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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: rainbow dash beta--need help!! on: November 29, 2012, 12:51:07 PM
Sorry to see you've run into a wall on this project, I was liking how it was going. I would have liked to help more, but college has sapped all my time...

Sometime later on, I may still try adding to what you've made, and if I make any breakthroughs, I shall let you know!

Good luck to you all.
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Brawl just got 20% cooler, Rainbow Dash beta released!! on: September 02, 2012, 03:41:21 PM
I've updated what the specials are supposed to be, as of right now they dont move and idk why they freeze up but im pretty sure it has something to do with the if statements in the subactions tab, also how did you do the indexing thing? i know nothing about models/bones


I don't know too much about psa, but I'll look at what I can do in a bit.

As for the indexing, the FitPit.pac file has some important information in it pertaining to bone index numbers. Namely, when a character is grabbed/thrown, the bone that is "grabbed" is the HipN bone, and it needs to be a certain index for each character if you don't change the "FitCharacter.pac" file. For Pit the number is 12 normally... but you can change it. I used the program called Tabuu, but you can use BrawlBox now: Where you need to go after opening the FitPit.pac file is: FitCharacter > MoveDef_FitCharacter > Sections > data > Misc Section > [10] Bone References. The second number here is the HipN bone reference. (Other useful ones here are the first one, the ThrowN bone index, and the fifth one, the TransN bone index.)

A very helpful resource I found (and the place I learned to do this): http://forums.kc-mm.com/index.php?topic=9248.msg104838#msg104838

Hope this helps.

EDIT: Also, I feel like making hitboxes and stuff for a move would be easier if they have animations made...
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Brawl just got 20% cooler, Rainbow Dash beta released!! on: August 31, 2012, 04:56:37 PM
I suppose you said to respond over here, so hi.   Smiley

Anyway, I did some tweaking of your files and made things work a little better. Relatively.
I don't know what you want to do with the specials... so I just made them work again (like in the first release, anyway) so Dash is more playable...
I also made the HipN bone index reference properly, so the main throwing glitch is fixed... but then there's this strange physics problem, which I don't even know why it's happening. Dash goes downward diagonally when thrown, even through stages... I suspect some sort of collision problem with the bones, though. I tried a bunch of stuff on this but can't seem to figure it out. Oh well, maybe someone else knows what it is...

Other than fixing an animation ("SpecialHiFly") so it wasn't so messy in gameplay, that's it.
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