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646  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: August 01, 2010, 11:25:31 PM
Sumire Omelette, it doesn't need to be named ThrowN, just the same number of bones as the replaced character will work.
647  Help & Tutorials / Help / Re: Model help on: August 01, 2010, 01:02:59 PM
TransN 2 characters: DK, Lucas, Metaknight, all pokemon except Lucario, Samus, Shiek, Toon Link, Wario.
648  Help & Tutorials / Help / Re: Model help on: July 31, 2010, 01:22:40 PM
alright, so i looked at it, and i have one question, is there a particular reason for putting him over Luigi?  Little Mac's TransN is 2, but Luigi's is 6.  if you put him over a character that also has a TransN of 2, that will fix the running glitch. 
649  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: July 31, 2010, 12:29:12 PM
ShadowSnake, it might actually work, just rename Snake's actual TransN and HipN to something else, and then rename the 2nd and 5th (index 1 and 4) bones to TransN and HipN.  i'm thinking it should work, but if you're going to use Snakes animations, they will most likely look pretty wierd, mostly because Olimar's TransN is 1, and Snake's is 10.  Snake has a lot of face bones.

Cowmaster, i'll check it out now.
650  Help & Tutorials / Model Tutorials / Re: A noobs guide to model swapping, glitch fixing and bone hexing on: July 30, 2010, 04:17:10 PM
i wish i did.  but what model are you putting over which character?  sometimes stretching will occur on one character but not another.
651  Help & Tutorials / Help / Re: i need with Waluigi..... on: July 24, 2010, 11:44:14 AM
well, i'm not sure about the footstooling and throwing problems (they may just need new animations) because the bones match up so those shouldn't be there.

the item grab glitch will always be there, because Waluigi has 31 original bones and Toon Link's first HaveN bone is 36.  in order to avoid the item grab glitch, the new model must have at least a few more original bones than the replaced character's first HaveN bone.  so as of right now, there's no way to fix it.
652  Help & Tutorials / Help / Re: i need with Waluigi..... on: July 23, 2010, 10:28:43 PM
http://www.mediafire.com/?81pc2o2v57bhjwq

you're welcome.

i put Waluigi over Toon Link, because the bone structures match up a lot better, meaning you shouldn't have many glitches.  it would be quite the mess if i put him over Pit, just trust me on that one.

i think i said i was going to do this already, though.  is this for the Waluigi project over on Smashboards?  i think i told them i would, but they never said who to put him over.

anyways, if you need anything else, just ask me.  i'm here and on Smashboards, same user name.
653  Help & Tutorials / Model Tutorials / Re: a comprehensive guide to model rigging, glitch fixing and bone hexing on: July 16, 2010, 04:56:41 PM
the unedited model, preferably.  he probably won't look good over Marth because of how certain bones match up (Marth's TransN is 7, Gray Fox's is 2), but i'll still hex Gray Fox to show up properly. 
654  Help & Tutorials / Model Tutorials / Re: a comprehensive guide to model rigging, glitch fixing and bone hexing on: July 16, 2010, 01:28:08 PM
so which model are you trying to place over who?  and you can send me the file and i'll fix it, if you want.  i'm assuming you're trying to hex the BodyM bone to be different so the model will show up without the need of having a smash ball.  the easiest way to get rid of it is to hex the BodyM index to be the same as the TransN, simply because the TransN is always shown.  like i said, i can either fix it up for you, or i can post a picture to help explain it better, i'm usually not overly good at explaining things.
655  Help & Tutorials / Model Tutorials / Re: a comprehensive guide to model rigging, glitch fixing and bone hexing on: July 15, 2010, 06:34:01 PM
the side offset numbers take you close to where you need to go, but for your example, you would go to AF0 and then go over 8 bytes, and there's AF8.  if the hex editor displayed the bytes exactly, then there would only be one byte per row.  the offset numbers on the side are the byte numbers for the first byte of the row, but then you just need to count into the row to get to where you need, if it's not the first on the row.
656  Help & Tutorials / Model Tutorials / Re: a comprehensive guide to model rigging, glitch fixing and bone hexing on: July 15, 2010, 04:48:16 PM
that's fine, it took me a little bit to realize that at first as well.  and what do you mean by random jumps in the offsets? 
657  Help & Tutorials / Model Tutorials / Re: a comprehensive guide to model rigging, glitch fixing and bone hexing on: July 15, 2010, 12:37:31 PM
the MDL0 offset isn't part of the hex code, the offsets are shown on the side.
658  Help & Tutorials / Model Tutorials / Re: a comprehensive guide to model rigging, glitch fixing and bone hexing on: July 03, 2010, 01:14:17 AM
i haven't had much sucess at moving the TransN as well.  i think it may require more editing than just the index, but i'm still not entirely sure what.
659  Help & Tutorials / Model Tutorials / Re: a comprehensive guide to model rigging, glitch fixing and bone hexing on: July 02, 2010, 11:19:54 AM
well, it's something with the bone adder program. once you use it on a model, anything you try to change hex wise won't work.  you need to make the hex changes before adding bones.
660  Help & Tutorials / Model Tutorials / Re: a comprehensive guide to model rigging, glitch fixing and bone hexing on: July 01, 2010, 09:35:29 PM
uhh, i'm still not exactly sure about the weirdness of the hitboxes.  what i've noticed is sometimes when new animations are made that it fixes most of them, but i haven't been able to pinpoint this one yet.  my theory is that some bones just don't know what to do when a new model is placed over them, and that new animations and PSA should get rid of the problem, but that's only my theory. 
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