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61  Help & Tutorials / General Tutorials / Re: The 1 player Mode File Modding Informational and Refence Library - Event Matches on: June 03, 2014, 10:31:13 PM
I don't know if this works with CBliss costumes, but I CAN confirm this working with stages added by Stage Roster Expansion. The ID you use for SRE stages is the stage ID you use in the Custom SSS code. You can even have expansion stages loading in Classic and All Star too.
62  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 26, 2014, 02:36:40 PM
Laaaaaaaaaaaaaaaazy

jk, it fits nicely

Good to see that you're having better luck than I am.

Speaking of my luck...

http://youtu.be/_VQi2IXhCJw

Jecht Shot with it's final animation and damage. Just need to make sure that the gfx actually works correctly and doesn't spaz out or start doing whatever it's doing...


OK A few things.

1 - Tidus should run faster; in FFX and Dissida, he's among the fastest characters in both games, he even runs faster in EX mode. I would say to make his running speed around Marth's.

2 - Check what bone the Blitzball GFX is on. If you animate a HaveN bone to be the blitzball bone for that animation instead of animating the Blitzball GFX itself, you probably won't have that issue. What I would do is have the Blitzball GFX simply be it spinning in place while the movement is done via the HaveN bone you want to attach it to.

3 - The Blitzball.... oh boy
If you aren't using Link's articles for it.. use them!
Just put the Blitzball mode over the article of choice.
You have 2 options:
1 - Using the arrow article; it's possible to use the arrow article to make a simple projectile. You can simply make a special where he simply kicks a BB at an arcing angle which you can control. You can also code in a similar way I coded Simon's Holy water. All of this can be done without the Bow's help IIRC.
2 - The Boomerang; should be self explanatory, just slap the model over the boomerang model itself remove the wind effects and change the hitboxes. Then you can have a special where he can simply toss BB Wakka style and have it come back to him like the Boomerang.

Of course, you do have more options, like you can use the Rang for Blitzball, and the Arrow article for something like Energy Rain's projectiles......
63  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Waluigi PSA. Hey look an ALT what makes Waluigi look like a biker on: May 11, 2014, 11:01:05 AM
He's not joking, that's actually a dumb typo the Brawl devs made.

I remember for about 2 years, a user named MK26 had an avatar with a fixed typo and a location with the link to the fix. XD

Guess they shouldn't have outsourced development so much.
64  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.02 patch on: May 10, 2014, 07:54:17 AM
tried to join PMBR, but appearntly I am not the one they are looking for so... "better luck next time" for me

a question through, is it possible to have one ISO thats only for regular brawl while another ISO thats only Project M? cant set it to work :Y (not asking for download it, more of how to set it uo)


Well if you follow the Project M Dolphin Netplay guide, you can embed Project M's assets and codes into a Brawl ISO.
http://www.reddit.com/r/SSBPM/comments/1t4iab/project_m_30_netplay_guide/

You're on your own when it comes to getting the needed materials though.
65  Super Smash Bros. Brawl Hacking / Programming / Re: Project M Codes on: May 07, 2014, 12:17:53 PM
Yeah article data is still really sparse and limits all of us with what we can do.
I'd love to be able to add actions and subactions to them cleanly while being able to open the PSA file in PSA.
66  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Tabuu's PSAs. Tabuu revamp previews in last post. on: May 07, 2014, 12:47:10 AM
Use OpenSA2 to check the params. To call the sword trail, you need the correct ID.
http://opensa.dantarion.com/wiki/Traces
67  Help & Tutorials / A/A Tutorials / Re: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: May 06, 2014, 12:33:22 PM
If the wing and tail bones weren't used in the IK Rig, then it's meaningless to bake those bones.
68  Help & Tutorials / A/A Tutorials / Re: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: May 06, 2014, 11:49:28 AM
I was checking to make sure I had everything set, but then my Maya crashed (and I forgot to save), so I lost the Animation. :\

But I'll try making another Animation and doing that in the future.

Agghh. That sucks.
Take it from me, when you finish an animation, save the scene as a backup BEFORE you bake it, then bake it and save that as a separate scene. It's always good to have a backup of your animation in case things like this happen.
69  Help & Tutorials / A/A Tutorials / Re: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: May 06, 2014, 08:56:01 AM
Very weird. Have you checked those bones in the graph editor to see if the other Axis' are keyed properly?
70  Help & Tutorials / A/A Tutorials / Re: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: May 05, 2014, 08:43:58 PM
The thing about those Control Rigs is that with the when you rotate something past 180, it'll snap to -180 and then back to 0 when you do a 360 instead of it passing 180. If you want a 360 spin, you need to have some in between keyframes on the control rig with rotations like 90/180/270 and then 360.
71  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 05, 2014, 01:24:02 AM
You know what would be awesome? When May 20th comes and someone makes a code that allocates the memory once used for Networking and divides the 1.4 MB space allocated for network up between module memory and FighterResouce2 for all players.
'Cause once Wifi is shut down, the Network coding is just wasting space.
72  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 05, 2014, 01:02:03 AM
Bad news time. It seems that after doing some calculations when making Sora's faces and whatnot, I won't be able to fit the Final Form in the normal costume files as it will raise the file size too much. The faces are rather borderline as well, because Sora's face has a LOT more facepoints than normal Brawl faces do....

I wish I could fit 2 Pits within memory because then I would just have the Final form be Sora's Wario Man, if you catch my meaning. Lemme try to see what FitPit's file size is after I remove Pit's external GFX since Sora ain't using any of them aside from Side B's GFX......

Nope. 0.351563 MB is too much still.....
73  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 04, 2014, 05:53:57 PM
Whichever one fits more. Doesn't need to cover the whole top of the screen, just the area above Mega Zard.
74  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 04, 2014, 05:33:24 PM
That would take forever to find.

Though I did change the color of the screen tint.


The lighting effect is it's own separate mdl0. I'm sure it won't take long to find since it only exists at the ending of stages.

..It's called gr2_goal.mdlo.
75  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: May 04, 2014, 09:21:32 AM
Is there anyway to make this code compatible with BrawlEx Characters

Melee Air Dodge Code
Maximum snippage
For reasons unknown, codes like that and the S-Cancel code do not work at all with the Ex characters. I don't know why honestly.
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