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31  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: March 31, 2016, 12:15:17 AM
http://ssbu.gamebanana.com/

Check it out.
32  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 25, 2016, 10:28:54 PM
Really? How useful is that because wouldn't that be only effective on high quality models or am I just not thinking of how that would be useful. Still that's awesome.
Yeah it would only be good on higher poly models, but you can use a soft brush to make a gradual fade from opaque to transparent.
33  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 25, 2016, 08:32:51 PM
I agree with using the PM Ridley bones, especially for ease of swapping out the models like DastardlyRidleylash said.
Also I can sympathize with how people were overlooking the part where you said you had to edit the animations and might've gotten a little annoyed. I can sympathize almost too much to be honest.

Post Merge: March 24, 2016, 06:50:26 PM
I have discovered the next step for model imports:
Vertex Coloring!!!!!
(Please ignore the mess of the model, was testing to see if it truly worked ingame)




I made his torso use the glove texture as for those who don't know, vertex color mixes with the textures, so if I had kept it with the overall texture it would be mostly black.

So I needed a water-like texture for a custom model I'm making and thought about using the water from Delfino. While looking at the model I realized that the sand that was underwater had vertex coloring to make it blue & green which I have always believed to not be available in Brawl (though as my friend pointed out when I told him about this, it'd make sense since other GCN & Wii games use it) and decided to look for where the vertex color data is stored which is in the color nodes.
Since BrawlBox v0.71, models can be imported with separate color nodes or with one "master" color node which is what the older versions did. While this doesn't actually matter since you NEED to change a setting in the materials in order for the vertex coloring to be used, being able to have separate color nodes just makes it cleaner to look at and edit in BB.


To give vertex coloring to a model, all you have to do is add a VertexPaint modifier in 3ds Max. Don't need to change any settings when exporting the model or anything like that. Awesome Face

First thing I'm going to do with this is make an alternate version of my SM64 v2/v3 imports to use this for the sake of showing off that it's possible and import SM64 Rainbow Bowser, from then on I'll use this whenever I need to like say if I need to import a GoldenEye 007 level or something (as most of the models use vertex coloring to save space, like 75% of the textures are black & white), I will make a v2 of the Brawl Rainbow Bowser I made a while back as that was a remapped Bowser to not mirror the colors I gave him.

I foresee this spawning many creative hacks, so you're welcome. Wink

You can also paint Vertex Alpha to make something transparent. I did it for my WiiU Mega Charizard
34  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 24, 2016, 12:34:58 PM
Clearly I said rig is finished. But still, there are things to be done with the custom animation file, people.

Post Merge: March 24, 2016, 11:04:39 AM
I'm just gonna say this, since Project M Ridley has that range, but his tail is shorter than sm4sh Ridley's tail. Now Sm4sh Ridley has a longer tail and it matches Project M Ridley's side smash range.
This Ridley's tail bone translations isn't animated....(yet) So I think it's 100% fair that his tail doesn't need anymore shrinking for his tail attacks.




But, his wait animation or maybe some other ones as well, may need some fixing because of his long tail. It doesn't look right the way I needed to shrink anyway.
Also, I'm gonna figure out the size his wings may need...


I'm confused, is this rigged over the Bagan Ridley model? Or does it use the original bones?
35  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 23, 2016, 08:29:48 AM


Rig is finished...


But the fingers....
36  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 21, 2016, 11:04:16 AM
SSB4 RIDLEY UPDATE:

Ok, nearly done. I just need to do the necessary bone translation edits on his hands and fingers. I will release this version once I'm done. The next version may need some optimizing, I might give Ridley to someone who could do it for me, while I deal with the bone placing process when imported back into Brawlbox.
(I'm not good with optimizing...)

This is a place to post WIP images, not texts post for updates. Keep that in your personal thread.
37  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: March 12, 2016, 01:24:50 AM
So is there any place to download this mods? i would want to try them is there a ssb4 vault or website with hack links? im on 5.3.2 and i do alot of wiiu homebrew stuff already.
No they aren't public yet.

I'm on a train and I can't get off.



38  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: March 11, 2016, 08:24:33 PM
I got moooorrree

39  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: March 11, 2016, 11:10:56 AM
yeaboi


40  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: February 26, 2016, 05:55:09 PM
Vertex edits = Smash Wii U research and development progress??????????
Yeah, we are developing how to get these vertex mods in game with edits to normal maps, textures, models, etc :V
41  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: February 25, 2016, 02:48:18 PM

guess what I am playing with?

A controller?
42  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: February 24, 2016, 09:59:37 PM
I'm extremely confused. How is there Wii U hacks, when I've been told by numerous people, that the Wii U version isn't hack-able yet? Sad

[censored].

It's not exactly publicly hackable yet.
43  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: February 24, 2016, 04:04:49 PM
Soon™

44  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 23, 2016, 07:40:07 PM
Oh, btw Nano. If you're going to complete accuracy, Shadow's red/black cloth that his rings rap around aren't reflective. they're more like his gloves. If intentional or not, it still fits.
Nah if you look at every single render of Shadow, and his model in Generations, they are a shiny leather.
45  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 22, 2016, 05:31:06 PM
I remember reading in some thread 3 to 4 years ago that there was a way to make much better looking pics within Photoshop, in a way that increasing / decreasing the image wouldn't blur or distort it, kind of like Flash files are. I can't remember for the life in me how that was, though.

Maybe with UV you could also make, like, two 2x2 pixel textures, one white and one black, and then make it so the polygon uses those for the shoe, by mapping where it divides? Don't quote me on that, however, as I have near zero experience with texture mapping.
The texture is basically a solid block of white and black that fits the shape of the shoe. It will be a simple fix, I just wanted to get the actual model done first.
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