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46  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project M D.I.Y. (A Project M + BrawlEx Template) 4/30 v0.5 release! on: July 12, 2016, 01:55:18 PM
Yes, the CSS is actually pretty easy to edit you just replace 2 files in the common5/selchar.pac you can find the instructions in the original bex thread linked under useful links on the first page.
maybe its just me but I don't see that part
47  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 10, 2016, 07:03:28 PM
I would recommend you use the project m launcher or brawl minus's minimal launcher
48  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 10, 2016, 12:02:29 PM
Wasn't this already known about forever ago ,ever since everyone found out the plug and play rels were incompatible with brawl ex.
49  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project M D.I.Y. (A Project M + BrawlEx Template) 4/30 v0.5 release! on: July 07, 2016, 03:13:36 PM
Hey I have a question, how did you guys edit the css so that it can fit more than 50 characters? I ask this because using the CDs code to modify a regular BrawlEx Css will only allow on to add 50 slots in the Css yet PM+BrawlEx allows for far more characters to be added
50  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cali Kingz Projects on: June 04, 2016, 08:56:02 PM
Jin kisaragi from blazblue
51  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cali Kingz Projects on: May 24, 2016, 06:16:18 PM
so wait all the bugs for shulk are finished huh? That sounds fantastic.
52  Super Smash Bros. Brawl Hacking / Project Concepts / Re: DiY Beta 2 PATCH RELEASE Project M D.I.Y. (A Project M + BrawlEx Template) 2/9 on: March 12, 2016, 09:19:16 PM
try disabling the entry in the fighter config
53  Help & Tutorials / A/A Tutorials / Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons on: March 01, 2016, 04:01:28 PM
Thanks ,I thought I changed it was in time slider not general settings .
54  Help & Tutorials / A/A Tutorials / Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons on: February 29, 2016, 10:46:41 PM
here is a link to my cloud scene with ike model imported
https://www.dropbox.com/s/m31zusik7jqns69/smash4cloud%20maya%20scene.rar?dl=0
55  Help & Tutorials / A/A Tutorials / Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons on: February 29, 2016, 05:11:08 PM
yes I did make sure of that.
56  Help & Tutorials / A/A Tutorials / Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons on: February 29, 2016, 03:02:17 PM
well I have another problem related to clouds animations? when ever I import the animation to maya 2014 the animation looks like it goes to 30 fps even when i look one frame at a time .It looks like it cut the animations frames by half and chances are It is my maya setup if you want I can upload the files to look at
57  Help & Tutorials / A/A Tutorials / Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons on: February 24, 2016, 12:46:53 AM
Thank you all very much. I did figure out the problem which was a mix of improper maya rigging and not exporting the bones in 3dsmax correctly .Which I figured can happen since it is my first time ever using either of these two programs.
58  Help & Tutorials / A/A Tutorials / Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons on: February 22, 2016, 04:48:10 PM
sorry i responded so late but here is the errors that popup when i import the 3ds model into 3dsmax 2014

http://imgur.com/a/QCP1q
59  Help & Tutorials / A/A Tutorials / Re: [Expert] How to Port Smash 3DS Animations for use with Brawl Skeletons on: February 21, 2016, 09:36:58 PM
right now I'am trying to port cloud's animations to ike but I have a problem. Whenever I import the animation in to maya only smash 4 cloud's model is animated while brawl ike's is in a T-pose is this normal
60  Help & Tutorials / Help / Re: [PSA] Sonic Full Throttle Issues on: January 31, 2016, 02:58:48 PM
Chance are this is caused by a difference in variables between project m move sets and other move sets. What is would suggest is to go into psa compare the variables between pm sonic and any moves eye and change them to match pm sonic.

Sorry if it look sloppy I'm typing on a mobile device
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