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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Wandering on: December 15, 2019, 06:13:08 PM
In this case, I don't mind if they complain or not, I'm not satisfied with the way he is either.  Lips Sealed  But I've been wanting to mess with articles, that also does not motivate me to work on Wesker right now. Besides... I think I played with him 2 or 3 times since I released the psa... that's how much free time I had.  Cool  I'd like to test him more and tweak whatever that's needed.
And I said that basically. I don't have Marvel vs Capcom, never played and it's hard to check the moves in youtube. If I had followed, it wouldn't feel like it... because I don't know what I'd be aiming for. They would complain anyway, so it's easier to do what I'm more comfortable with lol...


And also....


Damn... not ever thought this would happen again here...  Laugh
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / --....-- on: December 09, 2019, 08:00:04 PM
When marketing bots start taking over, you know the end is near.
Time for my next message in a bottle..

About Wesker
I didn't hide the animation problems he has. The reason I didn't fix them yet was because I was... lazy. And I got complains because I didn't follow Marvel VS Capcom's moveset, and that makes me think I won't please anyone by fixing animations since the moveset is "wrong" anyway, so I'm not feeling motivated to do that lately.
But I still have to honor Calypso's review and at the very least change the up-B for something else.

About Chris
Chris wasn't touched during those 7 months. I don't know how long ago I worked on him lastly. Considering what happened to Wesker, I have no reasons to believe it would be different with Chris. Basically nothing has changed concerning him.

If someone still doesn't know, I made a script to help remapping a character's soundbank id to another one, specially useful for brawlEx characters who use Snake' soundbank as a base. Credits for catscatscats for refactoring my code. It's not intuitive to use, don't feel bad if you don't understand a thing.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=218211

About psas... article and pointer wizardry have been two huge things that popped up and opened a lot of new possibilities. So far I didn't have a good opportunity to learn how to use the pointer one, despite being eager to do so. It has great use for special attacks, which are among the last things I do in psas, it would take a long time until I started messing with it.
Then... I thought about backporting. Animations take way longer than coding. If I could have the animations done quickly, I could get started quickly. After a month thinking, I chose greninja to be my guinea pig for those experiments. Not a character I'm THAT fond of, but the moveset is simple to replicate, won't be give much trouble to code. And I don't see many people talking about him, which is good for me.. less people to piss off with I'm gonna do. This all means it's not a 1:1 port. I'm porting the animations, not the moveset. I'll do whatever I feel like needed to learn wizardry. And to not waste the work, put those tests to some use, pretty much the same reason I did my infamous final smashes.

Depending on what I learn, I can maybe try someone more complicated. So I started porting the animations, which is great because I painfully learned how to port anything from blender/3ds/maya into brawl (and then figured out there was a tutorial for that already...).
I noticed that if I could spend like 15 hours a day working, I probably could fully backport an ultimate character under a week. Took me a while to master an animation optimization technique, but at the end most of the animations are between 9-14kb, I'm quite satisfied.

Then, I also chose to work on a draconic guy I felt could have a savage style, I never did anything towards a brutal approach. And started thinking about ideas for a demonic rat man I found, which has a very similar style to baphomet, but this time, I don't want to be limited by Dedede's quirks. Didn't really want to think on movesets before learning wizardry properly.
Reason I got more than one psa this time is because porting is not really "making" a new psa... the time to port is not comparable to make something new.

That's it, pretty much. Guess I've done more than last time.  Kirby Dance
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: April 09, 2019, 04:28:40 PM
Huh... no, that's not what I meant. That happened to my final smashes, but it was a few hundreds of idiots, not a few Grin

I mean this:
...
As for the others, I'm cancelling the release of this psa. Maybe not forever, but who knows. The beta's attention was worse than terrible. When I have my next work, I'll mention it here.

Worse than terrible meant it had like 12 downloads after a week or so after the release, a low number even for today' standards. And as usual, no feedback of any kind. If it's bad you can say, specially in a beta, I welcome it.
But staying quiet is the worse. And I really won't blame anyone for not wanting a random unknown character while everyone was striving for more shadows and sephiroth psas.
I like finishing my works before starting new ones, not keep going back to re-learn what I did to fix bugs/problems once every 3 months because people didn't give me feedback when I asked for it. I hate redoing things. So you guys can't blame me for not wanting to release it either.


That's why I cancelled it. I said you won't want it because of this:


But if you really want the beta, I can upload it again.
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: April 04, 2019, 09:07:46 PM
You don't want that.   Im srs here
That's an order.
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: January 25, 2019, 09:18:59 PM
It's 2019, so here I am.  Still like this place better than discord.

Here's what I got so far.:
Fake


Now.. I found this psa lacking, maybe because I did a lot more for Chris and Yoshi or I I don't know, I've lost creativity over time for some reason. I won't copy/paste the description, read if you want.

My brother finally finished Chris' video as well, but I didn't announce it here due to some unfortunate events that happened, including my father accidentally erasing my C:\ unit. While I didn't lost my finished work, I lost old files, scenes, old model files etc.. stuff that will make changes hellish when it shouldn't be.
I means Chris' on hold for who knows how long. If you want to see it, check the videos in my channel. At least, it will help you understand why I think this psa is lacking something.

Everything I want to say is on the video.
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 28, 2018, 03:32:17 PM
I think you should do whatever you want. If you're happy with your work, that's what is important.
The multi jump, at least king dedede, each jump subaction had a bit set that allowed him to jump one more time. Removing those bits also prevents the next jump from occuring.
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 19, 2018, 09:12:44 PM
I found interesting how you combined those effects.  Smiley Too bad I don't like god characters.

For your question, you can't do that because tilts/smashes actions are coded to send you to air state whenever you leave the ground while performing them.
In my koopa psa, I made a workaround during the attackHi4 subaction to make the character leave the ground, you can see there to make things easier. It basically uses a variable and change the action during an attack that occurs randomly, with this action being one of the special attacks actions, but it is only read when the action is triggered during the up smash. In this action, you can code your own physics if you have to.
It works, but perhaps you can do that with action overrides nowadays, I didn't have this option back then. But I don't know how they work, so far I never needed them.
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: April 22, 2018, 03:14:39 PM
Chris' only problem is that I managed to change Snake's grenades to give him several types of grenades you can choose to throw. You know... to mimic RE5 and RE6's grenade types. And randomly one of those grenades get stuck on the ground and the game crashes if you pick another.
One of those bugs I can fix in 5 mins or 2 months, depending on how lucky I am. Not very lucky, lately.

I used Ike as a base for Wesker, since his fighting style is not based on projectiles. Plus, Ike has a pretty small motion I can use to boost a little the texture quality.

I downloaded those voices from youtube, don't worry. Smiley But if you for some obscure reason have his combat voices (punches and kicks) from RE5, that would be awesome. I managed to extract Chris' voices from RE6 using a now forbidden tool from their modding community. Unfortunately, there's no Wesker in RE6.
9  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: April 20, 2018, 10:51:38 PM

Hello for the remaining ghosts that are still haunting this place.

I didn't stop modding brawl, but slowed down considerably.
I bring some news at last...

-Barely any progress was made with Chris since my last post here. My brother is in charge of making his video. Until he makes it, Chris won't be released.
I have no clue when that will happen. Probably 6 months+ from now. I wouldn't wait for it if I were you.

-I ultimately decided to not release the neo yoshi psa.

-I updated a little my Koopa psa, mostly tweaks. It's on my vault.

-I started a Wesker psa some time ago. Made his soundpack, imported the model, blah blah and already coded half of his attacks.
Chris is an abnormal case. Odds are I'll finish Wesker before him. You don't have to trust me for this one, but that's the truth.


That's it, basically. To be clear, I didn't cancel Chris.

See you in 2019(?), if I live that long.  Cool
Or I may post some animations here, sometime. If brawl lives long enough as well.
10  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: March 29, 2017, 09:11:00 AM
I see Chris made an appearance in your latest video. Your characters are always interesting. You put a code in for the fruit?
After all this time, I had to show he is real.
I didn't understand what you meant with the code, but in most ways I can think, the answer will be yes.

Anyway, how did you do that you did at 12:18 of the video, the effect that makes the character look like it has afterimages. There seem to be many possibilities in coding that I'm not even aware of.
That's not coding. It's just a graphic effect that does that. A pretty big one.
11  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: March 23, 2017, 11:23:05 PM
! No longer available


I mentioned about this once. It's not finished and it's bugged. And no, I didn't gave up on Chris to do this. It's a secondary thing I've been doing slower than ever since 2015. It consumes time, anyway.
BUT I'm showing one of the many reasons for my delay. I always loved SMW2 and is what made me do it.
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Mortimer's Thread - Working on Chris Redfield on: February 22, 2017, 10:35:09 PM
Just to let you guys a bit more safe about this, let me say I never gave up any of my works so far. What I start, I finish. It doesn't matter how long it takes, I'll get this done. And here's just to not say I never showed anything. I found this screenshot in my dolphin folder.

I managed to turn Snake's Cypher into a parachute which I got from GTA. And that's another alt too.
13  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haru Akenaga Character Mod Pack (Brawl Version) on: February 22, 2017, 10:27:10 PM
Future Haru will not gain levels on his own though. This way you can spend time camping to get your strength back, yet the opponent can take advantage of your limited options. While it's going to be hard to start off the match, it becomes a metagame of 'can we deal damage before he levels up'.

So it's a double mode in one character. I won't argue about the way you want to do things, just expect comments like how "non-competitive" that is.
Personally, most of what they call non-competitve I call as an excuse they use to cover how bad they are controlling the character under different and unexpected situations. "So, since we don't know how to handle this, let's only play in flat platforms to make things easier." I'm saying this because you have some amount of work already done, and see something new worth using nowadays is a miracle. Don't give up.  Cool
You can do that if you wish, just be careful with the filesize. A thing I just thought reading this would be using the child form as a training stage. For example, if you use more side tilts, then, in the adult form, your side smashes will be stronger. This will make harder to balance it, though, but could give some good meaning to the child stage.
14  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haru Akenaga Character Mod Pack (Brawl Version) on: February 12, 2017, 08:39:34 PM
Some can have 3 movesets, yes. But that's for the attacks only. From what I have animated so far, I can safely say you have enough space to animate every attack twice at the very least. But if you make different animations for them, you will have to make all of them: waits, wins, entry, ledge grab, falls, damage... literally everything. You won't get even close of doing that before you run out of space, not to mention the absurd amount of work you will have.

If you don't want use codes neither switch characters, the best you can do is make them the same size. Change the face and outfit if you want, but let them be just like the koopas up there. It's not exactly what you want, I know, but I think the work just to have a smaller model is not worth doing it. Really.
15  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Haru Akenaga Character Mod Pack (Brawl Version) on: February 12, 2017, 06:00:51 PM
I'm really having trouble to understand your logic behind this.  Roll Eyes

So let'see, if you're trying to use the big kid model as a "decoy" for the translation problem, that's not going to work. It's not a matter of what's attached in what order, the problem is you will have bones that simply won't match the articulations of a human. The vertices won't sorround the bone, and then you will create a streched/molten/squeezed effect in the polygons everytime you rotate a bone. Even if your model is correctly positioned, to avoid the translation problems, your rotations will get all screwed up.

Also, since you're using one bone set, there's absolutely no need for a big kid model to do this. It's 100% useless. You're just throwing your space in the trash.

If you didn't understand what I mean, tell whoever who is working in the 3d model to translate a little the model's meshes (or scale them) and rotate any bone with something rigged on it. It will have the same effect.

By the way, I'm going to travel tomorrow, I won't be able to help you in the following 10 days.
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