.

I guess the benefits for everyone are quite obvious :
- We get to change the blog into a more important part of the website, acting like a "newspaper" of sorts of the boards.
- You get to be featured on our blog, and everyone can enjoy your epic work and see how groovy you are. Grin
- Teams can hunt for new talents, or see if members of their own team are quite well rated or not.

We revitalize the blog, and boost the boards at the same time. How more epic can this get? Tongue

Practical details for hackers can be found Here, Here and Here.




We are trying to make a more "mature" kind of SSBB website. Not just revolving around the works of a few chosen ones. But open to the works of the whole community. The website's goal will now be to promote SSBB Hacking as a whole. And I hope that you will keep on following us in this new adventure, and that you enjoy the ride. Smiley


Ladies and nerds, thank you for your support, and see you soon on the boards! 
The KCMM Team
15  Welcome / Rules / Feedback / Brawl Vault / Board Problems, Suggestions and Updates on: September 12, 2009, 05:23:18 PM
The thread to post all your ideas for changes and improvements to the board. New options, moderation stuff -- if it's not related to BrawlVault, it probably goes here.
And if something isn't working, or if you need help to solve a forum issue, just post in here.

This post will serve as an update log and an FAQ of sorts.

List of changes and updates in no particular order:
  • Visual Warning System
  • Aeva Lite
    • Autoembedding for many media sites. No more need for "[youtube]" tags or the like.
  • Auto-merge double posts
    • Eliminates spam and keeps you from getting warned.
  • Disable signatures on posts
    • A checkbox in the "Additional Options" of the reply screen lets you turn off your signature for the post you are writing/editing.
  • Colored names
    • An aesthetic mod that colors members' names in posts, topic lists, etc. to represent their membergroup.
  • Awards
  • The Moderation Corner
    • A place to ask questions or challenge moderations you have received. Only you and the mods can see your topics there.
  • Spoiler tags
    • Hides whatever is between the tags unless the viewer chooses to reveal it.
  • Team Page
    • An easy way to view and contact anyone on the staff.
  • Various bot preventions
    • Captcha, image identification, etc. intended to keep bots from registering. Not very effective.
  • Extra profile fields
    • Adds extra fields on the profile summary page for stuff related to BrawlVault.
  • Compact theme
    • A version of the theme that trims a lot of fat from the board's look. Change your theme by clicking "Look and Layout Preferences" in the sidebar of your profile. You can also hide signatures and avatars here for an even smaller layout.
  • Disable word censoring
    • Profile -> Look and Layout Preferences -> Leave words uncensored. Please see this addendum to learn what words are censored and how we handle censor bypassing.
  • "srs kitten" membergroup
    • A membergroup that prevents you from seeing the Off-Topic section. Post here or PM Vyse or Miacis if you would like to opt in.
  • Show topics a user has started
    • An option at the bottom of the profile summary lists all topics started by the user.
  • BBCode Comments
    • Use the "note" bbcode in your posts to include comments that are not displayed on the board but are retained for editing. Useful for all the things code comments typically are. They also show up when someone quotes a post, so don't include anything you wouldn't want someone to see or that breaks the rules.

Post-based Membergroups
A list of all the membergroups and the posts required to reach them.

Custom Titles
Custom titles are additional text that appear just under a user's name in message displays and profile summaries. Only mods, admins, KC:MM team members, BV staff, and Special Access members can set a custom title. Special Access is granted only to former staff members (who left on good terms) and to this user for helping us out of a financial bind.
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