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16  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: SJS CSPs: Fat Peeps on: March 10, 2013, 08:05:19 PM

All of these are awesome, and you should feel awesome for making such amazing CSP's (in general)!
17  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: Moving vertices and rigging!? on: March 08, 2013, 09:41:07 AM
Since pikazz brought up "perfect DAE Exporting," I want to bring up another suggestion for the .DAE exporter.

Would it be possible to update Brawlbox's .DAE exporter so that it exports the models with proper normals AND proper skin modifiers?

The specific details of those problems can be found in this spoiler:
When a Brawlbox .dae is imported into 3DS Max (and possibly any other 3D-modelling program,) all single-bind objects are imported without a skin modifier (though they still move with the .dae's skeleton.)
Additionally, those objects have varying position and rotation values (whereas the non-single-bind objects are all placed at 0,0,0 with standard rotation values.)

Then there are the normals... All objects that have a skin modifier are imported with "generic" normals. This is a problem because Brawl's models use specific normals. Not having them makes some models look wrong in-game (notable examples are the border between Sonic's face and quills, and Meta Knight's cape while using a Metal Box.)
Oddly enough, all "single-bind objects with no skin modifier" in Brawlbox's .dae files are imported with proper normals. Likewise, proper normals are present in all of Brawlbox's .obj exports.

Also, these problems happen in .DAE exports from ANY .mdl0, not just ones from Brawl's .mdl0's.

If this is too much of a problem to do, or if it isn't possible, then feel free to skip over this suggestion.
18  Super Smash Bros. Brawl Hacking / Model Imports / Re: 3 D's, 2 G's, 1 Modder: JoeTE's Model Imports! (Most recent: Masked Dedede) on: March 01, 2013, 06:23:36 PM
Shouldn't Masked Dedede have some shine on his mask (and maybe his hammer) , according his sprite and artwork?


Meta Knight's mask isn't shiny in Brawl (Most of the "shininess" is baked into the texture.)
Since I wanted the mask to look consistent with Meta Knight's mask, I gave Dedede's mask the same shaders as Meta Knight's mask.


Also, his Hammer is already shiny. Im srs here
19  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: SJS CSPs: Kirbonanza on: March 01, 2013, 05:05:16 PM
Since you're doing Dedede requests, here's a CSP request:
Masked Dedede (All 6 colors)
20  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 28, 2013, 08:35:51 PM
Awesome, just yesterday I was thinking how cool this would be as a model.

Thanks. Smiley

I can see this work like your Breakable Mask Meta Knight idea.

I'd definitely make a Masked Dedede variant of that PSA once I get the hang of PSA making. Im srs here

About time Masked Dedede was made Im srs here

Yep, and it'll probably be done within the next 2 days. Smiley

You used the Majora's Mask right ? Cheesy

I actually based it on Landia's head. Additionally, I took the 4 non-centered horns from Bowser's model.

Anyway...

The mask is just about done. I haven't rigged it to Dedede's head yet, but I finished the model, texture, and UV mapping.
Just got to do that rigging, and then make the new hammer.
21  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 28, 2013, 11:27:33 AM
Oh hey, I'm showing a preview of an un-finished model for once!

It's Masked Dedede! For reference, I added one of his original sprites into the image.

I'm almost done with the mask. I mostly need to move some of the vertices in the back, change the scaling on a few parts, and fix a few bits of clipping. After that, I'll re-texture it, and then work on the hammer.

A few of you guys can probably guess what model(s) I used to make the mask.
22  Super Smash Bros. Brawl Hacking / Model Imports / Re: 3 Dimensions, 2 Games, 1 Mod Maker: JoeTE's Model Imports! on: February 26, 2013, 11:41:28 AM
I've made a small update to this thread's first post. One of the "model portraits" was altered, I added my list of model import ideas to it, and modified the wording in a few spots.

Masked Dedede?

I love you. Im srs here

Thanks. Laugh
If anyone else thinks that I should do Masked Dedede before any of the other models I listed, then I'll start working on him. Im srs here

That breakable mask thing should be simple enough to implement. Just make new model changer events (use this for reference), make a new subroutine that evaluates Meta Knight's damage and triggers model changers accordingly (pretty sure this would work), then copy-paste that subroutine into each subaction... that should work? I think?

Anyway, good luck with that. :]

Thanks. Once I learn how PSA'ing as a whole works, I'll try doing that. Smiley

YESYESYES.
No clue you had a thread. And I look forward to the rest of your hacks Im srs here

Thanks. Grin
23  Super Smash Bros. Brawl Hacking / Model Imports / Re: 3 Dimensions, 2 Games, 1 Mod Maker: JoeTE's Model Imports! on: February 25, 2013, 07:04:41 PM
10 days later, and I finally make another post in here...

Well about time you made a thread. I love your mods. Grin

Well I hope to see this Maskless Meta Knight idea come to reality. There's a lot of things Nintendo should of done before... >.>

That breakable mask psa looks interesting, I look forward to seeing it completed.

Thanks. Grin
It's nice to see that my idea seems interesting.
However, I haven't made any more progress on the Breakable Mask Model/PSA since I made this topic. Sad

I honestly don't know anything about making custom movesets, let alone modifying an existing moveset.

Additionally, I've been doing a lot less work on Brawl mods as of late, especially since I've been working on various mods for Sonic Generations.
In fact, the only Brawl mod that I've made within these past 10 days is this:
It's Neo Metal Sonic. Again... In fact, the model itself is exactly the same as the most recent upload I made of it. I just changed the textures (including a few details that I've made more accurate,) added some more specular maps, and re-did a few materials.




Anyways, unless I can manage to learn how PSA-ing works (or if anyone else offers to make the breakable mask PSA,) I'll just list a few other model import ideas that I want to make in the future. Tell me which one of these you'd want to see me do first:
A. Masked Dedede
B. Fox in his StarFox Assault outfit
C. Falco in his StarFox Adventures outfit
D. "TRUE Melee Wolf" (A variant of my "Brawl-styled Melee Intro Wolf" that would use modified parts from Fox's Melee Model.)
E. Sword Kirby (with wings from Wing Kirby and the cape from Hi-Jump Kirby) (over Meta Knight)
F. A new Helmetless Captain Falcon model (using his F-Zero Anime design)
G. Gilius Thunderhead (using his Sonic & All-Stars Racing Transformed model) over Ike
24  Super Smash Bros. Brawl Hacking / Model Imports / JoeTE's Model Imports (Model updates, 1st post updates, thread revival) on: February 15, 2013, 08:53:44 PM
Hey there. I'm JoeTE, but you can call me Joe.

Anyways, I've made a few model imports within the last 3 years or so, and this is my highly incative model import thread.

I'll start this off with the obligatory list of imports that I've completed and uploaded, using some CSP-styled images. Images with a red color scheme are the first model I imported on a certain character, with blue being the second, yellow being the third, and green being the 4th. The Neo Metal Sonic, Melee Ganondorf, and Great King of Evil CSP's were 3DS Max renders I made, the Virtual Hedgehog CSP was a Brawlbox render I did, and the rest were CSP's that SJS made (I'm hoping that he doesn't mind their usage in this post.)




Other than the models posted above, there isn't much else I'm working on. I have at least 1 more idea for a model to make, so I may be more active in the future.

Also, here's an old PSA/model idea in a spoiler:
The idea is to take my "Maskless" Meta Knight model to a whole new level, by creating a PSA-based model which has a breakable mask.

Here's an overview of the model itself (in its current state):
1.) Here's the model with the mask visible. The wings and "cape swirl" objects were hidden for these screenshots. Notice how it looks like an un-modded Meta Knight model (with a minor texture difference in the body.)


2.) Here, the mask suddenly has its broken textures. How did that happen?


3.) The reveal. The "broken textures" are on a separate copy of the mask. Said mask is split into two halves that can be shown/hidden and moved individually.


4.) This pic shows why visibility bones are essential. Here, the "masked eyes" model isn't hidden, while the mask is. Due to that, I gave the model its own visibility bone.


5.) Here's another example of visibility bones. Now, only the "masked eyes" model is hidden, showing how different the "un-masked eyes" look.


6.) Last, but not least, this pic shows the non-cracked mask objects hidden, with the cracked mask still being off to the side. Notice how it looks exactly the same as my un-masked Meta Knight model.


The main mask model, and the "masked eyes" model use the standard mask rigging for Meta Knight. The left half of the broken mask, and the eye shadow on that side are moved with a new bone named BrkMaskL. The right half of those same objects are moved with BrkMaskR.

It will also have the following visibility bones:
BrkMaskL (shows/hides the broken mask's left half)
BrkMaskR (shows/hides the broken mask's right half)
Mask (shows/hides the main mask model)
Medama (shows/hides the "masked eyes" model)
NukiL (shows/hides the left "eye shadow" model)
NukiR (shows/hides the right "eye shadow" model)

If I ever do manage to turn this into a workable PSA, the idea would be as follows:
Meta Knight takes damage. x% of damage causes mask to crack. This causes Meta Knight's attacks to do a bit more damage, but enemy attacks launch him farther.
If Meta Knight takes x% of damage while the mask is cracked, it breaks. The broken mask splits in half and despawns. While Meta Knight is unmasked, his attacks do even more damage than when his mask is cracked, while enemy attacks launch him even farther than before.
Whenever Meta Knight gets KO'd, uses his Final Smash, or does his up taunt, the mask will respawn. Additionally, if the player is feeling confident, they can insantly remove the mask by using his side taunt.

So yeah, that's it for this first post. I'm not used to having one of these, so we'll see how well this works out.
25  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 25, 2012, 09:08:15 PM
yep, almost done now.

don't mind the pupil-less eyes, i'm still messing with the Materials to fix them.





also, any ideas for what i should do for a replacement for Bowser's extra shell?  kind of weird to see him disappear.  i was kind of thinking of using a DK barrel, but i dunno.

If you go for the barrel approach, I'd actually suggest using a steel drum instead (seems more fitting for the Kremling King. Remember that enemy spawning boss from the first DKC game, or the Minigame "barrels" from DK64's Hideout Helm?)

Regardless, K. Rool over Bowser excites me just as much as your O'Chunks over DK did. Can't wait to see it finished.

Also, speaking of the eyes...

Just a heads up Snoopy... Imports over Bowser needs Brawl's original Bowser eye polygons to get the moving eyes to work properly.

But he looks great so far

Technically, he doesn't HAVE to use Bowser's eye meshes.
The only reason the eyes mess up in new meshes is because the original polygons use multiple UV-maps.

Specifically, each of the textures (within the original material) have their own UV-mapping. When Brawlbox exports the original model, it exports the extra UV's too. If you use different meshes, that extra UV-data is lost.

If you know how to work with multiple UV-channels in 3DS Max, it's possible to re-incorporate extra UV's into the new eye meshes. (I totally need to make a tutorial for that...)
26  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 17, 2012, 06:12:31 PM
Speaking of Shiny things from Sonic Heroes...
osnap! Neo Metal Sonic!

It's heavily based on the model I made for one of my Sonic Generations mods (Metal Sonic Generations.)
Obviously, the shininess doesn't show up in BrawlBox, but it will be pretty darn shiny in-game. Also, tons of parts clip through eachother at all times...

Also...
An idea I had for Riddler's Tournament decided I might as well finish it.

Necro Mario

That looks pretty badass! I'm liking the Dry Bowser mask and the Dry Bones FLUDD.
27  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 04, 2012, 10:02:34 PM
That's pretty impressive... I'd assume it will be Wifi safe yeah? Very nice indeed. I'll have to use this when it comes out. Embarrass Meta Knight a bit.

Plus, this seems like a pretty big step for characters with only one expression, and other Meta Knight hacks.


The model itself is completely Wi-fi safe.
I can't fully confirm whether the SRT0 animations are wi-fi safe, but they seem to be working fine thus far (a few hours ago, I played matches while using a few altered SRT0 animations.)


Also, part of the fun in making this was the way I handled the eye and mouth textures.

The eye texture has both the left eye and a mirrored copy of it at a lower portion of the image. Same for the mouth (but with 3 layered "frames" instead of 2.)

When I want to change which mouth shows, all I do is shift the UV's y-axis up or down (via keyframe manipulation) to show the mouth image I want to use for any specific frames.

Logically, I can use that same method with the eyes to do this:
Sad Maskless Meta Knight is adorable. You cannot deny it.


sometimes making models yourself is pretty fun.

*amazing image of custom 3D O'Chunks modeled over one of my favorite Brawl characters*

I can't wait to see that finished!
28  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 04, 2012, 01:06:52 PM
What wonderful innovation. Holy crap, that's cool.
Thanks. Cheesy

this is great!
inb4kirbyknight
I'll be making Kirby Knight as a 3rd variant of the model.

Moving mouth? That incredible.
But i think you edited the FitMotion for make it.
I added the mouth onto Meta Knight's eye material (the material now has 4 textures instead of 3.) Meta Knight's SRT0 animations only affect that material. So I'm adding the mouth movement to the SRT0 animations.
29  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 04, 2012, 12:05:17 PM
I'm working on a Maskless version of Meta Knight's Brawl model...
WITH MOVING EYES & A MOVING MOUTH!


Look closely. The right eye moved between those two frames of animation, and the mouth changed shape.
Not the best way to show them moving, but it works.

Most of the remaining work involves Meta Knight's SRT0 animations. I'm altering all of them so that his mouth can change (also, Meta Knight's original eye animations look extremely awkward on this model.)
30  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 30, 2012, 08:08:52 PM
I couldn't find any models that looked like Diddy's stereo.
So I made do with what I had by using various parts from his Rocketbarrels.

I'm going to re-texture it and fix the scaling of the round parts, but it looks good nonetheless. And it replaces the Rocketbarrels (See the round parts underneath it? The exhaust flames will come out of those.)
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