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136  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 19, 2014, 02:47:44 PM
I dunno about simpler, it's a possibility. I think he still wants to keep the bottom ledge as the main platform(?), so using the ICers' FS iceberg would create more work rather than reduce it.

It's good for reference though, hadn't thought about that.
137  Help & Tutorials / Help / Re: Animated textures? on: June 19, 2014, 02:41:19 PM
Any model you want. All animation formats pretty much work with any model. Except maybe SHP0, but no one hardly ever uses that for anything.
138  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 19, 2014, 02:39:57 PM
Just need to decide what to do with the clouds... any suggestions?
If not I may make a few versions:
 - Top and bottom cloud
 - Top cloud only
 - an additional central platform
 - the same central platform but with the bottom cloud


I'd like to answer this, but I need some context behind it. I'm having a hard time visualizing it.

First off, am I heading in the right direction?


The middle part still protrudes, I kinda like the depth the ledge gives, but I could remove it and flatten it out completely if you'd like.

.... I'd rather not, because it's a tiny bit more complicated than I originally though, since there are actually two mountain objects, one in front of the other, so I have to make edits twice over, but I can, if you really need it flat. I might have to anyway. Your call.
139  Help & Tutorials / Help / Re: Animated textures? on: June 19, 2014, 02:23:53 PM
Yeah, that should work. Basically, I'd recommend looking at someone who uses PAT0 for, like, eye animation, such as Ness. The steps are pretty much:

-Import each individual frame as a separate texture, each named something different (e.g. "frame1," "frame2," etc)
-Set up the PAT0 so that it references the material that belongs to your object
-Make sure the texture reference is changing the right texture (only if you have more than one texture on the object, if you only have one then just keep it as Texture0)
-Under the texture reference, add a new entry for each frame
-Change the frame index for each entry to alter the time in between frames
-Make sure Loop is set to True and you should be good to go
140  Help & Tutorials / Help / Re: Animated textures? on: June 19, 2014, 02:03:55 PM
If you're looking to make a "gif" on a stage, PAT0 would probably be your best bet.

I'm almost positive I answered a topic similar to this one before, and I touched on how infeasible it can become depending on the length of your animation. How many frames are we talking? If it's like a three-frame loop then PAT0 is the best way to go.
141  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 18, 2014, 06:54:01 PM
So just delete the part that sticks out (where the icicles fall down from, and the ice ledge is attached) and patch up the hole? That should be simple enough, I've done something similar to a stage that used the mountain in Spear Pillar as a base, all it takes is a bit of deleting and moving around some UVs. I'll post a pic when I get it done just to make sure it's what you wanted.
142  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 18, 2014, 06:41:47 PM
Toggling the grabable ledges might be possible with some tricky bone manipulation.

For example, since the ice bit is probably a separate mdl0, you could have some sort of dummy bone scaled down to near 0, then in the break animation, scale it back up to 1, and attach a collision to it....? Something to that effect.

As for editing the Summit model, I may be able to help with that some time tomorrow, depending on what it is that you need.
143  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Thank u all! on: June 16, 2014, 03:27:02 PM
alot of people here like me though

Around 30, by the looks of it.
144  Help & Tutorials / Help / Re: Quick Module question. on: June 09, 2014, 05:50:37 PM
The General Hacking Discussion board is not a help board

Post your questions here

How many times does this need to be said

Read this

Italics
145  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: June 06, 2014, 01:05:24 PM
That Dry Bones in the back is a really nice touch.
146  Help & Tutorials / Help / Re: Smash Masters Help needed for model editing! on: June 01, 2014, 02:18:33 PM
This is not a request forum. To be honest I don't even know where you would go to ask for help with your... project, but not here.

If you want people to make models for you (as indicated by your title but contradicted by your post which proceeds to ask for everything else under the sun), ask in the Model Request section.
147  Help & Tutorials / Help / Re: How do I delete an upload? on: May 26, 2014, 02:37:06 PM
Actions>Delete
148  Help & Tutorials / Help / Re: Modding trophies? on: May 25, 2014, 08:01:22 PM
Yeah, the only thing I can think of is there's some sort of collective pool of data allocated for diorama mode, and the trophy isn't large enough to exceed it's own filesize limit, but large enough to put the collective limit just over to cause a freeze...? Don't even know if that's true or not, just a hunch.

Sorry if that's not helpful, trophy modding isn't exactly the most documented modding field.
149  Help & Tutorials / Help / Re: Modding trophies? on: May 25, 2014, 07:52:34 PM
I'd imagine it's exactly the same as modding anything else, was the filesize larger than the original?
150  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 24, 2014, 08:40:34 PM
Have you tried using this method? It's a lot more time consuming, but it'll give you more control over what stays and what goes.

Unless your model is obscenely high poly, in which case you're better off making a lower-poly version from scratch.

Would you rather I tear his model apart with a scathing critique? Remember what happened the last time I did that?


There is a middle ground, y'know
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