Is there any word on if KTH will release his Shulk mod? I know you only helped with it but KTH isn't saying anything as well as he told me to ask you. Also, good luck with Frieza and Jin.
For short, we have "technical problems" with Shulk.
No worries, it's fine, lol (and it was actually for "NoWon1196") As for the most recent files, I think KTH have them, he wanted to fix some SFX issues or something
Also, for the nB, I think this http://forums.kc-mm.com/index.php?topic=75336.0 would be just perfect instead of messing around with the momentum (and would probably have a better result at the end), although, I haven't tried it yet
It might be done soon. From what I know thats left is the B Specials and Final Smash.
Yeah, I think the throws must be done as well, the results I had were... weird, lol. But all the animations should be in, maybe minus the Down B "hit"(s) and the Final Smash animation for Shulk (when you'll get to it, I'll convert them from SSB 3ds)
Wait. "Character Attributes on the fly" ? Basically, making a character heavier and such on the fly, via PSA command instead of messing around with momentum ?
... This is beautiful. (and also, exactly what was needed for Shulk's PSA, lol)
We saw that after we remade almost all of his animations... Wouldn't re-rigging him to a Brawl skeleton means that we'd have to redo all his animations again ?
Wow, are those animations ported or custom? Aside from Side Tilt (looks kinda shaky, so I'm assuming custom), everything looks really spot on.
Well, both, kinda. (but mostly ported) At first, KTH and I wanted to port the animations on Brawl's skeleton but since we weren't able to do that, I've ripped Shulk's model from SSB3ds and ported it into the game (with his original boneset) and ported his 3ds animation as well.
But... when we realized that doing this would make the FitMotion's filesize explode, KTH remade the animations by using the ripped ones as a base. (which is the reason why some animation need more work, like the Side Tilt which was made really quickly and some others fixes have to be made, like when Shulk goes from the Win animation to the WinWait)
Something that I would recommend for item is, well, to remove every texture / palettes for the food item (with the exception to the first texture which the name should end with ".00" if I recall correctly)
In game, the 2d food item will only show the apple, although you'll save some precious filesize in the common3 for others items
The legs still look a little sharp in some animations but w/e. I'm fine with that.
Now that's something that I wouldn't have expected to see in Brawl, really nice ! (Sonya best grill) Kinda weird to see her in a non chibi-esque form tho
It's just a problem converting integers to strings because of your locale. When shaders are activated, alpha test is done in the shader. When they're not, it's not done in the shader. Shaders are strings. That's the problem.
Also, I'm talking about GLSL shaders here, not MDL0 shaders.