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16  Help & Tutorials / Help / Soz for this lame topic on: June 28, 2010, 01:31:14 PM
Lol soz
17  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Yoshiboshi3's Vertex Resources! on: June 26, 2010, 09:45:57 PM
So, I wanted to make a topic for small vertex edits that may or may not help you if you're looking to make a texture. Feel free to make requests here for minor character edits that DON'T require simply removing polygons.

Spineless Yoshi

Here's a yoshi without spines on his head. I didnt bother to remove the red texture, but its pretty easy to find so I think you'll be ok XD
Download: http://www.mediafire.com/?nelmzzkijud
18  Help & Tutorials / Help / .mesh file help on: June 24, 2010, 06:41:29 PM
Is there a way to import a .mesh file into 3ds max?
19  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Super Smash Bros 64 texture hack project - I need help. on: June 20, 2010, 09:23:29 PM
Ok.
<a href="http://www.youtube.com/watch?v=A4obMlawX2U" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=A4obMlawX2U</a>

Yeah, it epic. But the download link is broken, and theres much room for improvement.

SSB64 texture editing can only be done with project 64 v1.7 which allows texture dumping. You can dump and then edit textures.
 
The textures are simple. Most of the time you can only edit the face and some of the body, but we can still use the base body colors as starters.

Time for the textures.....

____'s are where ideas are welcome. Suggest a character!

CHARACTERS

 
Metal Mario, Wario, _______
 
King Kong, Bowser, King Dedede
 
Snake, Pit, Marth (Zelda?)
 
Master Chief, Peach, _______
 
Boshi, Koopa Troopa, ________
 
Sonic, (Possibly) Wolf, ______
 
Meta Knight, ____,_____ (TONS of ideas, but we should decide which would be the best)
 
Pedobear, ____, ____ (I got nothing)

 
Wauligi, Mr L, _______
 
Ganondorf, Chuck Norris, ______
 
Pokemon Trainer, Animal Crosser, Game and Watch (ONLY if theres no game and watch on MM)
 
Sakurai, Myamoto, Obama (faces)

Metal Mario:
Mr. Game and Watch OR Sonic (Only if there's no sonic on fox)

Polygons:
Wireframes

STAGES
Peach's Castle:
Mario Galaxy level OR Delphino Plaza

DK level:
Something pokemon related.

Hyrule Castle:
Hyrule Temple

Zebes:
Norfair

Yoshi's Island:
Mute City or Port Town

Sector Z:
Corneria or Lylat cruise

Green Greens:
Halberd? Fountain of dreams? I dunno, this ones pretty good by itself....

Saffron City:
 Fourside

Mushroom Kingdom:
Game and Watch or Green hill zone


Metal Mario stage:
If Metal Mario is Sonic, then Green Hill zone. If he's Game and watch, then a game and watch stage.

Please post if you'd like to help!







20  Help & Tutorials / Help / What is metaknight_BrkMask? on: June 20, 2010, 11:20:21 AM
When is that ever used ingame? O_o
21  Help & Tutorials / Help / 2D stage help on: June 11, 2010, 12:31:10 PM
I'm trying to make a 2d stage out of a picture I took. I edited a 2d stage from the vault and replaced the picture with mine and made the collision data right. However, when I load up the stage, it doesnt freeze with the beep, it just.....freezes.

Possibly the picture is too many colors?
22  Help & Tutorials / Help / How many pictures can be in a 2d stage? on: June 10, 2010, 11:17:49 AM
Like if I wanted to put an animation in the background, how many pics can it be?

I had an intersting idea of my walking slowly around my house taking pictures so it would look like you're flying around my house as you fight....but that would be thousands of pictures. Too big?
23  Help & Tutorials / Vertex Tutorials / Yoshiboshi3's Vertex guide! (Tips video added) on: June 08, 2010, 02:41:22 PM
YEAH YEAH ITS "PLAGARIZED" KK

Just tryin to make it easier for people who have no experience. Also Mariokart's video didn't explain how to do the raw vertex edit method like this does. YEAH YEAH THERES KCMM VIDEOS ON THAT TOO I KNOW

Just trying to help out here.

Anyway.....

So, you wanna edit vertices? I have to admit that I'm no master, but I have at least enough knowledge to

make this guide. This guide will also help you people still using that meathod of just editing raw

vertices (Just editing the blue dots floating in space....ungh!) Well first off, I better give you a few

links. I am assuming you already have Brawlbox installed. If you dont........go get it right now!

DAS DONKEY BOX: (You really, really need this. Alot.)

http://cid-c59ea3c98a300f31.skydrive.live.com/self.aspx/.Public/Programs/DasDonkey%20Box%20v1.0.zip

AiS: (You need this if you wanna edit DAE files, which I'll explain later. Not required, but

recommended.) http://cid-c59ea3c98a300f31.skydrive.live.com/self.aspx/.Public/Programs/ais0.1.3.zip

3DS Max: It would be best if you could find a 2009 version, as thats what I use and the changes in some

versions of max are very different. 2008 and 2010 should work fine too. This program costs money, though,

unless you know of a fun little thing called P2P........ Evil

COLLADA plugin for 3DS Max: (You need this for DAE. Again, not required, but STRONGLY reccomended.)

http://sourceforge.net/projects/colladamaya/files/COLLADAMax%201.4.1%20plug-ins/ColladaMax_FREE_3.05C.exe

/ColladaMax_FREE_3.05C.exe/download

Now, before we get started, you need to add a code to 3ds max. If you're new to the program, here's how:

1. Click on the Maxscript button on the top of 3ds max
2. Click new script
3. Copypasta the script I'm about to give you
4. Save and run the script

This code was created by Mariokart64n as well as the meathod I will be teaching you. It is only requried

if you are going to edit DAEs.
Code:
fn readBEshort fstream = (
short = readshort fstream #unsigned
short = bit.swapBytes short 1 2
return short
)
fn readBElong fstream = (
long = readlong fstream
long = bit.swapBytes long 1 4
long = bit.swapBytes long 2 3
return long
)
fn ReadBEfloat fstream = (
return floatSwap2(readfloat fstream)
)
fn floatSwap2 f = (
i = bit.floatAsInt f
h = bit.intashex i
while h.count < 8 do h = "0" + h
s = (substring h 7 2) + (substring h 5 2) + (substring h 3 2) + (substring h 1 2)
bit.intAsFloat (bit.hexasint s)
)

rollout DDV "Vertex Modding Patcher" width:320 height:270
(
button btn1 "Import Verts" pos:[8,16] width:144 height:40
button btn2 "Create Patch" pos:[8,112] width:144 height:40
button btn3 "Patch Model" pos:[8,160] width:144 height:40
groupBox grp1 "Description" pos:[160,8] width:143 height:48
label lbl1 "Imports a RAW VertexSet from BrawlBox." pos:[169,21] width:128 height:30
groupBox grp2 "Description" pos:[160,152] width:143 height:48
label lbl2 "Patches finished model, for use with DDV" pos:[169,165] width:128 height:30
groupBox grp3 "Description" pos:[160,104] width:143 height:48
label lbl3 "Creates a Patch File from the RAW and Imported File" pos:[169,117] width:131

height:30
label lbl4 "-Mario_Kart64n, (June3, 2010)" pos:[164,253] width:156 height:18
button btn4 "Fix AiS Import" pos:[8,208] width:144 height:40
groupBox grp5 "Description" pos:[160,200] width:143 height:48
label lbl5 "Removes Collada Lib From Imported mesh" pos:[169,213] width:128 height:30
checkbox chk1 "Checkbox" pos:[10,250] width:14 height:13
label lbl7 "Max2010" pos:[27,249] width:45 height:15
button btn5 "Export Verts" pos:[8,64] width:144 height:40
checkbox chk2 "Checkbox" pos:[159,68] width:14 height:13 enabled:false checked:false
label lbl8 "Save As Seperate File" pos:[176,67] width:119 height:15
checkbox chk3 "Checkbox" pos:[159,84] width:14 height:13 enabled:false checked:false
label lbl9 "Save Changes to MDL0" pos:[176,83] width:119 height:15

on btn1 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Import" types: \
"All files (*.*)|*.*|"
f= fopen fsource "rb"
fpath= getFilenamePath fsource
fname = getFilenameFile fsource

vertArray=#()
uvwArray=#()
faceArray=#()

fSize=readBElong f
mdlOffset=readBElong f
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numVertices=readBEshort f
eMinX=readBEfloat f
eMinY=readBEfloat f
eMinZ=readBEfloat f
eMaxX=readBEfloat f
eMaxY=readBEfloat f
eMaxZ=readBEfloat f
pad=readBElong f
pad=readBElong f


for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=readBEfloat f
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)

-- fclose f
-- fsource = GetOpenFileName \
-- caption:"Brawl Polygon Import" types: \
-- "All files (*.*)|*.*|"
-- f= fopen fsource "rb"
--
-- fSize=readBElong f
-- mdlOffset=readBElong f
-- nodeID=readBElong f
-- pfUkn1=readBElong f

-- elementFlag=readBElong f
-- pfUkn2=readBElong f --count for weird data
-- defSize=readBElong f
-- defFlags=readBElong f

-- defOffset=readBElong f
-- datalen1=readBElong f
-- datalen2=readBElong f
-- dataOffset=readBElong f

-- pfUkn3=readBElong f
-- pfUkn4=readBElong f
-- strOffset=readBElong f
-- itmOffset=readBElong f

-- pfUkn5=readBElong f
-- numFaces=readBElong f
-- vertSet=readBEshort f
-- normSet=readBEshort f

-- partXOffset=readBEshort f --???

-- if vertID!=vertSet then(
-- MessageBox(
-- "WARRNING!!!" +"\n"+
-- "Incorrect Index Buffer" +"\n"+
-- "-Sorry (mariokart64n)")
-- )else(
-- fseek pf 0x111 #seek_cur
-- for x = 1 to pfUkn2 do (
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned
-- )
-- )
--
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned

-- ukn=readBEshort f
-- ukn=readbyte f #unsigned
-- ukn=readBEshort f

-- ukn=readBEshort f
-- ukn=readbyte f #unsigned
-- ukn=readbyte f #unsigned

-- ukn=readBEshort f

-- end of file is a loop of data
-- 27bytes long per loop
--












msh = mesh vertices:vertArray faces:faceArray   --build mesh
msh.numTVerts = vertArray.count
msh.name=fname
--msh.rotation = quat -0.5 0.5 -0.5 0.5
--msh.rotation = quat 0.5 0.5 0.5 0.5
--msh.scale = [0.3937008,0.3937008,0.3937008]
buildTVfaces msh
-- modPanel.setCurrentObject $Object01.baseObject
-- subobjectLevel = 1
-- rotate $Object01.verts[#{1..580}] (quat 0.707107 0 0 0.707107)
-- subobjectLevel = 0
-- for j = 1 to UV_array.count  do setTVert msh j UV_array[j]
-- for j = 1 to faceArray.count  do setTface msh j faceArray[j]
-- for j = 1 to Normal_array.count do setNormal msh j Normal_array[j]

 messageBox "Done !"
 
 
gc()
fclose f
)

on btn2 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Import" types: \
"All files (*.*)|*.*|"
f= fopen fsource "rb"
fpath= getFilenamePath fsource
fname = getFilenameFile fsource

vertArray=#()
uvwArray=#()
faceArray=#()

fSize=readBElong f
mdlOffset=readBElong f
dataOffset=readBElong f
strOffset=readBElong f
vertID=readBElong f
vUkn1=readBElong f --flag? is XYZ?
dataType=readBElong f
entryStride=readBEshort f
numVertices=readBEshort f
eMinX=readBEfloat f
eMinY=readBEfloat f
eMinZ=readBEfloat f
eMaxX=readBEfloat f
eMaxY=readBEfloat f
eMaxZ=readBEfloat f
pad=readBElong f
pad=readBElong f

for x = 1 to numVertices do(
vX=readBEfloat f
vY=readBEfloat f
vZ=readBEfloat f
append vertArray[vX,vY,vZ]
append uvwArray[0,0,0]
)

obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
max modify mode
addModifier obj (edit_poly())
subobjectLevel = 1
-- modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
diffArray=#()
directionArray=#()
for x = 1 to numVertices do(
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
$.modifiers[#Edit_Poly].Select #Vertex #{x}
vert=$.modifiers[#Edit_Poly].GetVertex x
-- $.modifiers[#Edit_Poly].SetOperation #Transform


mX=(vertArray[x][1])-(vert[1])
mY=(vertArray[x][2])-(vert[2])
mZ=(vertArray[x][3])-(vert[3])



append diffArray[mX,mY,mZ]
-- $.modifiers[#Edit_Poly].Commit ()
-- $.modifiers[#Edit_Poly].SetSelection #Vertex #{}
)
-- subobjectLevel = 0
-- modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
deleteModifier obj 1

createFile (fpath+fname+"_patch.pta")
s = fopen (fpath+fname+"_patch.pta") "ab"
vcount=writelong s numVertices
 for x = 1 to numVertices do(
write=writefloat s (diffArray[x][1])
write=writefloat s (diffArray[x][2])
write=writefloat s (diffArray[x][3])
write=writelong s 0x0
 )
 
 messageBox ("Patch Created !"  +"\n"+
"\n"+
"File Saved To:"  +"\n"+
(fpath+fname+"_patch.pta")
)

gc()
fclose s
fclose f
)

on btn3 pressed do(
fsource = GetOpenFileName \
caption:"Brawl Vert Patcher" types: \
"Patch(*pta)|*.pta|All files (*.*)|*.*|"
f= fopen fsource "rb"
fpath= getFilenamePath fsource

vertArray=#()
vcount=readlong f #unsigned
for x = 1 to vcount do(
vX=readfloat f
vY=readfloat f
vZ=readfloat f
dmy=readshort f #unsigned
side=readshort f #unsigned
append vertArray[vX,vY,vZ,side]
)

obj=getCurrentSelection()
obj.pos = [0,0,0]
obj.rotation = quat 0 0 0 0
max modify mode
addModifier obj (edit_poly())
subobjectLevel = 1
--modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
for x = 1 to vcount do(
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
$.modifiers[#Edit_Poly].Select #Vertex #{x}
vert=$.modifiers[#Edit_Poly].GetVertex x
$.modifiers[#Edit_Poly].SetOperation #Transform
mX=(vertArray[x][1])
mY=(vertArray[x][2])
mZ=(vertArray[x][3])
$.modifiers[#Edit_Poly].MoveSelection  [mX,mY,mZ]
$.modifiers[#Edit_Poly].Commit ()
$.modifiers[#Edit_Poly].SetSelection #Vertex #{}
)
subobjectLevel = 0
--modPanel.setCurrentObject obj.modifiers[#Edit_Poly]

messageBox "Patched !"

gc()
fclose f
)

on btn4 pressed do(
-- obj = getnodebyname "Box01"
-- if obj != undefined then select obj

-- select $Polygon*
-- select $helpers

disableSceneRedraw()
st = timestamp() --get start time in milliseconds
undo off(
geo=$polygon*
-- print geo
for x = 1 to geo.count do(
addModifier geo[x] (Normalmodifier ())
geo[x].modifiers[#Normal].flip = on
addModifier geo[x] (smooth ())
geo[x].modifiers[#Smooth].smoothingBits = 1
collapseStack geo[x]
m2010=chk1.checked
if m2010==true do(
--rotate geo[x] (quat -1 0 0 0)
geo[x].scale = [2.54,2.54,2.54]
)
)
delete $helpers
for x = 1 to geo.count do(
-- aBox = Box length:0.2 width:0.2 height:0.2 name:"dummy"
aBox = Box()
aBox.rotation = quat 0.707107 0 0 0.707107
convertTo aBox TriMeshGeometry
)
dmy=$Box*
myBoxes=#()
myMeshes=#()
for x = 1 to geo.count do(
objA= dmy[x]
objB= geo[x]
append myBoxes objA
append myMeshes objB
)

for x = 1 to geo.count do(
myBoxes[x].name = myMeshes[x].name
attach myBoxes[x] myMeshes[x]
)

for x = 1 to geo.count do(
for i = 1 to 8 do(
delete geo[x].verts[#{1}]
)
addModifier geo[x] (Morpher ())
)

addModifier $Polygon* (Edit_Mesh ())

)
et = timestamp() --get end time in milliseconds
enableSceneRedraw()
gc()
print ("Operation Completed In: "+(((et-st)/60)as string)+" Seconds") --print time to finish
)
)

createDialog DDV

Ok, one last thing before the tutorial starts. I wanna show you waht DAE editing is and what raw vertex

editing is.

Here's editing raw vertices:


And here's editing DAEs:


Yeeeeah, kinda easy to tell which one's easier to edit, amirite? However, DAE does require more

converting work but in the end it saves a lot of time. But sometimes, this meathod doesn't work.  And raw

vertexes aren't THAT hard to work with if you're working with something obvious, such as Yoshi's shell,

and its faster. So first I'll go over raw vertex editing, as DAE builds upon it.

Ok, first you gotta find what polygon you're going to edit. In this example, we're going to make Yoshi's

shoes bigger.

Go to brawbox and preview Yoshi's model. Turn off polygons until you find the one that includes his

shoes. It's polygon 2. Now look in Yoshi's folders in brawlbox until you find polygon 2. Now scroll down

to the bottom of that window to find the vertex ID. It's 2 as well, but they wont always match. Now find

 the vertex with the ID of 2, and export it to the folder where dasdonkey box is, and name it vertex.ddf.

Now export the model file to the same place, naming it model.mdl0. Run dasdonkeybox and click create 3DS.

A 3ds file will appear and now you can import (Yes, IMPORT, not OPEN) it into 3ds max and edit it! If

you're new to 3ds, here's the basic way to edit them.

Here's what you get when you import: A big fat load of NOTHING!


Click this....


Then this....


And you should see something like this!


Now, how to edit stuff. Highlight vertices and then right click. You can choose between 3 types of

editing, move, scale and rotate. When you click on any of them, they give you can click on the

mini-axises that appear to make changes in one direction, or move them freely. For example, when you

choose scale, you can drag on the mini-x axis to stretch it on the X axis, or click in the triangle that

appears to enlarge it in all directions.

When you are done, click on file>export (NOT save) and save over the ddv.3ds that 3ds originally created.

Now go to dasdonkeybox and click on "insert 3ds on mld0". It will ask you for an offset. Go to brawlbox,

and look at the vertex data for what you just edited. There will be a mld0 offset there, copy it. The one

for Yoshi's feet and head is -168960. (The - sign doesnt really matter, so if you dont copy it, dont

worry about it.) Now go to brawlbox and replace Yoshi's model with  model.mld0. Ta-da! The changes you

made should now be there.

Ok, time for DAE. First, install AiS. To do so, run the install.bat file in the 3ds download. If that

doesn't work, copy everything in it and paste it in C:\Program Files\ais0.1.3. (Create the folder.) Now,

follow the original steps - export model.mdl0 and vertex.ddf. Now, export the brres file for Yoshi's

model. It doesnt matter what you name this one, but save it in the dasdonkey folder. Now go to that

folder, right click on the model data, and click convert to DAE. Great, now you're set. Import that DAE

into 3ds as a COLLADA, NOT as an autodesk DAE.

This one.


You should get an ugly looking character.

Blargh.


Ok, remember that script? Run it. Then click on THIS button:


And you should get this.


Much better! By the way, make sure you check the Max10 button if you're using Max 10. Yeah, kinda

obvious.
Now, click on the polygon you wanna edit (In this case his feet) and right click it and click hide

unselected. Now go to the script program, and click THIS:


Now navigate to your dasdonkey folder and double click vertex.ddf. Wait a bit, and it should say patch

created. If it gives you an error, close the script and reopen it and try again (But dont reclick fix AiS

import). After you click Ok, it puts the model on its back. Go to where you turned on the vertices in the

raw meathod, and.....

Bam!


Much easier editing.

Now edit to your liking. Like I said, I'm going to make his shoes bigger.

There we go.


Now open the script again, and click on patch model. Go to the dasdonkey folder and click on

vertex_Patch.pta. (It should be the only one there.) Now this part can take a while, so go to the

bathroom or get a snack while you wait.

Ok, when it patches, you should get something like this.



OH CRAP! Did it mess up? Nope, thats whats supposed to happen, dont worry! Now, if you havent already, go

to dasdonkey and make the 3ds file. Now import it into 3ds max. You dont really even have to turn on the

vertex thingy. Just make sure you're selected on the vertex and click here.....



And select morpher from that list. Now, on the thing that appeared on the side, RIGHT click here...


and click pick from scene. Now click on the model thingy and then click on the arrow next to the box you

right clicked on and move your mouse up until it reaches 100. Now go to file>export selected (MAKE SURE

IT SAYS EXPORT SELECTED) and export over the DDV.3ds. Now follow the rest of the steps in the raw vertex

meathod. Check it out in brawlbox.

Bigger is better!


However, we can see a problem - one of the feet got messed up! To fix this, we "double patch". To do

this, export the brres file again and convert to DAE again and then patch it in 3ds again and then import

the vertex again and morph it again and export again.....and then it should look fine.

So, any questions? Please post them and I'll do my very best to answer them. If there's anything vertex

related you want me to add to this guide, let me know aswell!

Video with some more stuff:
<a href="http://www.youtube.com/watch?v=AIK3NUGQrfw" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=AIK3NUGQrfw</a>

24  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Why are there NO custom stages with scenery? on: June 07, 2010, 08:35:41 PM
Its really easy to vertex stage builder parts into the background or forground and then remove their collision data. Its how I'm making my Hyrule Castle n64.
25  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Team ReAX on: June 06, 2010, 11:47:21 PM


K so me and my friends are like lol lets make a brawl hacking team so now we are gon start a team k.

If you wanna join.....

Model hacker: Yoshiboshi3
Texture hacker: Wuffie
PSA: Yoshidude444 (Exact same person as Wuffie lol)
Extra support: Boshiyoshi3
Extra Texturer: Cosmo
Modler approver: Calum White
That guy who looks at everything and says "k": Popmanw
Spirit Booster: Mykewl

We need more people, so if you wanna join, then k.  Awesome Face Awesome Face Awesome Face Awesome Face Awesome Face Awesome Face
26  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Yoshiboshi3's Texture Hacks! (UPDATE 6/25 AMAZING HORSE) on: June 06, 2010, 11:38:05 PM
Better start a texture thead.

KIESSLING: (Trust me, you dont care about this one :/)


Kiessling joins the brawl! Me and him were talking on webcams and his face froze like that. We thought it would be funny as a CSP so I whiped up a texture.





Download:

http://www.mediafire.com/?nngvlyw1r2q


AMAZING HORSE:

<a href="http://www.youtube.com/watch?v=GUl9_5kK9ts" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=GUl9_5kK9ts</a>


Look at my horse, my horse is amazing!
 

Horse pop on the egg. I dunno, where else would I put it?


His FS eyes are the shades he gets when he sings about the "lemonade".


Download:
http://www.mediafire.com/?yw4z2x1zomg

27  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Youtube over Warioware - SUGGESTIONS on: June 06, 2010, 03:01:58 PM
If you've read my topic in the texture section, you know that I'm putting a youtube based stage over warioware. I'm pretty much done with the main stage now, but I need some help on the 10 microgames to videos concept. Each microgame will be a video, and I already have the following ideas:

Get rid of the Annotations: (Replaces the one where you have to attack the party popper things) You have to hit annoying annotation boxes to get out of the way of the video. When you hit them all, it shows one of 3 pictures from a youtube poop.

Team Yoshi: (Replaces the one with the food cars) You dodge a member of Team Yushi who flies across the screen.

Hey its Fred!: (Replaces the one with the foot) Fred comes crashing down where the shadow is and you have to dodge him.

Any other ideas? I want this stage to represent youtube, so think broad!
28  Help & Tutorials / Help / I need a code to stop that rascally Zelda from transforming with her down b. on: June 05, 2010, 07:15:40 PM
any help? 
29  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Youtube over Warioware on: June 03, 2010, 09:10:24 PM
Was I really the only one to think of this? 

Coming along nicely. bomb = play button, fuse = progress bar. The pig's replaced by youtube logo. Microgames represent videos. Will update with screenshots when I'm done.

As a small question, is it possible to change the background color to white?
30  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Yoshiboshi3's vertex hacks! NEW MAY 30: Im back...with something in the works... on: June 03, 2010, 02:58:47 PM
K so here is teh hax

ROBLOXIAN: (I would remove this if it wasn't my first vertex hack ever)

Its Robloxian, from one of my favorite online games, roblox!


This was my first vertex hack. He's pretty blocky, which is a good thing!


I even gave him the Brigand's Sword gear instead of a bat!


Download: http://www.mediafire.com/?wyz5jihjwju

MARX V2:

Its Marx from the kirby series! Pretty much full credit goes to Batandy for creating the texture, I simply vertexed in the hat.

Marx! For some reason the shoulders seem to change color as you move the camera.....


Here he is hovering. Quite the evil fellow.


MARX GON GETCHA


Download: http://www.mediafire.com/?2rd2zm5iztz

And here's another vertex edit to a texture! Koopa Troopa joins the brawl! (Magnus created this one.)

This is a Koopa Troopa.


They are similar to yoshis. However, they have no "hair" on the back of their head....


....and have much bigger shells!


Download:
http://www.mediafire.com/?ngmdn2z5otj

Wall-E joins the brawl!
Yeah, I just had to do this.



Wall-E joins the brawl! To my knowlage the first ROB vertex on brawlvault!



To my knowlage there are no graphical glitches.



It may not stand out, but I had to twist and push out the bottom of ROB so the title would show.

DL link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=8645&Moderated=All

Btw, for anyone who cares, Koopa is being delayed because the tail will just not work. :/

BOMBERMAN:
Gee, I'm updating fast, huh?

Bomberman. What can I say? This was really fun to make because there weren't may problems in creating it.



I'm sorry if this part doesn't look that great, I had to keep the basic hat structure or there would be glitches due to bones.



 Awesome Face  Awesome Face  Awesome Face  Awesome Face  Awesome Face  Awesome Face  Awesome Face



Link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=8745&Moderated=All

Bomberman V2. Trust me, you want THIS one.


Was working on something a lot cooler this week, but it couldn't get done. Here's this instead.



Much cleaner, no more graphical glitchs. Except for the minor triangle coming out of his head, but thats a bone problem. Not really noticable  Cheesy



I really wanted to make the ball thing attached to the back of his head shorter, but if I did there would be bone/wind problems, so I decided against it.



Download.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=9494&Moderated=All

Aaaand, Wilttilt ported him to Lucas!



http://forums.kc-mm.com/Gallery/BrawlView.php?Number=9497&Moderated=All


Summers back, so I'm back to vertex hacking!

...what's this I'm working on here?


Some more progress. What could this be?


You can probably tell where this is going now.
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