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61  Super Smash Bros. Brawl Hacking / General Hacking Discussion / General Critique Thread on: March 22, 2015, 12:20:01 PM
After seeing various posts and threads about how there's a lack of proper critique of various users and their mods, I've decided to make a general thread dedicated to it.

Rules:
-Criticism =/= (does not equal) Hating. Know the difference. If you can't take criticism, then don't post. If you can't provide criticism for a posted mod, then don't post either.
-One mod minimum per user. Three mods maximum per user.
-Try to refrain from posting additional mods until your initial mods of your post have been criticized.
-The mod linked must be of your own content. Do not link other users mods, unless you were a main collaborator.
-Make sure to link to your mod you want criticized via BrawlVault link.
-You may reply to users who critiqued your mod(s).
-If you have a long post, use proper formatting and spoilers.
-Be civil about your critiques. Keep whatever bias you have against a user and/or their work out of your criticism.
-Don't take this thread as a chance to bash something or someone.
-Don't make this thread all about yourself.
-Do not take this a chance to advertise yourself.
-Don't be afraid to nitpick. Just don't make your criticism only consist of nitpicking.
-No matter how bad a posted mod may seem, don't mindlessly bash it. You can say it's bad, but do it in a respectful manner and state why you think the posted mod was bad.
-Do not mindlessly praise well known mods. No matter how good they are. Do your best to find something to critique.
-If you like a posted mod that people are calling bad, do not white knight. You can explain why you think they're wrong, but do not derail the conversation.
-You may submit your work, even if it's a work in progress.

These rules may be edited and/or updated. But that doesn't mean you shouldn't follow these rules.

Edit:
-Changed the max number of mods per user to 3, instead of 5.
-Added a rule about waiting to post again until your first posted mods have been criticized.
-Added a rule allowing WiP projects.

Examples of criticisms. You can use these as a basis for your critiques, but you don't need to use these exact questions.

PSAs:
-How complete is the PSA?
-How are the animations (if there are custom animations)?
-How balanced is the PSA?
-Do the moveset and animations fit the character?
-Are there any glitches?
-How original is the idea?

Recolors:
-Do the colors fit the character?
-Does the coloring style fit into Brawl?
-Is the coloring overdone?
-How much do the colors clash with each other?
-Are the colors too bright? Or are they too dark?
-How original is the idea?

Model Imports:
-How good is the rig?
-How complete is the rig?
-How well does the model fit onto the base character's skeleton?
-How many attributes of the base character are included in the import? Examples include multiple faces, Final Smash eyes, etc.
-Does the import have proper metals?
-How are the textures?
-How are the shaders?
-Was the model properly optimized for use in Brawl?
-Are there any glitches?

Stages:
-Is the stage fun or competitive?
-If it's supposed to be fun, how fun is it?
-If it's supposed to be competitive, how balanced is it?
-How are the animations (if there are custom animations)?
-How are the textures?
-How are the models?
-How are the shaders?
-Are there shadows?
-Are the imported models properly optimized for use in Brawl?
-How are the stage collisions?
-How are the blast zones?
-Are there any glitches?

To start things off, I'll start by posting one of my mods to get this thread going.

Solo Charizard (PSA): http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206141
62  Help & Tutorials / A/A Tutorials / MOVED: SHP0 tutorial on: March 12, 2015, 03:35:48 PM
This topic has been moved to Model Tutorials.

http://forums.kc-mm.com/index.php?topic=70054.0
63  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Help needed: deducing Dr.Marios Natural B attack on: February 23, 2015, 06:19:44 PM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=73256.0
64  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Where's Yoshi's "rest" animation located? on: February 11, 2015, 07:22:12 PM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=73088.0
65  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Need help for PSA model porting. Example: Tifa over Pit model porting on: February 11, 2015, 05:56:03 PM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=73085.0
66  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: How do i change the Moves and Animations of a PSA? on: February 10, 2015, 09:00:15 AM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=73057.0
67  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Making Geno's Final Version! Please Leave comments about anything geno needs. on: February 08, 2015, 05:03:08 PM
This topic has been moved to A/A Discussion.

http://forums.kc-mm.com/index.php?topic=73041.0
68  Help & Tutorials / Model Tutorials / Merging Rigged Objects That Use the Same Texture on: January 31, 2015, 01:05:39 PM
Does your model have multiple rigged objects that use the same texture? Well, this tutorial is just for you. Not to mention, it can reduce file size slightly.

Just like my other tutorial, I found this tutorial while browsing Google.

Requirements:
-3DS Max.
-Model with multiple parts.

Select every object that uses the same texture.
Go to Edit | Clone
Pick Copy and click OK.
Select the new copies and convert to edit poly to collapse the modifier stack.
Attach one object to the other.
Select your object and add a Skin Wrap modifier.
Click the Add button in the modify panel and add both of the original objects by clicking on them. (They should still be skinned.)
Change Deformation Engine to Face Deformation.
Check Weight All Points
Click on Convert to Skin.

This tutorial can be used with any model.
69  Help & Tutorials / Model Tutorials / Resizing a Rigged Model Without the Need to Re-Rig (Not One Slot) on: January 31, 2015, 12:56:35 PM
Have you ever ran into a rigged model you wish you could re-size, but don't have the patience or time to re-rig? Or if you just want to make the model bigger/smaller and keep its original rig.

Well, this tutorial is just for you. I found this tutorial while searching Google.

Requirements:
-3DS Max.
-A model you want to re-size.

1.) Save your project.
2.) Delete everything else in your scene except your rigged character.
3.) From the menu select "Customize / Units Setup.."
4.) Click "System Unit Setup"
5.) Under the system unit scale change the "1.0" to a number bigger or smaller than 1.0, depending on whether or not you want to make your model bigger or smaller.
6.) Save your rigged character to a new project called "temp.max"
7.) Change your system units setup back to "1.0"
8.) Open your first project with everything in it.
9.) Delete the rigged character.
10.) From the menu select "File / Merge..."
11.) Open the "temp.max"

Your model should be re-sized with its rig preserved.

Disclaimer: Only use this if you're planning to use your model for a PSA or a stage. Do not use this tutorial for One Slot rigs, as this tutorial will modify the bone translations.
70  Help & Tutorials / General Tutorials / How to Make a Custom Trophy on: January 31, 2015, 12:41:20 PM
I've seen very little interest in trophy modding when it's just as easy as editing a character.

Requirements
-3DS Max.
-Any BrawlBox version that imports .dae models. I would recommend v0.71 or any later version.
-Any photo editing program. I would recommend either Photoshop or Gimp.
-Basic knowledge of model importing, model exporting, model rigging, applying shaders, texture editing, and BrawlBox usage.

Needed files:
XXX.brres. This contains the trophy model (XXX=Trophy name). But be warned, there are a lot of trophy files, so it'll be difficult to locate the one you want. Goes into pf > toy > fig
Figure.brres. This file is used for the Trophy previews. Goes into pf > menu > collection
figdisp.pac. This file is used to view trophy previews in Trophy Hoard. Goes in pf > toy > figdisp
ty_fig_ext_list.msbin. This file contains the trophy descriptions of every trophy. This one is more difficult, due to having to fit enough text in multiple lines to make it look good. Goes in pf > toy > fig
ty_fig_name_list.msbin. This file contains the trophy names alongside their game debuts. Goes in pf > toy > fig
Download for Figure.brres, figdisp.pac, ty_fig_ext_list.msbin, and ty_fig_name_list.msbin: https://www.dropbox.com/s/2em8oja9pg8lzx3/Trophy%20Stuff.zip?dl=0

Disclaimer: You should at least have the trophy you plan on replacing already unlocked. If not, then go do so before doing this tutorial.

Disclaimer 2: Take note of file sizes. While file sizes for trophies appear to be rather high when compared to the original files, I would still be alert just in case your file is too big.

Disclaimer 3: If your character model has multiple parts (i.e. Multiple faces, Final Smash eyes, etc), delete the unneeded objects before exporting the T-Posed model.

Disclaimer 4: You can only replace trophy stuff at the moment.

Disclaimer 5: If you can't get this tutorial working, don't fret. I intend on updating this thread, based on questions and feedback.

Step 1: Posing the model.

This is just like if you were making a CSP pose. Pose the model in a new animation in any way you like. But before you pose, export your model as .dae.

Basic pose example is basic.

After you make your pose, copy the pose and paste it over the T-Pose then export that as a .dae. You should have two .dae models exported from BrawlBox. Unposed and posed.

Step 1a: Exporting your default trophy model.

This step is just as easy as step 1. Just export the model as .dae. But before you export, look at the way the rig is set up. This is how you'll be rigging your custom trophy later.

Step 2: Image editing to get things out of the way before model editing.

Take a BrawlBox screencap without the floor, without bone viewing, and with transparent background. Crop your screenshot in an image editing program. For basics, after cropping, reduce the size of your image to a similar size of one of the textures in the Figure.brres or figdisp.pac. Unlike character textures, these textures don't need to be a multiple of 64.

figdisp.pac image: You only need to save your image after resizing it. But the difficult thing is finding which texture to replace.
Example:

Figure.brres image: After resizing, make the background gray. This color code is recommended: R: 74 G: 75 B: 74
Example:

Step 3: Importing and editing in 3DS Max.

Import your posed .dae into 3DS Max and make sure you set it to preserve the rig.

Take note that the model will look abnormal (this is normal. Do not panic.).

Once imported, delete the model, but keep the bones.

Export the bones as .fbx.

Delete the bones and import the unposed .dae into 3DS Max and keep the rig preserved.

Once the model is imported, import the .fbx.

Once you get that done right click on the modifier windows for each model part and click Collapse All.

After you collapse all the modifiers on the model, delete the bones. You should be left with a posed model with no bones.

Step 3 Alternative: You can just import the model and delete the bones before collapsing the modifier stacks.

Step 3a: Importing the trophy .dae and rigging.

Just import the dae as normal. But it's optional if you want to preserve the rig or not, as you're just going to be deleting the original model anyway.

Delete the original trophy model. You should be left with your custom posed model and the trophy's bones.

Now this step is optional, but feel free to edit the rotN bone's position to fit the model's hip area. Make sre to set the pos00 and transN bones position to 0 after making any edits to the rotN bone.

Now that you have the trophy bones imported, you must now rig. I will not cover basic rigging if you do not know how to do so. There are various basic tutorials on how to get started with rigging.

For those who do have at least basic knowledge of rigging, make your model's rig as close to the original trophy's rig as possible. Once you're done rigging, export your model as .dae.

Step 3b: Importing into BrawlBox, applying textures, and applying shaders/materials.

Import your textures and delete the original textures afterward.

After that, delete the original model and import your model as you were importing a character.

Once your model is imported, you can fiddle around with shaders (that is if you know how to edit shaders and stuff). But before you do, it would be best to export the shaders and materials from the original trophy. But just like a character, trophies can have fancy things like reflective objects, shiny objects, transparency, glowing, etc. If you want any of those features, find a trophy with the stuff you want, then export the respective shaders and materials. Replace your current shaders and materials and edit accordingly to use your model's textures. Just like rigging, I will not go further into this, as there are also basic tutorials on how to apply shaders and the like.

Save after you're satisfied with your edits.

Step 4: Applying trophy names and descriptions.

Open your ty_fig_ext_list.msbin and ty_fig_name_list.msbin files. This step is more tedious than difficult, due to having to look through all of the trophy names and the like. But once you do, apply your wanted text edits and save.

Note: for the ty_fig_ext_list.msbin descriptions, do not have everything on one line. Separate your descriptions into multiple lines. Make it as similar to a standard Brawl trophy as possible.

Step 5: Testing.

This is among the more easier tests. Put your edited files into their respective sections of the SD Card, boot up Dolphin Emulator or your Wii, and find your trophy. If everything works, you should get a result similar to this.

Step 5a: Model resizing if it's too big.

Sometimes, your model might be too big to fit onto the trophy stand (This image will also show an example of poor text placement).

In this case, follow this basic tutorial: http://forums.kc-mm.com/index.php?topic=72904

I hope this tutorial helps those whom are interested in having their own custom trophies.

*Tutorial is subject to be edited for better formatting*
71  Super Smash Bros. Brawl Hacking / Project Concepts / Expand Dong. Another BrawlEx Pack Thread™. on: January 16, 2015, 09:57:52 PM
"What's this!? KingJigglypuff's making a BrawlEx pack!? But I thought he despised BrawlEx packs!"

About

Yes. I'm making a BrawlEx pack. Got a problem with it? 1v1 me in Club Penguin.

But how do I plan on changing up the formula of BrawlEx packs?

Easy. By putting a focus on quality over quantity. Here's my current BrawlEx roster.


"But that looks generic as [censored]."

Like I said. "Quality over quantity." This pack will focus on quality movesets first, then I might move on to make the CSS look better, alongside adding stages.

Current Characters
-Entire Brawl cast.
-Solo Charizard. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=206141
-Waluigi (Unreleased).
-Wisp (My edits are currently unreleased).
-Raptor. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32124
-Mewtwo. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203252
-Deadpool http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31834 (I've made some unreleased edits, see the "Character Edits" section for more details.

Upcoming Characters
-Smash 4 Newcomers (when or if possible)
-Ridley.
-Xenomorph.
-Team Rocket's Meowth.
-Zoroark.
-Basically any of my future projects.
-Roy (Project M's Roy ported over to Brawl).
-Spiderman. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20484
-Viewitful Joe. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31834
-Bomberman. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25923
-2D Marisa. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34047
-Scott Pilgrim. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=21896

Possible Upcoming Characters
-Shadow ( The highest quality one I could find. Generic as [censored], which is why I'm putting Shadow's inclusion as a maybe).
-Cloud (The good one. Also the same reasoning as Shadow).
-Goku (Same reasoning as Shadow and Cloud.) If I do include Goku, I'll be making my own version.
-Kid Buu. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23335 (Not generally a fan of DB/DBZ).
-Vegeta http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29897 (Same reasoning as Shadow, Cloud, and Goku.)
-Sephiroth. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16571 (Same reasoning as Shadow, Cloud, Goku, and Vegeta.)

Character Edits

-Deadpool-
-Side Special has been edited to use three distances. Tap B for short range. Hold B for medium range. And Smash the stick forward for long range. It has also gotten a slight damage increase.
-Up Special no longer malfunctions after 3 usages. Instead, it malfunctions if the player is hit before teleportation.
-Up Special malfunction can now tech.
-Up Special malfunction explosion self damage reduced, while the damage dealt has been increased.
-Neutral Special projectile speed slightly increased. Bullet model also has its texture fixed.
-Final Smash edited to link hits more properly. Though I might just change this Final Smash altogether.

Things Needed

-The ability to create new Soundbanks. For more SFX.
-The ability to create new ef_char entries. For more GFX.
-A BrawlEx-like mod for stages.

Download

None yet. :v


Feel free to suggest movesets and ask questions. Also feel free to let me know if there are better versions of the PSAs I've listed. I might update this in the future with more [censored]. v:
72  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: I need help with my Marth customization and Brawlbox terminology on: January 13, 2015, 07:08:21 PM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=72716.0
73  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: balancing a psa help on: December 30, 2014, 09:37:06 AM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=72497.0
74  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Need some major help on: December 22, 2014, 07:20:51 PM
This topic has been moved to Help.

http://forums.kc-mm.com/index.php?topic=72421.0
75  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Need to convert BrawlBox to .FBX on: December 02, 2014, 10:49:10 AM
This topic has been moved to Programming Help.

http://forums.kc-mm.com/index.php?topic=72157.0
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