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631  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 10, 2010, 05:00:58 PM
y'know, i think TheShyGuy has the right idea.  tell me AdfroMan, do these look better than what you currently have?




so it turns out that if you do move the HaveN of choice to the replaced character's matching HaveN, it looks like it fixes where the item is held.
632  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 09, 2010, 01:34:32 PM
aparently AdfroMan speaks the truth, i just tried it and it froze on me.  it must be the file size, like you said, PT's original file size is about 183kb, but with the Mewtwo model and textures it's 799kb. 

and holding items in the wrong place?  as in, you replaced a model, it can pick up items, but the new model holds the item with maybe its feet or face or something?  i actually don't know for sure.  which model did you place over who, and are you trying for a one slot replacement?
633  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 09, 2010, 12:22:50 AM
that's exactly what this guide is for.  do you want to put Mewtwo over the PT that has the 3 PKMN, or the PT over Mewtwo so he can fight for himself?
634  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 08, 2010, 11:10:47 PM
yeah, that makes sense then.  i tried to move some bones around to see if that would work, but it doesn't seem like it will.  maybe if ZSS actually had her gun attached to her model, it might have, but since swords are given bones and the hitboxes are attached to the sword bones, a one slot won't work, it would require a PSA to fix.  and maybe you just need a different format with the pallete?  i don't see how the original works, but the one you made doesn't.  so, yeah, sorry i couldn't help much with this one. 

oh, and i tried moving ZSS ThrowN (index 66) to Marth's (index 70), but it still gave me the tiny shield.  the shield animation must be hard coded to the exact index that the original character's ThrowN.  i'll still work on finding a fix, but just moving a bone into the proper index won't fix the tiny shield problem.
635  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 08, 2010, 10:15:17 PM


this is what i got, started from scratch though, and no bone hexing.  i then applied your textures, and it gave me the same thing as the second pic you have.  it might be the texture files themselves, but i noticed that your textures were missing the palletes.  well, the only ZSS texture with a pallete is the Fit_Nsam_body texture.  ZSS only has one texture for her entire body, minus the head, which conveniently matches the white area of the second pic.  try re-applying the pallete and see if that fixes it.

as for the bones and sword glow, when i did it, the glow appeared on the ground by her feet, and obviously the hitboxes were off because of the lack of a sword.  but let me ask you this, what exactly are you trying for?  are you trying to give ZSS hitboxes like she's holding a sword?  are you trying to limit the ammount in PSA you have to do by making her hand where the sword hitboxes attach?  are you trying for a one slot ZSS with a different character texture over Marth?  if you're doing a full character replacement, all you'd have to do is go into PSA and re-assign which hitboxes attach to which bones, instead of moving the bones around.  should be the same with the sword glow.

actually, a thought just occured to me.  Marth's sword bones are bone index 65-68, and ZSS only has 66 bones, that's most likely why the sword glow and hitboxes are comming from her feet.  if this is the case, then only PSA will fix it.

Edit: Theshyguy, basically the way the shield works is by using the ThrowN as the bone for it's animation.  when an added bone is in the place of the replaced character's ThrowN, it mimics the TopN bone almost completely except for the BoneIndex and StringOffset.  the TopN must have something hardcoded for it to not accept animations.  if there were any other bone in that spot, then it will act like normal.  the problem is then that we can't move bones further than the last bone in the structure, that i can remember doing at least, i haven't tried it recently. 

dang it, now i need to go try it again.  look what you did. Tongue
636  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 08, 2010, 08:02:45 PM
you're just full of problems, arent you?  Grin    not a bad thing, it keeps me busy doing something, at least.

so which bones exactly did you move?  looking at their models, i would think you moved RHandN (index 45) on ZSS to SwordN (index 65) on Marth, but i just want to be sure.  the wierd hitboxes could be from moving the bones, but i wouldn't think the texture problem would be.  did you replace the texturedata[0] of Marth with ZSS's?  if you did, then all i can suggest at the moment is try doing the swap again, but without moving the bones to see if it gives the same result.  if everything turns out the same, then it's not from moving the  bones around.  try this and post what you get.
637  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 08, 2010, 04:07:05 PM
uh... you don't?   i'm still unsure of how to fix it.  i've been testing a few things, but nothings worked so far.  it's basically because the shield has an animation on the ThrowN, but since model imports usually have fewer bones than the original, an ExtraBone is in place of the ThrowN, and it aparently won't apply the animaton that the shield should have because all the added bones reference the TopN which somehow cancels the animation, and that's why the shield is tiny and on the ground.  i've seen a few imports with more bones than the replaced character, but when it shields, a random body part grows and shrinks with the shield.

basically, as of right now, there's no fix for tiny shields, except for having more original bones than the replaced character.
638  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 02, 2010, 06:57:55 PM
yeah, i started from scratch, but that was to make sure that they could work over the Ice Climbers.  and i did try using both Ana models, but i got the exact same results as when i used different ones.

but like i said, i'm pretty sure it's because the models in the FitPopo00 file were named differently.  when i got to the point pictured, i compared it to yours, and the only major difference was that the models had different names.  it's good to know though, i've never changed the model name like how your's was.

and here's the download.  i'll continue trying a few different things to see if it works, but don't expect anything, at this point it's pretty well trial and error to figure out what's wrong.

http://www.mediafire.com/?y4te3967lx176kp

it has the FitPopo00.pcs file i was using, it has the original texturedata[0], and it has 3 sets of .mdl0 files, 1 original set, 1 with proper bone hexing so they'll show up in game without the need of a smash ball, and 1 with the proper hexing and 45 bones, because once you add bones, changes in a hex editor wont show up.

my theory is that something is weird with the HipN which is causing the stretching, and the freezing when being grabbed.  but i'm not entirely sure.
639  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 02, 2010, 05:15:55 PM
as a general rule, adding bones should be done after you're sure no other hex changes need to happen.  you can rename bones anytime, and i've never used the model resizer. 

I'm pretty much sure the reason it was freezing is because of the way you were getting Kat's texture to show up on the first model, you renamed the models to something else other than FitPopo00 and FitNana00.  because when i did it,



this was the result.  this is them with their own models.  and it turns out that the problem wasn't having the same model, it loaded as well, but it was 2 Ana's instead, but still had the same stretching.  and i tried to get rid of the stretching, but i can't, and i'm not exactly sure how to anyways.  it's a shame, too, because they don't have huge hurtboxes, and they look decent on the Ice Climbers as well.  sorry i can't get them working all the way. 
640  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 02, 2010, 03:49:24 PM
there should be, i'm working on it right now.
641  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 02, 2010, 03:30:37 PM
oops, maybe i shouldn't have just copy and pasted from Smashboards...

anyways, from just looking at your file, everything should be fine.  let me play around with it for a few minutes to see if i can get it to work.  and it's a pretty good idea, by the way. i didn't even think of doing them over the Ice Climbers.

Edit: links are fixed.  i wonder why no one pointed that out earlier?  oh well.

that's just wierd, i don't think i've ever had Brawl do that to me.  it froze, but the music kept playing.  it might be something with the models themselves.  

Edit2:  it might be because you used the same model for both of them, but i'm not sure.
642  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: A collection of Pik's vertex edits. Latest is [WOODEN ARMOR TOON LINK] on: August 02, 2010, 01:23:48 PM
well, maybe i'm not understanding completely, but are you just trying to make Brawl not apply the YRotN movements to Geno?  if that's the case, all you have to do is rename the bone to something else and Brawl will skip it. 
643  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: A collection of Pik's vertex edits. Latest is [WOODEN ARMOR TOON LINK] on: August 02, 2010, 11:41:51 AM
alright Darkshade, try this and see if it's what you want.

http://www.mediafire.com/?i1c0relg9dr5zp5

i swapped the YRotN bone with the KenE bone.  it's the only bone i could find that wasn't attached to the model.  and so what exactly do you mean by sorting Young Link over Toon Link?
644  Help & Tutorials / Help / Re: Model help on: August 02, 2010, 11:13:36 AM
http://www.mediafire.com/?14ysy20blup21f1

and Little Mac over Lucas.  it's hexed so it will show up without a smash ball, the walk/run glitch wont be a problem, and it should work normally now.  oh, and it does still have the Strongbad man texture.  if you have any other problems or questions, just ask.
645  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: A collection of Pik's vertex edits. Latest is [WOODEN ARMOR TOON LINK] on: August 01, 2010, 11:34:02 PM
Darkshade, what do you need hexed?  i can probably do it.
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