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31  Help & Tutorials / Help / Re: Cant get AiS to run on computer on: September 20, 2011, 01:07:11 AM
No.
They don't work if you export them with BlackJax's BrawlBox.

If you've installed AiS successfully, you can right click the BRRES, with the model in it after it gets exported, of course, and get the model converted to a working DAE to use in 3DS Max.
i thought it was mdl0 files that have issues exporting? hmm i'll need to mess with it tomorrow now i'm curious xD i know exports as mdl0 don't work for his brawlbox
32  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Zig''s PSA Projects (Diffusion missile solved, now for the beam weapon) on: September 20, 2011, 01:03:58 AM
i'll be making it into completely new graphic for the beam to look more like the beam in the game. so even if it uses the article now it shouldn't later. i'm not sure but i think samus's gun is just a graphic as well.
33  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Zig and Amanda's Projects xXRecolors for Sirkura Are UpXx on: September 19, 2011, 02:41:34 PM
starting on tira again, psa project on hold untill i figure out some things. also if u have a particular color u want for kura let me know. just send me a visual of the color u want.
34  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: DARK SAMUS real moveset attacks! UPDATES PAGE 3 on: September 19, 2011, 02:11:13 PM
Phantoon's model? Hm... If it can be vertexed... That might actually work... If that doesn't bump up the file size by a great amount...

And this is also true, she wasn't that fast movement speed wise, she just had crazy rush down attacks...

...

Hm... That would be an interesting character trait in Brawl... She needs a few more attacks that speed her forward, and maybe her run speed could be SLOWER... This way, to get around good, she would need to use some attacks to move.

thats actually exactly how i would invision a DS move set lol was already thinking down A could be a bit more diagonal.
35  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Zig''s PSA Projects (Diffusion missile solved, now for the beam weapon) on: September 19, 2011, 02:07:45 PM
...yeah. I really don't know how to prevent it from disappearing on contact with a Smasher.

I know that the code that causes it to terminate on contact with a wall is in a Subroutine in FitSamus.pac (1A7F4, to be precise), but that doesn't seem to affect collisions with Smashers. Even then, I don't think it will actually pass through the wall. It just won't vanish on contact.

You'll need someone else's help with this one.



Oh, and, regarding the Diffusion Missile. The ID of a Special Collision is the second half of the Bone/ID parameter. If it's set to 0, that just means that the ID is 0. It still exists. You may have already realize that, but  I figured it couldn't hurt to throw it out there.
ty  i actually figured out how to make the attack not collide with walls in the special collision data its self. theres a bit that says whether it can hit a wall or a player with its collision. i can just make it not hit walls. players are a bit harder tho, because it needs to be able to hit just pass thru them. considering the hitbox moves maybe i can make the hitbox last longer so it passes thru them, not sure if that will work tho. second to last parameter in the special collision box if i remember right?
36  Help & Tutorials / Help / Re: I need a link to the original OPMovie on: September 18, 2011, 08:03:37 PM
check the brawl vault resource section at the bottom is ntsc-u data partition files. check there for it. if not sirkura made a thread to request any missing files u need
37  Help & Tutorials / Help / Re: A "tutorial" for noobs. (Just an add on to the sticky) on: September 18, 2011, 07:53:45 PM
@L.     lol xD we all need to start somewhere. i had to walk my friend thru the whole process he knows almost nothing about computers but he started getting it after a few tries. tho some people just need to learn to look thru the forums. i think someone actually made a blank directory even for download.
38  Help & Tutorials / Help / Re: Missing Files for the NTSC-U partiton on: September 18, 2011, 07:50:16 PM
back when my iso file had some corrupted dk files i think the white dk costume was missing or one of them. i don't need it now but it might help get the thread started
39  Help & Tutorials / Help / Re: Save codes as...? on: September 18, 2011, 07:43:01 PM
idk i know fat32 will work tho.
40  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Zig''s PSA Projects (Diffusion missile solved, now for the beam weapon) on: September 18, 2011, 07:01:15 PM
ty i'll take a look.
41  Help & Tutorials / Help / Re: brawl model port (1 slot) on: September 18, 2011, 06:57:44 PM
lol u! i know u! O.O anyway u should just be able to replace the model/textures of who ur adding and make a one slot size mod for it to correct distortions in the model's animations. i'd recomend blackjacks brawl box. i've never done it but i think that should be about how it works.
42  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Zig''s PSA Projects (Diffusion missile solved, now for the beam weapon) on: September 18, 2011, 02:58:50 PM
now a new issue:
i need to allow the beam to shoot thru walls and players without stopping still damaging just no to little knock back. i assume i'll need to edit collision data somewhere but what do i need to mess with?

k looking in link, i found a bit to edit that allows the beam to shoot thru a wall. however i am still looking to find a way for the beam to shoot thru a player. anyone know what i would need to change in order for the beam to hit a player but keep going to damage more players?
43  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: DARK SAMUS real moveset attacks! UPDATES PAGE 3 on: September 18, 2011, 01:01:23 AM
By speed I ment running not attacks.
  Crony, READ THIS IDEA!!!
You should forget the phazon wave final smash and try out this idea...
New final smash, Aurora unit 313 appears out of the ground and Dark Samus enters Aurora unit 313 (like Mp3) and sends out a massive wave of phazon that gives an AMAZING amount of damage!!!

i know u did, DS really isn't that fast in metroid prime.  her dashes were only quick bursts of speed, overal she wasn't much faster then samus if any. her attacks were what propelled her forward quickly such boost ball and comet did. and thats tru about no model for 313 altho u can probably use phantoons model if u vertex it a bit, from metroid other M.
44  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: DARK SAMUS real moveset attacks! UPDATES PAGE 3 on: September 17, 2011, 10:27:43 PM
DS had an odd speed+power balance in game. it wasn't so much she was particularly fast,  (around the same speed as samus really except her dash), but her attacks were really fast paced and destructive without a lot of focus on a target most of the time. but that being said she also had insane start up and ending lag on every attack. lol it was when u got to attack in the game with attacks like a super missile. ur boost ball i think captured that feel for DS perfectly. i still think phazon comet should be a bit faster coming downward with more start up. maybe make it go diagonal more like the original would be a nice touch too. down b seems a bit spamable still maybe more end lag for it? i feel that one should have a quick start tho. so far this is one of my favorite samus psa's, great work ^^
45  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Zig''s PSA Projects (Diffusion missile is stil giving me issues) on: September 17, 2011, 08:33:34 PM
...no clue.

I haven't had time to really mess with this kind of thing. Only certains of variables work with certain parameters so method 2 might not work, but I can't think of any reason the first wouldn't.

Make sure you don't terminate collisions until the end of the subaction, of course, but other than that...

My advice is to try it with a normal collision. Once that works, then try it with a special collision. Also, make sure your special flags are set up right (check out the Salute to the Flags link I sent you). If they're set to 00000000, then the attack may not hit at all. You have to make sure that all of the Hits Smashers hitbit is set to 1, I think.

If the attack is hitting, but not growing, then I won't be much help. All I could tell you do do is try both methods I listed, try something else, or just create copies of the same hitbox with different Size parameters(make sure to terminate collisions before creating a copy of the hitbox, unless you want to have both hitboxes doing damage where they overlap).
the issue is the change hitbox size event needs an id for the hitbox it affects. the special collision hitbox has no particular id to give its id is 0. might try copying it at various sizes tho. i just copy, terminate colisions, timer then reapeat right?

edit: nvm i got it. its not really exactly how i envisioned it to work might mess with it later but it's ok for an early release once i get the other moves in. i added a 45 frame timer till it can hit anything allowing the hitbox to explode later rather than as soon as it collides with the player. also making it more as a long range attack only, so it's harder to abuse i might keep it that way. now to add graphics and sounds xD i'll do that after tho on to the next attack the beam.

now a new issue:
i need to allow the beam to shoot thru walls and players without stopping still damaging just no to little knock back. i assume i'll need to edit collision data somewhere but what do i need to mess with?
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