Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 2 [3] 4 5 6 ... 141
31  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 13, 2014, 01:07:41 AM


Baby Steppies.
32  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.02 patch on: July 12, 2014, 01:16:53 PM
You got your answer already in the posts of the previous page. Please read them for your answer.

Edit: Thanks Seggy for bumping this post to the next page. -_-

Anyway, make that 2 pages ago.
33  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.02 patch on: July 08, 2014, 04:48:05 PM
Adding onto that, as I was taught by my second programming instructor (I'm not fluent in coding, just the basic [censored] mind you), if a code is cumbersome to edit, and isn't user-friendly, it's bad coding design.

Not only that, the fact it takes so long to edit it cleanly also speaks of badly designed code, and make me wonder if the people who coded it will ever go over it and simplify the coding.

To use a metaphor: "Never complete a task in 3 actions when you can do it in 1."


As of now, the "1 action" in this situation is not as stable as the "3 action". That by itself is a red flag. When the "1 action" becomes stable enough to be a fair comparison, we would take a more serious consideration.

Also most of the CE related work comes from animating and balancing actually. Mewtwo, for example, took months to animate and to look good, and this was before we had the Maya method. Even with the Maya method and touch, it still takes a long time to get it balanced and animated to a level that's up to our standards. This is on top of dealing with other things both PM related and when real life comes into play.
34  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.02 patch on: July 08, 2014, 03:38:00 PM
Then why not share this "clone engine" of your's if it's much better than BrawlEx's?

Because it's not nearly as user friendly as BrawlEx. Only 2 users can edit it cleanly without glitches and even that takes a while.
35  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.02 patch on: July 08, 2014, 02:47:20 PM
OK Time to answer why for real.

The real reason we aren't using BrawlEx is because it is not as stable as our Clone Engine at this point and BrawlEx also has other problems that our Clone Engine does not.

For example, 1 out of 3 times we've tested BrawlEx with PM or in Brawl, Battlefield's My Music gets corrupted and crashes the game when choosing the stage in My Music, even without codes. Even if it can be fixed, it is very irresponsible to include a code/codeset that would damage save data in any way because of how widespread PM is at this point. While you may know how to fix it, most of the players of PM, competitive or otherwise, do not, and having that in there would create the stigma that PM corrupts save data, which is something a mod creator never wants.

Also, there's a 1 in 4 chance that common2.pac/bx_fighter.rel won't load properly when using BrawlEx, causing the game to crash on the strap screen.

Not only that, but our clone engine allows for (Limited space) Kirby Hats and has more flexibility with other codes.

The cost and consequences of using BrawlEx officially in Project M far outweighs the pros of allowing custom rosters that only you guys would know how to fully utilize.
36  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.02 patch on: July 03, 2014, 04:05:21 PM
CT's preliminary tier list is a complete and total farce. The players that participated in making that list haven't seen/played a third of the characters in actual bracket matches due to nobody using them in mid/high level matches.

It's too early for an accurate tier list for PM anyway.
37  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 02, 2014, 09:36:30 PM
Slow and Steady. made a new fur model that has new textures, edited the hair model as well, but I need to resolve a problem I failed to do before; the hair texture itself.

As you can see I need it to not do that.

For those that are curious, this is how I mapped it. The hair texture was made from scratch, but how would I get that to stop happening? Stretching and skewing it helps a little bit, but not nearly enough.
38  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 30, 2014, 01:14:16 AM
Wow those models were THAT large?!?

It'd be smarter to just make a new model at that point, cause Prooptimizer has difficulty keeping model symmetry at times.... except maybe pro optimizing one object at a time.
39  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 29, 2014, 08:17:45 PM
That is still too much for a character; even if she works, she will kill the frame rate.
Try aiming for under 10,000 Polys.

 
40  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 29, 2014, 01:38:46 PM
All of my animations that I make in Maya end up faster in BBox, so I've just resorted to using PSA to slow the problematic ones down. It isn't a big deal to slow it down in Maya (just need to do a bit of math, honestly).

-_- Have you checked the frame rate of your scene in Maya? By default it's 24FPS like a film. You need to change it to 60FPS in the settings BEFORE you start animating. Smash bros. runs at 60FPS, as do many games.

Using FSM isn't always a good option on common actions because it may effect the responsiveness of your characters' controls.
41  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 28, 2014, 09:58:08 PM

OK So I made some improvements here and there.

The gloves have been retextured, I made a new fur patch model for the left shoulder, and improved the geometry of the torso overall while merging odd verts and by extension fixing the abnormal normals in spots.

Now, I made new models from scratch for Simon's shoulders and arms instead of using the Frankenstein that was the older arm models.

What my dilemma is right now is how would one go about texturing the details of the muscles and joints on the shoulders and arms....

I know about photoshop's Dodge and Burn tools which will be my tool of choice.... but how to do it?
42  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Waluigi PSA. Looking at Expanding the Team by alot on: June 26, 2014, 06:29:36 PM
43  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 25, 2014, 10:32:19 PM
Left is the new fur boots, right is the old ones.

Modeling the fur itself took ages to get right until I found a method to keep it sane tri count wise.



Edit: All this and the new boots and fur combined have less tris than the old ones.
44  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 24, 2014, 01:00:58 PM
Uhh.... You may want to give him more endlag to better convey that the axe is heavy. You can always add an IASA frame earlier than the ending if needed, but there's not enough winddown if you catch my meaning.

I would say to look at how Ike's heavy swinging moves work when it comes to endlag.
45  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 23, 2014, 07:54:02 PM
I think that should be a wait 2 or 3, because I think that's a little too much arm movement on his left arm for a Wait1.
Pages:  1 2 [3] 4 5 6 ... 141