melee file, you mean looking into his specific files in melee? anywho, I'm recording tons of stuff with him and anaylzing it, right down to hitbox size and time length. its gunna take a while for everything, so I don't know if you guys want it released as I progress, like after I finish getting damages perfect and after other stuff.
You keep your psa up and keep working on other characters like Roy. I'll be working exclusively on doc and he'll take some time to do. I don't know how to make psas but working off the stuff people have already done, I should be able to modify him in every subtle way.
Absolutely, although I'm beginning to notice the differences between the doc and Mario aren't as some people believe, due to animation tricks and such. I'm doing plenty of research towards his attributes compared to Mario and how it can be equivalent in brawl. In the end every attribute will be as the doc had.
And Ill give all the credit to everyone who's helped with it
I don't care about none of that, I'm just after a perfect doc, such that I am currently modifying the psa you just made to have the exact damages the doc deals in melee.
If I do recreate everything about him, I don't know if you guys would look more for that exactness or a version of the doc more balanced or evolved into brawl like mario was (in which case I'll apply the same changes mario received going into brawl but applied to his moveset)
by the way, are you guys going for more exact melee recreation, similar but balanced characters, or brawlified versions of the characters for project m?
Ignore this post, its data I collected between doc and mario in melee along with mario in brawl and the current progress on his psa (as edited from this).
It's here to record the damage differences between melee and brawl mario as well as the differences between the doc and melee mario. it's what i'd need to make a perfect melee/doc psa, or to theorize how to make doc changed to fit brawl better, such as the evolution of mario into his brawl form.
yes, I was careful with stale moves. all brawl stuff was in training, all melee stuff was done only once to ensure no degradation
anything with a + or - are damages that need more research or editing to be perfect. other than that, other attributes to him need to change
+Dash (async timer frames 10/ 02060100: 0-2719 to fix running) Doc 8/9 (rev?) Mar 9 bra 9/7 psa 8/9 (9 at peak) fix running, see when melee doc does 9%
a> Doc 8/7down/9up Mar 9/8down/10up bra 8/8down/8up psa 8/7down/9up
a^ Doc 10 Mar 8 bra 7 psa 10
+av Doc 9 Mar 8 bra 5/7/7 psa 9/9/9 see if melee doc does anything besides 9%
+smash> Doc 19-25 Mar 18-24 (torched) bra 14-19 (tiltable) psa 19-26 (25%>24%)
+smash^ doc 16-21 Mar 15-20 bra 14-19 psa 16-22 (22%>21%)
+smashv (back hit) Doc 18-24 (15-20) Mar 16-21 (10-13) bra 15-21 psa 18-25 (15-21) (25%>24%/21%>20%)
Nair direct Doc 9 Mar 10 bra 10 psa 9
Nair delay Doc 14 Mar 8 bra 5 psa 14
+Fair (with sweetspot) Doc 16 17 Mar 15 16 bra 10 13 12 psa 16 (17 close to body) (last 4 hitboxes changed from 15>16) (find hitboxes that do 17)
Bair 2nd is delay Doc 8/7 Mar 11/9 bra 12/7 psa 8/7
The script has a problem importing some vertex groups. I've had this same trouble trying to import the verts for pikmin and now I have it with waddle dee and such. The whole error is in the screenshot below. It's not converting types right with these files. I'm guessing it's because it's converting the offset or another property of the file which is too small to be converted the same way as character's verts with the current script. something to improve on it I guess.
As you can tell by my previous hacks, I already made a "paper" mario. he's completely flat unless thrown. Also, by the looks of it, my hack's getting a psa of sorts to play like paper mario. So I have no plans to further anything of that theme.
To answer the question of possibility, you could only make a shape of mario, as in a silhouette. Even at that point, any editing to his arms or legs (for proportion) would lead to rigging problems. so you couldn't even get a close shape. lastly, textures only work with his emerald textures, which aren't so U.V. mapped. Take a look at any G&W "textures", they always reflect based on the camera angle and a single texture reflects all around the body. so any texturing wouldn't be close at all.
One breakthrough though, it appears that g&w's data flattens his dimensions on the particular axis by a certain amount, like .0001 or something. By increasing his width through vertexing, I surmise it would be possible to make a "one-slot"(not really ) 3D game and watch. One problem though, his body parts rotate, which would make it look very weird in some animations (without bones disabled).
Lastly, I see no reason making the reverse of my flat mario hack wouldn't make game and watch 3D. Sure he's hard-coded flat, but that could likely be offset with width. Making a complete animation hack like I did would take a long time though, and I'm certainly not doing that anytime soon.
it's a revamp of my old gruntilda texture on dedede
little WIP pic:
I planned on making more versions of her, like her tooie form and nuts and bolts, but Idk how to change material properties to make them semi-transparent