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31  Help & Tutorials / Help / Re: Game crashes when Samus does final smash on: June 24, 2013, 08:41:21 PM
I should probably point out that the .pac file needs to be decompressed.
32  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 23, 2013, 08:35:47 PM
No it's an edit to the files and animation to have more expressions, like being angry and sad in certain animations. I can test it if you want. Grin

I'm all good.  I can easily test out my hacks with an emulator at any time after all.
33  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 23, 2013, 05:34:35 PM
It may have taken me a lot of days, but my Kirby Updated project is almost set to be released.


All that's left for me to do is to double check my work, and I should have the project released tomorrow at the latest.
34  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 21, 2013, 09:45:22 PM
My Kirby project is near completion now.  However, while implementing new PAT0 files onto certain animations, I found out that the custom PAT0 files that I gave to the Kirby Hats will not work outside of the MotionEtc file, unless they're the ones that do affect Kirby's model; Ex.: Donkey Kong.

Anyway, I just need to run some more tests, and do some final tweaks before I can release the project to the public.
35  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 20, 2013, 05:49:21 PM
Progress report on my Kirby project...



Texture changes are working just right.  However, I had to reduce the file size of the .pac files, as Kirby is now given "6" eye expressions; the eye textures are set at 64x64 pixels.



The PAT0 editing is paying off, as the PAT0 addition that I gave to one of Kirby's animations is functioning just right.



The second new eye expression is also working.



Final Smash eyes aren't seeing any issues, even when using the new eye expressions.

The project is still under construction though, as I still need to cover the Kirby Hats.  Regardless, the project is at least looking very promising, despite of the texture quality reductions.
36  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 20, 2013, 11:00:13 AM
Here's a new project that I've started working on...



What I've been doing is giving Kirby some additional eye emotions for some of his attacks.  As you can see on the BrawlBox preview, Kirby is now showing an angry expression when he does his f-smash attack.

Now, the project will take me a good number of hours to complete, as the eye expression additions will affect all of Kirby's color slots.  This in return means that I'll be making recolors that support the changes.

I have yet to test the changes in-game, however, but I'll display my progress as I get closer to its completion.
37  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: The Official cBliss Character Recolors Project on: May 31, 2013, 06:14:53 AM
What tends to bug me is how Donkey Kong can get away with having different hair colors (even going as far as having green hair), and yet the Pokemon themselves can't have that similar treatment.
38  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: The Official cBliss Character Recolors Project on: May 30, 2013, 05:52:36 AM
I think you've forgot to include Kirby's Oimar cap when you made the following quote.

"For Kirby, each recolor needs to include the costume specific Kirby hats for DK, Falco, Jigglypuff, and Snake."

The Olimar cap also affects Kirby's model, and as such, needs to be altered as well when recoloring Kirby.
39  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 24, 2013, 06:18:37 AM
Bug report.
1.Open .pcs file
2.Misc>Compression>LZ77
3.Save
4.  Oh shi~

It's probably a fluke, as I never had that problem when I saved my .pcs files.  Then again, I've tend to alter the .pac files and save them as .pcs files afterwards.
40  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 21, 2013, 03:23:16 PM
Quick question: how do you change vertex editing from translation to rotation?

As far as I know, there's no way to rotate vertex points yet.
41  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 20, 2013, 11:13:50 AM
That seems rather redundant to do, since you'd more than likely be more accurate with your portrait creations with an image editor anyway.
42  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: kirby's return to dreamland files on: May 20, 2013, 06:24:10 AM
You need to decompress the files individually.
43  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: kirby's return to dreamland files on: May 18, 2013, 05:11:23 PM
You need to get hold of Revolution SDK (Google it), and decompress the files with ntcompress.exe.  The compression setting that the Kirby's Return to Dream Land files use is also used by the Mario Party 9 files; -lex.

Just be aware that the character models will be quite small when you view them.
44  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 16, 2013, 06:03:35 AM
I don't know if this is already mentioned, but some model imports look messed up in v0.68b, even though they work properly with v0.67b.
45  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68b Updated on: May 07, 2013, 06:11:12 AM
That's not a bug; welcome to the future. Hexing vertices is completely unnecessary now that we have a perfect MDL0 rebuilder, a model importer, and a built-in vertex editor. I've even been thinking about removing the asset nodes altogether soon, since you can't edit them directly anyway. The only thing I would need to support would be renaming, exporting and replacing them.

I guess my main concern is if you wanted to merge certain vertex hacks together.  Hex editing would be quicker in that situation.

But I guess that can be left up to v0.67b if hex editing vertices is obsolete now.
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