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16  Help & Tutorials / Help / Making a piece of a model be affected by Brawl's physics on: October 29, 2011, 09:00:43 PM
that would be logic editing ma man (aka PSA)

Where would that be edited in PSA???
17  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 27, 2011, 10:43:10 PM
Is there any way to make it so that a piece of a model is affected by the games physics?
18  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 27, 2011, 12:29:34 AM
If anyone has problems exporting dae's from BB where it exports a file that's like less than 1KB, try expanding the mdl0 first, and previewing it, and then exporting as dae.
19  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 24, 2011, 08:19:18 AM
I use 3ds max 2010 on a 32-bit computer and everything works fine. Importing, exporting, etc.
20  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.65 Released, go import stuff on: October 23, 2011, 05:03:53 PM
Holy sh** it's like people need their hand held through everything. If something doesn't work don't just come to the thread crying saying your mad that it doesn't work. Figure it out, try some stuff. Maybe watch the tutorial again. Keep trying until you get it right. Figure out what's wrong on your own. If the tutorial is your issue wait until another one is released. Enough of the complaining.
21  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Release soon, get your models ready on: October 23, 2011, 03:10:07 PM
1st to post
22  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Release soon, get your models ready on: October 23, 2011, 01:18:06 PM
I could Rig him to peaches bones XD but then ugh....not enough psa size
Pluss peach has no sword animations that he could use :l

I don't think using hacks online is allowed anyway?

Even if you use Ike, You can add a polygon of his sword shiethed and add a bone for that as well. Make the polygon reference the bone, and then fix it up in tabuu so a PSA model changer event would make the sword shiethed polygon appear. Kinda a complicated process. All of it can be done in the new BB though. At least I think. Is that correct BJ?
23  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 23, 2011, 11:40:38 AM
That's why I'm rigging Kisame to Ikes bones Cheesy
Ike has a sword in the same hand, all he needs is new specials, some new tilts/smashes, and a new FS and poof, Kisame brawl styled =3

Although, Ike has no model changers, so I can't make a version of him that has the sword seathed and/or unseathed :l

I think it would be possible to give him model changers, but then it probably won't be wifi-compatible.
24  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 23, 2011, 12:16:27 AM
I think you should release it tomorrow, seeing as how your gonna check for any other bugs. I'm sure people can deal with saving an import and then editing.
25  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 22, 2011, 10:09:35 PM
Nope. O_o

Ichigo didn't change color at first. Oh well.

*insert generic can't wait until BB is released comment*
26  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 22, 2011, 10:03:17 PM
Nel never had those problems in the first place, and the shading that she currently has is using that _env_map_tex_dummy texture (Haruhi's Toon Texture).

She didn't have any problems at all not even when first imported(shading wise)?
27  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 22, 2011, 09:43:25 PM
BJ, might not be the same as when I imported Ichigo, but I would assume it is as the models are from the same game, but if nel's materials still have _env_map_tex_dummy as one of it's textures, that might be the problem. I fixed it by making all the textures CMPR, changing the _env_map_tex_dummy thing, and replacing his shaders with one of the shaders of a brawl character that controlled a part of the main body. One of the shaders properties was lambert. All the materials were also set to lambert.
28  Super Smash Bros. Brawl Hacking / Programming / Re: DAE 2 MDL0: Model Successfully Imported! (Page 310) Importer not flawless though on: October 20, 2011, 09:10:39 PM
So... the importer's fully fixed?
This

The suspense is killing me
29  Super Smash Bros. Brawl Hacking / Programming / Re: DAE 2 MDL0: Model Successfully Imported! (Page 310) Importer not flawless though on: October 20, 2011, 07:52:31 PM
I watch this thread like a hawk for days on end just so I can read stuff like that.

Me too! I think I'm starting to go crazy, so much excitement recently I can barely contain myself, I just hope it works completely now.
30  Super Smash Bros. Brawl Hacking / Programming / Re: MDL0 Resource discussion thread on: October 16, 2011, 02:52:55 PM
Do you know how to get rid of the part2 part of a bone if it has one?

Or rather, if I were to delete bytes from the bones section where would I have to re-insert bytes/fix other values so that it would work.
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