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826  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Project Final Fantasy IX. Starting with Quina. on: August 21, 2010, 01:00:55 AM
Hopefully that works. That would really help my Battletoad I'm trying to make over DK (of course, I'll vertex that myself). Does Donkey Kong have enough vertecies in his face to make a human nose and mouth like Amarant has? On a semi-unrelated note: I never really understood Amarant's hair. It's going backwards but covers front of his face. Weird Smiley.

Deciding between Donkey Kong and Ganondorf basically depend on whether you're going for his proportions in his 3D Render:


or his proportions in-game:


If you think you can do it, I say go for Donkey Kong. We already have a lot of good Ganondorf vertex hacks.
827  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Sephiroth PSA/Moveset (Marth) on: August 20, 2010, 07:56:05 PM
Hey, it looks like somebody saw my topic! I organized all of the moves here with descriptions to make them easier to follow.

  Final Fantasy VII - Sephiroth (over Marth)



Special Traits / Other:
Marth's countering pose could make for a pretty good basic standing pose for Sephiroth. Is it possible to have him walk while holding his sword like this too?

This could be a good run for him:

Some of Sephiroth's smash attacks could be cool with Ganondorf's shadow effects.

Sephiroth has ridiculous range with most of his attacks, including his grabs. That is the entire point of him. To keep him from being broken, maybe he'll have a tip property like Marth, where the whole middle section of his sword deals very little damage and has very little stunning capabilities.

Sephiroth will have three jumps, allowing him to perform better in the air.

His fall speed should be somewhat slow and floaty, like Melee Mewtwo's. However, pressing down allows him to fall much faster.

Rolling out of his shield could be a teleportation thing, with as much distance as Melee Mewtwo's roll.

If possible, it would be nice for him to be able to both wall-jump and wall-cling. I'm sure this is not possible, but being able to run up walls would be pretty badass too.

Cool quotes that could be ripped from Dissidia:
<a href="http://www.youtube.com/watch?v=5HDTqNYPgW4" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=5HDTqNYPgW4</a>


Weak Attacks:
A Combo
A series of slashes.

Forward Tilt
Sephiroth performs a series of attacks with his sword, his fists, and his legs. Like a cross between Ike's Neutral A combo and Snake's Forward Tilt combo. The last strike of this will be the only one with significant knockback.

Up Tilt
Sephiroth swings his sword to shoot out some rather weak air blades diagonally up. This will play very similarly to the CoN Naruto PSA's Kunai attack. Marth's Up Tilt animation would work well for this.

Down Tilt
Ike's Down Tilt would probably be fine, as long as the range in increased.

Running A
Maybe kind of like Marth's.
Allows you to lead into some of your A combos, like so:

Smash Attacks:
Forward Smash
Sephiroth performs a slash similar to Link's Forward Smash animation. But the longer you charge this, the more strikes he performs, which could end up looking a lot like Marth's full Forward B combo, except that he would travel a further distance while attacking. This attack can have Ganondorf's shadow effect.

Up Smash
Pretty much the same as Ike's, just faster and weaker. Fast enough so that his Up Tilt can sometimes set the opponent up for it.

Down Smash
Sephiroth holds his sword up and stabs it into the ground. Very similar to Ike's Neutral B, even the animation can be the same. But instead of fire, there can be that green lifestream stuff, with bits of earth/rocks cracking up, kind of like this:

Of course, this gif is of what his Aerial Down A should be, but the effect is the same.

Specials:
Neutral B
Sephiroth summons a meteor that shoots diagonally down. The longer you charge, the greater distance the meteor travels. For example, just tap B, and it comes down right in front of you. Charge it for a bit, and it comes down like in this gif:
If performed in the air, there is no charge up, and it shoots out a bunch of weaker meteors.

Forward B
Maybe something like Zelda's Forward B. You will control a little shiny thing, but when you let go, it will explode into shadowy spheres.

Up B
Extremely similar to Lucario's. Sephiroth enters a flying state that lasts maybe a second. There will be a brief start-up time where you choose the initial direction you want to go in. You can also attack out of it and use whatever remaining jumps you have afterwards.


Down B
Sephiroth summons a giant pillar of fire around him. The longer you charge, the more pillars there will be, with a maximum of three (the second pillar will be in front of him, the third will be in back). These pillars pull the opponent toward them and keep the opponent trapped for a second or two while burning him (like Ness' PK Fire). Good at racking up damage, but little knockback. Maybe Ho-oh or Entai's fire could work for this (though obviously much weaker than either).

Grabs:
Grab
Sephiroth pulls his sword back then thrusts it in a given direction (Forward, Up, Diagonally Up, or Diagonally Down), impaling the enemy. This will have a slow start-up time, like Samus', giving the player a chance to choose which direction he will stab in. Marth's Neutral B is a pretty perfect animation for this.

This gif includes his Up Throw

Aerial Grab
Works the same as his ground grab, but it will always stab upwards, and automatically fling the opponent downwards. This could be a good spiking move.

Pummel
Sephiroth twists his sword while the enemy is impaled.

Forward Throw
Sephiroth pulls his sword back and kicks the opponent off of it.

Back Throw
Sephiroth turns around and performs Marth's forward smash animation (or something like it), flinging the opponent off his sword.

Up Throw
Sephiroth flings his opponent upward off his sword.

Down Throw
Sephiroth slams his opponent into the ground, pulls his sword out of him, and then stabs him again.

Aerial Attacks:
Neutral A
Marth's Neutral A in the air could work fine for this. Just up the range.

Forward A
Sephiroth swings his sword downward, very much like Ike's Forward A in the air.

Back A
Marth's arial Back A should work fine, just with increased range.

Up A
Sephiroth rapidly stabs upwards. Little to no knockback, but good at racking up damage.

Down A
What Sephiroth does when he kills a certain someone. Think Toon Link's. It can even use Link's exact animation. One of his main killing moves. If he hits the ground with it, it can cause the earth to crack up and green lifestream stuff to come out.

Final Smash:
Sephiroth enters a state similar to Super Sonic, where he can fly around and perform his attacks (Unlike Sonic, just touching the opponent will not hurt them).

Kinda like this.
His Neutral B becomes a slash attack, and if you connect with it, it leads to a cinematic attack (similar to Captain Falcon's if possible) like this:
Also, I doubt this is possible, but if Sephiroth could grow a wing while in this mode, that would be badass.
828  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Project Final Fantasy IX. Starting with Quina. on: August 20, 2010, 07:50:15 PM
Before you decide on Donkey Kong, you might want to have something figured out about getting rid of his fur. I tried hexing it out and it froze the game. Making it clear with textures seems to make his head clear too.
829  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Aafyre's Vertex and Texture thread on: August 20, 2010, 04:28:40 PM
Thanks very much! My current two projects are actually much harder than Magus and Eclair. I've been working on them for a while now but I think I'm making decent progress. Lots of experimenting with things still. I still haven't tried that conform wrap thing so I'm making all of their vertex and texture edits from scratch.
830  Help & Tutorials / Help / Please Help Export this Vertex Correctly on: August 18, 2010, 07:23:13 PM
I've followed all of the tutorials and I'm pretty sure I'm doing everything right. This file keeps screwing up when I export it and view it in Brawl Box. This process works fine for me with other characters and even other vertex sets of Link. Whenever I load up any Link front hair (vertex set 0) it comes up with a Bad Faces message, even if I use the default Link PAC file.

I'm trying to make a Xemnas vertex hack over Link and I can't really make much progress with it if I can't get the hair right. I've tried double patching, triple, quadruple, and even patching it five times and it still doesn't work. Can somebody help me out here? I would be very grateful. This is my 3DS max vertex edit of the hair, gloves, earrings, boots, and straps. I'm using Mariokart64N's new method if that matters.

http://www.mediafire.com/?16lx9gonxralceo

I'm also having a problem getting rid of Donkey Kong's fur through his texture. It screws up the game when I hex his fur out (either by zeroing out the vertex set or zeroing out the polygon). I'm guessing that it probably has to be done through texture thought that's going to be a nightmare. Would manually vertexing the hair and pushing it inside of his body cause the game to screw up too?
831  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Aafyre's Vertex and Texture thread on: August 18, 2010, 12:13:30 PM
I'm having a few issues with my Xemnas and Pimple if anybody can help me out.

For Xemnas, I've followed all of the tutorials and I'm pretty sure I'm doing everything right. This file keeps screwing up when I export it and view it in Brawl Box. This process works fine for me with other characters and even other vertex sets of Link. Whenever I load up any Link front hair (vertex set 0) it comes up with a Bad Faces message, even if I use the default Link PAC file. I can't really make much progress with it if I can't get the hair right. I've tried double patching, triple, quadruple, and even patching it five times and it still doesn't work. Can somebody help me out here? I would be very grateful.  Once the hair is done, I'm sure I can easily get the rest of it done without a problem. I will give credit to anyone who is kind enough to help me with this.

This is my 3DS max vertex edit of the hair, gloves, earrings, boots, and straps.
http://www.mediafire.com/?16lx9gonxralceo

For Pimple, I'm also having a problem getting rid of Donkey Kong's fur. It screws up the game when I hex his fur out (either by zeroing out the vertex set or zeroing out the polygon). The only option left that I can think of is to manually push all of the hair inside of his body through 3DS Max. I don't mind doing that at all if it will actually work but I don't want to waste my time if it can't.

Finally, this question is more forum related: Is it against the rules to make a similar topic in the Texture Hacks forum?
832  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Spider's Vertex'd'd'd Crap! TYPHLOSION IS OUT! on: August 18, 2010, 11:42:25 AM
Sweet! That's really good for a Kirby vertex Smiley.
833  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Aafyre's Vertex and Texture thread on: August 18, 2010, 11:34:20 AM
Thanks very much. That took forever to get right. Hopefully I can manage to make some facial expressions and a scythe for him sometime down the road (unless somebody else beats me to it  Laugh.

How do you post download links with the big Download graphic on these forums?
834  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Aafyre's Vertex and Texture thread (08/27) Desukan Preview on: August 18, 2010, 11:20:32 AM
This is my thread for vertexes and textures and stuff. I hope that people enjoy these hacks as much as I enjoyed making them. Most hacks come with a custom CSP and Battle portrait.

Since I seem to be getting this question a lot, I thought it might be best to answer it in my opening post. The vertex method that I use is Mariokart64n's new method. Miacis Kusanagi made a very easy to understand tutorial that helped me immensely in figuring out how to use it. You can find the tutorial here:
http://forums.kc-mm.com/index.php?topic=13061.0

Current Projects:

Vertexes / Textures:



My hacks are free to be edited as long as you give me some credit  Smiley.

Some ideas that I have that I might want to make in the future are:

Donkey Kong: Venom, Ifrit, Blanka
Zelda: Lulu
Ganondorf: Lu Bu, Kotaro Fuma
Charizard: Garchomp, Zekrom
Ike: Jecht, Auron, Squall, Kamina
Pit: Kuja
Samus: Genesect
Sonic: Knuckles
Snake: Randy Orton, The Rock
Wolf: Alien

I could always change my mind about which character to do which vertex over, but those are the ones I'm most interested in at the moment.
835  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Project Final Fantasy IX. Starting with Quina. on: August 18, 2010, 08:14:10 AM
Ah, I see  Cheesy. Freya might be a bit tricky over Marth.
836  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Spider's Vertex'd'd'd Crap! TYPHLOSION IS OUT! on: August 18, 2010, 01:13:54 AM
I really want to see a Gengar over Jigglypuff and Zangoose over Pikachu. Does anybody think Deoxys Attack form would be possible over Lucario? The tentacle arms might not work too well I'm not sure. Hitmonlee would be awesome if anybody could figure out how to make it.
837  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Project Final Fantasy IX. Starting with Quina. on: August 18, 2010, 12:51:38 AM
Great work so far. Final Fantasy IX is my favorite game ever! Dedede is a perfect fit for Quina. I'm guessing Freya's going over Lucario and Amarant's going over Ganondorf right? Are you planning to make npc's like Queen Brahne, Kuja, Beatrix, Garland, or Mog?
838  Help & Tutorials / Help / Re: A Few Questions about Ganon's Armor Shine and Head Morphing on: August 17, 2010, 08:27:32 AM
Thanks very much. Everything seems to be working perfectly now! Being expressionless is still better than his head getting completely messed up. I might make some expressions for him too.  I'll update his Brawl Vault when I finish fixing up his textures.
839  Help & Tutorials / Help / A Few Questions about Ganon's Armor Shine and Head Morphing on: August 17, 2010, 12:21:48 AM
How would I get rid of Ganondorf's shine on his armor? I made a Magus vertex and texture and I don't want his cape to have the shine that his armor used to. He also has a problem that his head warps when he gets damaged or does certain moves. I think BeyondYou said that he was able to fix those for his Ganon hacks in his thread. How exactly do you do that? Hopefully it isn't way too complicated.
840  Help & Tutorials / Help / Re: I want to start vertexing but I'm totally confused by Mariokart64N's method on: August 14, 2010, 09:16:34 PM
Okay, I'm still confused. I read the text version and it all made sense until the end again. I actually got something different in Brawl Box but it didn't look the same as it did in 3DS Max. I know I'm supposed to double patch it, but I still get really lost in doing that part.

I'm starting to get really frustrated and depressed about all this. I've tried Mariokart's method (the new and the old), tried following the written tutorial, tried the new Das Donkey 2 method, and nothing works at all for me. I can get it okay up to the point where I have to double patch it I think but no matter what I do, I always seem to screw things up. I see everyone else making these great vertex hacks and feel kind of bad that I just can't understand it no matter how hard I try.
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