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91  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Metal Gear Solid Needs More Hack Representation! on: April 25, 2014, 01:55:54 PM
Think of it like the old jab, which would be like MetaKnight's jab, which loops when A is held.
92  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Metal Gear Solid Needs More Hack Representation! on: April 25, 2014, 12:30:04 PM
He should still work over MetaKnight just fine, though he won't have the WallJump or 3 hit jab.
93  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Metal Gear Solid Needs More Hack Representation! on: April 25, 2014, 03:36:52 AM
Me neither. Worse than Rule 63 IMO.

BTW I released a Gray Fox update before the Site Full problems that's been going on this week:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203315
94  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: April 22, 2014, 11:16:08 AM

Will there be a non BrawlEx version for people who uses Riivolution?

He should still work over Meta Knight just fine if you rename the files, but he won't have a wall jump or 3 hit jab without this code:

Meta Knight has a 3 hit jab and Wall Jump:
04B0B714 00000003
04B0B734 00000001
95  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: April 21, 2014, 08:53:18 PM
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203315

Yeah I decided to release Gray Fox. This is the Bronze version, which means this will be the third to last revision.

Keep in mind that Gray Fox will play a little different than he used to, but these changes are for the better and make him more balanced while still being able to put up a fight against Brawl's best characters.
96  Welcome / Rules / Feedback / Brawl Vault / Re: Could we get a "Project M certified" stamp of some sort on BrawlVault offerings? on: April 20, 2014, 04:03:18 PM
Just add a icon to the vault warning users if it isn't PM compatible that the ULer would specify. IT can be done similarly to the Wifi Desynch icon.

If any existing hack isn't compatible, just report it and it will be up to the ULer to put the notification up.
97  Welcome / Rules / Feedback / Brawl Vault / Re: Could we get a "Project M certified" stamp of some sort on BrawlVault offerings? on: April 20, 2014, 02:11:05 PM
wat
Almost any hack that works in vBrawl can work in P:M.
Not exactly.

PM has character specific codes, codes that require certain extra cosmetics in certain areas and files, and has a slightly different variable usage system meaning anything that would rock the boat(Specifically certain character PSAs, Costume Hacks and Models that disable bones and Cosmetic Assets that don't use PM's version of said asset as a base ) is almost guaranteed to malfunction and/or crash.
98  Help & Tutorials / Model Tutorials / Re: Rigging and Importing in Autodesk Maya on: April 20, 2014, 12:42:43 PM
When I import the model into Maya, it doesn't show the texture, but shows the mesh and bones as wireframe. I can't see where the weights are.

Press 6 to show the model and texture. You can't be in wireframe mode if you're trying to edit weights AFAIK.
99  Help & Tutorials / Help / Re: Hacking Wii U For SSBB Help on: April 19, 2014, 11:06:07 PM
I got the newest RiiVolution for wii U's vWii but it freezes at the strap screen. I tried gecko for wii and I get to the menu but I can't select anything cuz my wii mote loses connection with the wii u. What do I do? Where can I find Gecko OS for wii U or a riivolution that works? Please respond.

I don't think Riivo will work; I remember an update on the Wii(I think it was 4.2) that disables the ability to properly use Riivo.

Also, the reason your Wiimote isn't working is because you have one of the newer Wii remotes with Motion Plus built in which isn't compatible with Gecko and most older HBC stuff.

To get Brawl mods of any kind working on the Wii U, you NEED an older Wii remote without motion plus built in.
100  Welcome / Rules / Feedback / Brawl Vault / Re: Board Problems, Suggestions and Updates on: April 19, 2014, 06:32:30 PM
What was very strange is that the Error wasn't the usual; it said your site was full....

What?
101  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: April 18, 2014, 01:25:52 AM
The new SpecialFall.

The new LandingFallSpecial.

The new Up Angled Fsmash.

I'm done with new animations for now. I'm just doing fine tuning with the hitboxes and GFX.
I just need to get sounds up and running somehow....

Meta Knight has a lot of empty slots. Maybe I can use them to insert Gray Fox's sword sounds and keep him mute...
102  Help & Tutorials / Model Tutorials / Re: Rigging and Importing in Autodesk Maya on: April 16, 2014, 05:15:16 PM
Check your Shader in Brawlbox.
The initial Shader Brawlbox gives you is a little strange and will do that.
103  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Waluigi PSA. Updated OP. on: April 16, 2014, 12:52:57 PM
I assumed as much



Which specific flag? Unless you can't reveal that?

I love you kjp :V

I can reveal it, but you MUST know binary as the flags are in binary. Bits 15 and 16 of the flags dictate if the hitbox can hit aerial or grounded opponents respectively. In other words, convert the 4th digit of the flags to binary and check the last 2 bits.
104  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: April 14, 2014, 10:00:14 PM
This was a pain in the @$$ to get it to look passable. Over Peach BTW, Ice Climbers are no longer the candidate for this PSA.


Wasn't able to make Luma spin, but it isn't noticeable in game.


Trust me when I say that others WILL notice it.
Most of the time when I see that saying over here, others DO notice it.
I recommend trying to fix it.

EDIT: I finished the new SpecialFall, however....

I forgot to animate a new Up Angled FSmash... so that's what I'm doing.
105  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: April 14, 2014, 06:48:19 PM


This is pretty much why Gray Fox's new update hasn't been released yet. Everytime I reanimate or make some new action or special, I get the urge to reanimate another that is tangentially related and it escalates from there.

For example, I wanted to animate a new Bthrow, which led to me making new Grab and Pummel animations so that the transitions are clean and bug free, which led to me making a new Uthrow and reanimating Dthrow.

Another example would be the new Neutral B(which is completely different) and his new Up B, which has me making a new SpecialFall/F/B, which will lead to me reanimating LandingFallSpecial.

I'm gonna do my best to wrap this up after LandingFallSpecial gets animated.
I've taken too long with Gray Fox already.

For those that are curious, his Neutral B is now a Dive Kick.

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