What is that freaky goat head character that shows at the end of the Final Smash videos? (In case I want a little extra creep in my game)
It's a model I just used for the video endings. But I ended up liking it after that, and my current project is actually a psa based on that character. It's nearly finished, so it shouldn't take too much before I can show something about it.
Do you still plan on releasing any of your hacks from your videos? I'd love to use that snake Metal Gear final smash.
Well, that's possible. After those months I saw a good chunk of people that would like to use them. I'll think on that as soon as I finish my current project.
Hmmm... I still wonder about that Koopa PSA you're planning
I've got the psa all done in my head, though I still didn't even start it. But I plan on using Maya on this one, what should make things a lot faster. And I still need the model. If the subspace model had fingers I could polish that model a little and use it. I'll see if Mario Party 9 can help me on this matter.
Peoples. Firstly, I must say I'm sorry about this error. When Renova told me about it, I thought it was some textures from some external graphics that weren't being read by the game, not the stretching thing. It didn't happen to me, so I didn't know it was actually occuring. Fortunately, thanks to Zutox, who told me that 2 days ago and tested the files while I tried to fix the bug, it's now gone. So yea, that's not a rel port issue. For those who downloaded it before, I uploaded the psa again with the fix. And this time I included the sawnd file in the zip, since there's no need to use bnk anymore. But still, the up-B has the same problem. And also, for those who downloaded, I'd like know mostly about knockback issues on this psa. If it's too strong or too weak, if the excessive knockback compensates the difficulty to hit opponents with certain attacks or whatever you may have in mind. I'm really not used to vBrawl balacing anymore.
Does anyone have a waluigi sound pack for the old toon link hack that someone can send me. A good sound pack that completely replaces toon link's voice and sfx. Also, does anyone know if there is a crowd chant sfx for waluigi in a brawl match? Well I ask that bc otherwise they will shout out "Toon Link, Toon Link"! I dont want that neither would anyone else. So I request a good soundpack with a crowd chant for waluigi. thanks:)
I still have it in my vault. I released it some ages ago, but it's in 4shared, so you will need a free account there to download it.
No I have not. What Maya version are you using? The importer doesn't really support versions not 2014.
The more information on the situation you are in and what you do to bake and export, the more accurate my diagnosis will be.
Yes, I'm using version 2014, and also the plugin that comes with it already. I followed the tutorial without any doubts until the "Baking and The Graph Editor". I made just a single translation on the TopN bone to see if it would work. It also changed the values on other bones, but then I tried again with this bone only. I believe you said to select only the rotations for the other bones because we usually don't translate the model's body parts during animations. So, on this case, I didn't select the rotation values, as I just translated TopN. I also checked the interpolation graphic and it seems fine. On the exporting section, I put the time slider at the first frame, both on the frame bar on the bottom and on the Time Slider settings.
Important: I made more tests and realized that the values were not being multiplied by 10, but any numbers with commas, like 74,44, have their comma ignored and are imported with the value of 7444. I didn't find the reason of this, though, and doesn't seem to happen while importing the animation back into maya.
Sounds like a different unit of measurement. I'll have a dialog in the next BB update that will let you apply a conversion factor.
Thanks for sharing the info. But still, if that's the solution for my problem I still would have a hard time fixing every key frame, as they don't have always the same amount of digits.
I have a small problem. I even managed to export the animation with Maya, but after importing it in Brawlbox, for some reason, every keyframe value is multiplied by 10^7. Did you encountered this problem on your tests?
Man i really would love to see some of this final smashes incorporated into stages, what i mean for example: image Kraid being 4th player, CPU And all he does is as soon as the match starts, he goes into the background and starts attacking the other 3 opponents in the stage kinda like using the 4th player slot as the stage collision main it would be a project i know, and it would require codes and stuff, but i think it would be kinda cool to see it happen if people are interested in it i hope u guise know what i mean, and i think ur work would be perfect to make something like this possible
Must say that's a pretty interesting idea, though is far beyond what I can do. What's possible, I think, is to let the fourth player have an endless final smash, and let the cpu keep attacking while the others fight. The problems with this is that many graphics are on the final.pac file, because the char.pac doesn't have enough space to keep them. And you also would have to always make timed battles, because the fourth player would never die, and that would require AI editing as cpu sucks using most of those FSs, and I don't know if it's possible to create certain conditions on the AI file when a certain variable is activated.
I wouldn't mind of anyone doing the images and stock icons. I don't have skills neither patience to do that, anyway.
I'm trying to do that now, but I'm not sure what I need to import into it. I did the textures in texturedata[0] and the texture folder in modeldata[0] -> fitlucario00, but it still looks exactly the same.
Also, i don't see your .sawnd file on the brawl vault yet.
edit: I figured out the problem. It's because I ported him over to game and watch with a rel, and apparently he only has one costume slot O.o
That's interesting. Didn't know costume slots were also affected by rel files. By the way, the only file you really need to replace is the one called "M" in the texture folder. If you just replace it with the other recolors, you will erase the skull graphics and possibly will have problems with the eye iris. Also, the .sawnd file in on the "SFX" section, not in the characters.
When I said "Projects like this", I mean if you had other PSAs projects... And it seems you have some... Koopa PSA with both Koopa sounds interesting, though Hammer Bros would be more interesting since they actually "fight".
Sorry by ignoring your post, I saw but forgot it On that point hammer bros are more interesting I agree, but I also like the character of Koopa Troopa more than hammer bros, so it's unlikely I will do something with them.
Gotta say, that Bowser FS getting help from Kamek is epic as hell I cant imagine how that final Smash would look like if you were using Godzilla instead of Bowser
About some of these mods being overpowered, it would make perfect sense into somehow incorporating them to a unique Boss mode gameplay. Nano once wanted to replace all Boss characters with model imports if i remember, PSA for Bosses?
also looks like the Dry Bones model has some shading issues(particularly on the face), i thought it was updated<.<
Thanks for appreciating the fs. I think that's also one of the most fitting smashes I made, though there are more rocks falling there than what you can see on the video, thanks to the small stage. As for bosses psas, the final smashes are overpowered on the video because I wasn't in the mood to adjust them all to make the video. They would be released in a much weaker and much more balanced state. And yeah, Dry's jaw gets weird on some stages. It's possible I used an old model so you can blame me for not picking the newer one, if it changes anything.
Well done. This PSA plays so well I'm leaving Dry Bones a place on my roster permanently.
While I do disagree with some of the knockback values, thats simply something I can change in PSA myself so its no big deal.
There's way to many things I love about this psa. The alternate attacks keep me returning to the thread asking myself, "WTF was that?!? Was that supposed to happen? That was awesome!"
The animations are well done and the taunts are so fitting.
I do experience some gfx glitches upon using Side Special and the Special N "Bone" has randomly gone invisible in battle, but I'm assuming thats because I have the character rel ported.
Not being able to use UP Special repeatedly while grounded is an annoying glitch seeing as how thats a very good move, but I'll live without it.
Can you provide a sawnd file in the download instead of the bnk?
The bnk method is no longer the standard lol.
Again, well done.
I really got used to consider vBrawl completely unbalanced, so yeah, it's very possible I made some mistakes on the knockbacks. Glad you liked the alternate attacks. I had this idea thinking Luigi's side B missfire attack, which is a strong attack that happens occasionally. Of course, the chances on Dry Bones are pretty low because I play long fights, but I also didn't want to raise them to avoid making the psa too overpowered. Since I didn't know what to do, I decided to just leave them the way they are. The bone bug is probably due to the rel port, unfortunately. That never happened to me before. Animations always take a long time. Sometimes they look good in brawlbox and look odd in gameplay, or vice versa. They usually take me 2-3 hours for each one. The Up-B is something weird, because CPU can do it as many times as it wants, what doesn't make things easier to look after. I didn't know .bnk wasn't being used. I thought it was more popular now, even though I don't use it either. I'll try to upload it tomorrow, then.
I'm trying to port your dry bones over game and watch using the perfect rel plug & play thing (http://forums.kc-mm.com/index.php?topic=53347.0). All the moves are working, but when I use side B, some extra texture appears all over the stage, moving with me for as long as I'm in the shell. I'm assuming I have to change something inside the rel file, but I'm extremely new to this. You wouldn't happen to know how to fix it, would you?
Also, any chance the recolors for luigi will work on this (doubtful?)
I never used plug&play before, sorry, and my rel file knowledge is near zero. Those bugs appear to be different depending on the character you port them over, so it's impossible for me trying to fix it. But, if I'm not mistaken, that model over luigi is the same as this one. It's possible you can use them, but you must extract the graphic of the texture with brawlbox and import it on this one, because I had to add bones, what will make your game freeze while using the flamming skull or the alternative final smash, at least.
That snippet at the very end of the Dry Bones video. Is that what his final smash is going to look like? Because if it is, that would be the best damn final smash I've ever seen in my life.
That's not his final smash, it's just the ending I made for the video. His final smashes are on my final smashes videos, if you want to watch.
I just submitted the PSA to the vault. I made his secondary final smash only happen after 100 damage. Hopefully, there's no problems with it, but if anything happens, please tell me.
Looking forward to it!!! This'll be a great weekend.
Is there a way I can rel port it so it doesn't have the gfx glitches for host vs clone?
I don't know about that. You'd better ask on the port thread, because anything I say here would be a guess. Have you tried doing it with someone recently? I thought this problem was fixed, at least for Lucario.
Hahahahaha! Does it fall like this in air, too? It's great! By the way... Do you have other projects like this?
I honestly didn't think about making this while he is in air, but that's probably a bad idea. You could be KOd many times by people jumping at you while you were without a platform below you. I would need to make him fall on the ground before he could regenerate. Would look nice, but I'd better leave it like this. I have planned projects, indeed. I want to make a psa for the goat creature I used in the endings of my fs videos. I like that model for some reason, but would be almost an original creation by me, so it may not be very popular. But, I don't really care. I do what I like doing. If, by "like this", you mean a Mario character, I already thought on making a Koopa Troopa psa, since it's similar to Dry Bones. I like duos, but not "clones". The moveset would be different with some similarities in the animations.
Yeah, the Final Smashes in the 2 videos look like they'd be a very fun spinoff, I'd have fun with them in a seperate Brawl, and I have a large enough SD Card for a few versions of SSBB.
I appreciate every support. Thanks.
I removed the electric effect of most attacks already, and I made this also:
It's a bit small because of the file size limit imgur has. It's supposed to happen occasionally when someone jump on Dry Bones. I know the way he stands up again may look a little odd, but that's more or less how it happens in Mario games. I think I may release him this weekend