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46  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Tabuu's PSAs. NEW! Little Mac over... BOWSER?! on: June 23, 2014, 07:52:26 PM
But you can make your own variation and still make it look good, like what smash 4 should've done with Mega Man.

The Direct(The first part where they discuss Little Mac) has a great view of his wait animation.
47  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: June 22, 2014, 12:39:03 AM
You can check and fix the materials, but it's faster if you just make new ones. Pick and object like her body, Right Click and select Add new Material. Then choose Lambert. On the right tab that shows up pick color, and then file. Then Click the folder and choose the texture you want.
48  Help & Tutorials / A/A Tutorials / Re: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: June 20, 2014, 08:34:50 PM
Well I got this working with Charizard's tail, but sadly not the wings. When I try to do anything involving IK with the wings, they become..... dislocated and trying to go to the bind pose doesn't do any good when it comes to animating time.
49  Help & Tutorials / A/A Tutorials / Re: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: June 20, 2014, 04:50:45 PM
I do not think it does. It's 1 animation in there or errors IIRC.

Gee, I wonder if we can use this for wings and tails....

<a href="http://www.youtube.com/watch?v=ghuD5Po6BS4" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=ghuD5Po6BS4</a>
50  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.73 on: June 20, 2014, 12:23:15 PM
Hey are you guys still doing things, cause I have a request.

When I preview all models, would it be possible to have all models in a .brres play an animation simultaneously when I select/play an animation? It would make updating Poke Floats 2 much less of a headache.
51  Help & Tutorials / Help / Re: Editing Event Match on: June 18, 2014, 05:00:37 PM
http://forums.kc-mm.com/index.php?topic=62505.0
52  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 14, 2014, 12:43:11 PM
Something Castlevania-related ? Oh yisss
Looking good so far, even if just with a boot it's kinda hard to judge, but it's still a neat improvement !

By the way... What design are you doing for Simon ? (First one, SCV IV, Chronicles [...])


Chronicles once again.




Once again, left is new, right is old, yet again, modeled from scratch.
53  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 13, 2014, 01:16:23 AM
I almost read that nick as Segaman... oh it IS Segaman.

Anyway, I need a new SD card, so I'm gonna improve Simon's model in the meantime for practice's sake and would like feedback down the line. Keep in mind that I'm not as skilled in modelling ATM as I am in animating/PSAing.






Starting, once more, with the boots. Old one is on the right and/or the brighter colored mesh.
Once again, completely from scratch, though I used Ike's boot as a visual reference this time.
54  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 12, 2014, 04:58:07 PM
What's wrong with your audio? Might wanna check your dolphin settings sir.
55  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 08, 2014, 10:05:17 PM
So I'm trying the new build with a build with 51 CSS icons and I don't see any big issues....
The Toon Link EX module is working great with Simon so far too.
except for 1.

Is there a way to customize how the CSS icons are arranged when using the CSS Expansion thing? This big waste of screen real estate makes me really sad, as there's no reason to have them so small and arranged to have 100 icons, when I only have 51.
56  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 08, 2014, 06:28:17 PM
I noticed that everyone has icons and names.... did you find a workaround to the CSS file size/memory limits?

Cause unless you have some trick or used Extendedlz77, I don't see a way all those icons would fit within memory limits.

Also noticed the franchise icons being gone/ not there for the Ex characters.

Anyway, I'd recommend uploading the update ONLY if you have no console testers.
57  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 08, 2014, 12:44:17 PM
Wut

Mewtwo doesn't have a 3 hit jab combo, just 2 jabs and a rapid one.
58  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 08, 2014, 11:11:40 AM
Yeah as you may have noticed, I'm too busy with PM Stuff/IRL Stuff/Marvel to make a Toon Link EX module at this time.
59  Super Smash Bros. Brawl Hacking / Programming / Re: AI questions on: June 05, 2014, 12:52:31 PM
Weren't you experimenting with making AI act in a certain way (I think you had a video of a bunch of Falco's short hopping and using their blasters)?

How far did that go?

See Project M's AI for your answer.
60  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: June 04, 2014, 05:33:51 PM
-Major lack of quality PSAs (but I can't blame you, since there's only so few quality PSAs out there).

I just want to add an addendum to this. I think the REAL problem is that there are almost no PSAs that are up to the standards of today. There were decent PSAs back then considering our limitations, but many don't age well(thanks mostly to BB animation and the old inefficient importer we had to use) and barely(or not at all in some cases) hold up to today's standards.

Not only are almost all of the model import based PSAs STILL using old models that haven't been tristripped(Ryu/Wolverine), which will result in lag that shouldn't be there, there are also PSAs using old vertexes still (My old Sora/VJoe) that use size mods which are a nono in today's standards. Not to mention that they all need the Maya touch....

I think it would be lovely if many of the older PSAs got an update, even if it's just for tristripping the model/giving animations the Maya touch/bug fixes. I mean, I updated Gray Fox about 2 months ago, and it was a rather large one that improved the overall quality and also made him play better. It's not hard, just a little time consuming.

If anyone cares, I have a copy of the Ryu PSA where I reimported the provided model (no more lag), and added recolors mostly based on his MVC3 colors. I'm not putting it on the vault, but I'll share the Ryu folder if anyone wants it.
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