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31  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Sol Sanctum- Daily Updates- Another M:OM Samus preview!!!!!! on: July 31, 2011, 02:16:50 AM
Here's one last preview of the M:OM Power Suit.




The PowerSuit texture needs one or two very minor 1-2 minute changes, then it will be finished.
I'm also making Varia and attempting M:OM's gravity suit (Varia with a purple glow/shine).
32  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 31, 2011, 02:13:06 AM
I'm calling the Power Suit finished. I still need to make the visor and lights a little more green. The last hue changes I made turned them almost completely yellow.

Here are some pictures.






I'll make that one little change I mentioned earlier then make the Varia and attempt the M:OM Gravity suit by applying a purple ref (might not work).

I thought I had a screenshot of the new back but I guess not.
It looks "ok". It could be a lot better, but it is at least somewhat accurate now.
33  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 31, 2011, 12:11:34 AM
K now from my testing...

F-smash puts the missle on the barrel of the gun. It never leaves.
While the missile is out in the manner, you can no longer use normal homing missiles. Probably because it is reading that the missile has already been summoned lol.

The infinite n-air gfx looks different for some reason.

up smash and screw attack have the wrong gfx.

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I don't see how you could implement speed booster as the f-smash without making it take you too far forward. I think it would work best as a dash attack with no momentum stop. As in you would just go through the opponent with it, damaging them but doing no knockback.

How about using Screw Attack as the f-smash as well? Make her screwattack forward (one bounce) about the distance of Wolf's forward smash, then make another bounce back into her original position. The first hit doing some damage and have knockback on the part bounces back to her original position.

Otherwise, I would rather just keep the f-smash as her default gun-punch. It's fitting enough.
34  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 30, 2011, 11:50:51 PM
Blade did you ever try to figure out what's causing the infinite gfx on n-air? Or were you waiting for this .pac first?

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We need to brainstorm for a new f-smash then.
35  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 30, 2011, 11:39:16 PM
So we aren't going to have missles on the forward Smash. What are we going to do with it then?

I can test in now too if you want.
36  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 30, 2011, 11:24:16 PM
I would try to finish up the texture tonight, but there has been an incident with my extension cord.

So I'll be able to texture for an hour or so, then charge my netbook. Then wait until it's fully charged and get back at it again.
I don't know how many hours of work is left, but I would assume it's more than I'll be able to do on one charge.
37  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 29, 2011, 11:17:18 PM
It took a lot of work and up close it's a mess, but I finished the back. I'll get get back into the textures later tonight or when I wake up in the morning.

So we're just waiting on DO right now?
38  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 29, 2011, 10:03:28 PM
I liked the jets too, but I can make the back accurate now without worrying about them.

I tested a little more and the 1hitko is only a 1hitko with Samus.
If any other character grabs a Samus which currently has the infinite gfx, their throw is messed up. It involves them teleporting Samus around, but it doesn't 1hko. If you throw them again it doesn't do it. It is only the first time Samus is thrown while under the influence of the infinite gfx.
39  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 29, 2011, 09:46:19 PM
Sounds good.

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I'm going to attempt to fix the back now that the jets are gone.
40  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 29, 2011, 09:29:55 PM
Anyways, I'll make those changes after DO makes changes to the files.

And I have to look through the common_3.pac(?) for the screw attack effects.

@Weyard: So if we fix the N-air glitch, it may fix the 1HKO?
The infinite gfx caused by shorthopping the n-air is the only way to replicate the 1hitko upthrow, so yes.
41  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 29, 2011, 09:23:47 PM
Everything Aether said.

I'll clarify about the 1hko of the up throw though.

If the opponent is also using Samus and has the infinite gfx on their cannon (meaning they shorthopped the n-air at some point), they will be 1hko'd if you up-throw them.

In other words, it isn't a problem unless you are both using Samus.

Pretty much all of this, but I can't get her to OHKO anyone with her Up Throw. /:

Didn't notice the shield thing.

I mentioned the Up Smash's odd hitbox and the Final Smash thing.

And do you mean Side Taunt?

The flags are also still fire. Not electricity. /:
He was using gamecube controller and said it was down taunt, but I used sideways wiimote and the taunt in question was side-taunt for me.
We're talking about the beepboop taunt. It still shows the opened up gun thing.

The N-air is really interesting right now. It hits in a completely different path than before. Before it's easiest hitbox was forward and down a bit, now the easiest hitbox is somewhere behind you. It's odd and I like it, but it is causing problems. If you can't get rid of the infinite gfx problem, you might wanna replace it.
42  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 29, 2011, 08:39:03 PM
We'll do a thorough test run right now.

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The helmet cleaned up very well.
I still need to do some work on the shoulders.

DO, you will be removing the "jet" gfx from her jumps right? If so, I'll also need to redo her back now.
43  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 29, 2011, 08:10:52 PM
The wait is over.

Sorry for the wait, guys. I had to work a little late today. >_>

xZed, you go ahead and test Blade's newest .pac right now, since I can't at the moment.

If it's still too large, I'll consult with DO to see what the easiest way to lower the file size would be.

And Weyard, the model looks perfect. :]

Can't wait to see what kind of recolors are made.

As for the SFX issue, don't worry about it too much. It's not as important at the moment.
And it isn't even finished yet Cheesy

I'm lining up vertices right now. Haven't done any more work on the texture yet though.

I would go test as well, but I can't get to my wii right now.
44  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 29, 2011, 02:51:10 PM
I'll wait for the newest fitmotion before testing.

does this .pac have the upsmash and forward smash coded?
45  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Mother of all Samus Hacks - Looks Like You Guys Get A Sound Pack... on: July 29, 2011, 02:39:32 PM
I know Gamma is at work today....but where is Blade?

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So I started trying out the refs and such today.

At first I ended up with this:

MARSHMELLOW SAMUS V1

So I changed the refs around, replacing the siro with Samus's default texture.
Then I had...

SLIGHTLY LESS MARSHMELLOW SAMUS V1

So then I replaced all of those with Samus's default textures and ended up with......



So I won't be using Other M's refs/siro/environment textures lol.

Surprisingly, in Norfair the texture already looks pretty much perfect.
Looks like I'll be shading it with Red/orange.





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I'll start shading and messing with the hue saturation tonight.
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