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3241  Help & Tutorials / Help / Allow me to properly explain this time (Please Help!) (Pictures added!) on: May 31, 2010, 01:32:11 PM
Yes, this about the Emerald Textures on Kirby again. I have made two variations of the same one and one other.

I tried to follow Plasmakirby's guide for fixing the swirl effect so it won't mess with my textures by giving them a swirling warp effect on the edge3 texture (ever seen the Fire Kirby Emerald Texture? That is what I am aiming for with mine).

The problem is, as soon as I tested them, the textures did not have the swirling warp effect given by the original edge 3, but it contained a new problem: the textures are now aligned to the left of the center, which shouldn't be happening.

The only textures I edited were edge1 and edge 3. My edge3 is the same  color (as exact as I can get it) as in PlasmaKirby's guide. So I don't know what is wrong.

I have been wanting an answer to his for a while so I could finally put up one of the variations and the Iron Ball texture I made. If you can help me with this, it will be greatly appreciated.

EDIT: Pics have been added for your convenience.

First Pic here. Second Pic here, and Third Pic is here.
3242  Help & Tutorials / Help / Re: I still do not understand what is wrong! on: May 13, 2010, 06:09:46 AM
Bumped because it was on the 3rd page.
3243  Help & Tutorials / Help / Re: I still do not understand what is wrong! on: May 10, 2010, 05:47:35 AM
No, I was trying to get rid of that effect so my textures wouldn't look weird. See PlasmaKirby's topic about getting rid of that effect.
3244  Help & Tutorials / Texture and Portrait Tutorials / Re: Texture Formats Information on: May 09, 2010, 12:44:19 PM
Okay. If CMPRs have only one transparent color, wouldn't changing everything to that color make it transparent or no?
3245  Help & Tutorials / Help / I still do not understand what is wrong! on: May 09, 2010, 12:41:49 PM
I have said this several times now, but I still am having problems with Emerald textures. This time, when I test them in game, they are not centered, they are centered to the left and I don't know what is causing it. Does anybody here know whats going on?

Note: edge3 was modified as it was in Plasmakirby's topic on Emerald Textures. It didn't give very detailed instructions though. So I have no idea what I did wrong to cause it to do this.
3246  Help & Tutorials / Help / Re: How to get BrawlBox Working in Ubuntu / OSX on: May 01, 2010, 10:38:56 AM
Jack. Would you happen to know what the **** this is about?

My mother's laptop does a Symantec Auto-Protect Scan on my flash drive, and found this in the .CMD

"Risk Found: Infostealer.Gampass"

Seeing those words has made me pissed, and I want an explanation. A good one.
3247  Help & Tutorials / Help / Centering Problems on Emerald textures. on: April 30, 2010, 02:22:26 PM
I attempt to make them work in Brawl Box, but when I test them in game, they are not centered. They go off to the left side then show a blank texture. What is wrong here?
3248  Help & Tutorials / Help / Re: Need help with Kirby textures in general. on: April 17, 2010, 02:23:56 PM
Bumping due to being on the 2nd page.

New problem + the one from my last post. I tested the textures I did for Kirby's emerald texture, and they are not centered on his model. Why is this, and how do I fix this?
3249  Help & Tutorials / Help / Re: Need help with Kirby textures in general. on: April 16, 2010, 02:24:20 PM
When you extract the eye textures in Brawlbox, put .png at the end. It should work in Photoshop then.

Okay then. Can you also tell me how to edit normal Kirby Textures for more detailed texturing so i don't have to use the Emerald Texture to make any kind of extremely detailed texture?
3250  Help & Tutorials / Help / Re: Need help with Kirby textures in general. on: April 13, 2010, 04:35:20 PM
This sounds like an emerald texture.

You need to get FitKirbyDark.pac and re-texture that. Then replace "Dark" with whatever number.
It is, but I also want to know how to edit Kirby's normal textures, like FitKirby00 as well.

This ie because the Emerald Textures don't move with the model, and a future idea I would like to try would require the ability to have the texture move with the model (I.E. Miracle Matter spin around in the air).


you need to edit the main FirKirby00.pcs and then get the FitKirbyMotion.pac file and add it into the right part of the brawlbox....you then have to go to every animation and edit it so that the  "Miracle Matter" would spin through the air. (very time consuming)
I am becoming experienced with animating in Brawlbox, so that isn't a problem.

Plus, new problem I found. I can't open Kirby's eye textures. I am attempting to edit them in Photoshop, but it keeps saying (even after changing the extension) that Photoshop cannot "parse the file". What does this mean?
3251  Help & Tutorials / Help / Re: Need help with Kirby textures in general. on: April 13, 2010, 02:18:00 PM
This sounds like an emerald texture.

You need to get FitKirbyDark.pac and re-texture that. Then replace "Dark" with whatever number.
It is, but I also want to know how to edit Kirby's normal textures, like FitKirby00 as well.

This ie because the Emerald Textures don't move with the model, and a future idea I would like to try would require the ability to have the texture move with the model (I.E. Miracle Matter spin around in the air).
3252  Help & Tutorials / Help / Need help with Kirby textures in general. on: April 12, 2010, 04:28:07 PM
I recently looked at Kirby's texture hacks, and want to know how people put those effects on Kirby's textures. This is because I have an idea for a Miracle Matter texture for Ball Kirby. (Which after I am done with a certain project, may think about making into a PSA Project.)

So can anyone help me with how to edit the textures properly?
3253  Help & Tutorials / A/A Tutorials / Velen Zaiga's Quick Guide to Animation Principles with BrawlBox. on: April 11, 2010, 08:51:55 PM
Hey there everyone, since I have learned a couple of things from BrawlBox, I thought I would share them with people by making a quick guide about it, namely having to do with animation. The following topics will be covered as shortly and concisely as I am able. So don't depsair if this is long-winded in the end.

Note that this guide is NOT about how to do animations in BrawlBox, but a guide of principles you can follow as you use BrawlBox.



  • Getting Started -XYZ.
  • Getting Started - All about the Frame Work.
  • Knowing What you Want.
  • Inspector Velen Zaiga, Interpolation! - What is Interpolation?
  • Combating Monster File Sizes.
  • Things To Remember.

Lets begin, shall we?

Getting Started - XYZ

X, Y, and Z. What do I mean by these. If you haven't so much as touched BrawlBox as of yet, then this is going to be some very important information to you. X, Y, and Z refer to axis, and if you haven't had high school algebra (math) yet, then this will be very trick for me to explain.

Basically, an axis is a plane on which things rotate.

The X, Y, and Z refer to three different axis, X is Horizontal Rotation, Y is Vertical Rotation, and Z varies,

Z is variable between bones, it sometimes acts as an inverse of the X axis, or something all of its own. Its up to you to find what which is which for which bone.

Now moving onto.

Getting Started - All About the Frame Work.

Notice that framework has a space in it, there is a reason for this. This refers to frames: the lifeblood of animation. Without frames to move between, the animations will not move, and the characters stay stationary.

The speed of animations depends on how many frames there are parts of an animation.

Brawl's standard framerate is 60 fps, sixty frames per second. So if part of an animation lasts only 2 frames, it will be blindingly fast, where as a part lasting 120 frames will take 2 seconds to complete the movement. By managing the speed of your animations with the frames, you can give much vitality to your animations.

The amount of frames you use depends on what you want out of it, and if you need to, you will probably change that amount to accomodate your needs, but more on that in our next topic.

Knowing What You Want.

The above is a very simple statement. "Knowing What You Want" is important in animation. If you don't know exactly what you want, you may end up finding what you want through trial and error, but a sure-fire way to know what you want beforehand is to think about. This includes.

  • Writing things down on paper.
  • Thinking to yourself quietly/aloud about it
  • Doing an activity that may help you get an idea

As long as you know what you want, you are golden, and ready to start trying to animate. As you gain experience, figuring out what you want might be come easier, or be just as hard, it just depends on the way you think. A good way to gain experience is editing the pre-existing FitCharMotion.Pac files you can find in the Brawl ISO File download on Mediafire here.

By gaining experience, your animaitons become better and better, and your definition of what looks good will also change and evolve with your standards.

However, it is time to move onto another topic, which is~...

Inspector Velen Zaiga, Interpolation! - What is Interpolation?

Interpolation is a new feature added to the latest version of BrawlBox in order to make animation between key frames smoother. Key Frames are frames that have numbers appearing in yellow in the various XYZ Translation, Rotation, and Size fields on Bones. These act as absolute values, when a number is in yellow, then the position of that bone is absolutely that value, no more or less.

The Size Fields are mostly never used for key frames, so they will most likely be white.

What is interpolation by definition? Interpolation is when you take points and mark them on a graph. When you move between these points, approximations are calculated in order to move the line to the next "key" point on the graph. BrawlBox's interpolation feature is alot like that. It takes the key frames you have given it and it will make approximations of how to move the bone. Because of this, however, the results can be just as you want them, or they can be off grotesquely. To fix these, place a key frame in between the key frames causing you trouble, but do not add too many, because then you will have to start...

Combating Monster File Sizes.

As you make animations, the total file size will increase, this can lead up to being a lot or a little, depending on what you do. Animations with lots of key frames will dramatically increase the file size, while animations with fewer key frames will increase the file size relatively little. This is because BrawlBox has to remember every single key frame, which is why they are marked in yellow when you view the bones. Nintendo's FitMotion.pacs are relatively large, at about 1-4 Megabytes, and the characters and game both have file size restrictions, as long as you meet or are under the file size limit, you will be fine.

To clean up key frames from an animation, you can view them in the Model Viewer and load them up, or you can load the animation set directly to BrawlBox. This is especially true if you are a frequent user of copy and paste in BrawlBox, as part of the frame you copy and paste will become a key frame. To counter this, simply click and hold to select the number in the box, then delete it and type nothing into it, then click outside of the box. The box will turn white, and it will no longer be a key frame.

Be sure to check the end of your animations, as they most likely have keyframes in the translation part of the bone animation, delete those, as they will not affect the end result of the animation if you do.

By deleting unnecessary key frames, your file size will be kept in check, and you won't have to worry over monster file sizes.

Now, onto the last topic.

Things to Remember

The following are some things that you can keep in mind as you animate.

If you think it doesn't look right, it isn't.

You are the biggest judge of how good your animation looks, if it is not up to your standards, then go ahead and try again, and again, until you get it to look the way you want and think it should. Sometimes being lax about it is okay, but other times it will really lower the quality of your animations.

When the going gets tough, don't give in!

So one animation is getting you down? Give it time, you'll figure it out eventually, but if it just isn't working out, then see the above.

Don't let animating cut in too much on your sleep time.

Just like the homework you get from school, if you do not sleep, your grades will slip, and the quality of your animations can also slip if you're tired. This is entirely up to you, but don't let the animating process dominate you.

Less is more.

In many cases, it is best to delete as many key frames as possible to lower the file size, but the quality of the animations can suffer if you delete too many. Delete only the key frames that seem unnecessary to you, as well as the ones that are completely pointless to have, and you're golden.
----------------------------------------

That is the end of this guide, and I hope your reading experience was pleasant. Good day/night to you.
 
3254  Help & Tutorials / Help / Re: Texture-Related Question: need an answer quickly if possible. on: April 07, 2010, 05:29:29 PM
What are you asking exactly? Are you talking about porting textures from one character to another? Or previewing with different textures. And how does BrawlBox and your game crash from it? You may be doing something wrong.

Here is what I am asking.

In BrawlBox, on a character, can I go Edit > New > Texture, and add a new texture to a character, after which you place the texture in the character file. For example, Mario doesn't have a "Mask" texture like Sonic does, would it be possible to create a new mask texture from scratch, for Mario, then make a new texture slot in his FitChar##.pac and add it in? If so, there is a whole host of things I can do.
3255  Help & Tutorials / Help / Re: Texture-Related Question: need an answer quickly if possible. on: April 07, 2010, 05:14:13 PM
Bumping since it was on the second page.
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