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Author Topic: EY's I - ALL Projects suspended indefinitely  (Read 354027 times)
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Eternal Yoshi
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    « Reply #285 on: January 31, 2011, 12:13:47 PM »


    Weird.
    Did you modify the grab actions/subactions in any way yet?

    If not, it may have to do with the character having special needs for their grabs, Like Yoshi.
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    Naruto200Man
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    « Reply #286 on: January 31, 2011, 12:24:32 PM »


    Weird.
    Did you modify the grab actions/subactions in any way yet?

    If not, it may have to do with the character having special needs for their grabs, Like Yoshi.

    Well, I'm using ZSS's motion etc (because fixing ALL of wolfs animations for the model is a pain in the ass) so that may be part of it.

    Should I just re-code the grab and pummels from scratch so they're like ZSS's? I think it's cause of the "go to" action being a different than ZSS's in the grab?
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    Eternal Yoshi
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    « Reply #287 on: January 31, 2011, 12:45:25 PM »


    You may have to. Also check the location of the ThrowN.
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    Naruto200Man
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    « Reply #288 on: January 31, 2011, 12:46:54 PM »


    You may have to. Also check the location of the ThrowN.

    K, thanks for the tips. I'm going to see if the thrown N is on the same id as wolfs, then fix it in tabuu if it isnt?
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    Eternal Yoshi
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    « Reply #289 on: January 31, 2011, 12:50:43 PM »


    Yes. Also double check the animation to see if the ThrowN is in the correct place.
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    ItalianStallion
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    « Reply #290 on: January 31, 2011, 01:04:51 PM »


    Lyn? Is that you?

    No.

    DX
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    Naruto200Man
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    « Reply #291 on: January 31, 2011, 05:15:37 PM »


    Alright eternal, I opened wolf's .pac and his new model in the file, then I loaded ZSS's .pac and model in the file as well. I changed wolf's Thrown N and HaveL to the SAME bone index of ZSS's.(Because wolf's "model" is now technically ZSS's in the costume file) That should fix the freezing problem right?
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    Eternal Yoshi
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    « Reply #292 on: January 31, 2011, 06:00:55 PM »


    If you used Tabuu to do so and checked the animation, then it should.
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    Naruto200Man
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    « Reply #293 on: January 31, 2011, 06:58:53 PM »


    If you used Tabuu to do so and checked the animation, then it should.
    K I just checked the animation and it was way off, so I'm just gonna export and replace the animations then recode the catch collisions to look like ZSS's manually.
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    Eternal Yoshi
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    « Reply #294 on: February 14, 2011, 01:05:18 PM »


    An update.

    Lyn's counter is working now.
    Also the bombs are gone.

    The down special needs a few balance tweaks is all.
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    Naruto200Man
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    « Reply #295 on: February 14, 2011, 03:06:48 PM »


    Awesome, that means I could possibly use either Lyn or cloud in the machinima I'm working on. (depends on who's psa  gets finished first)

    For your next(psa) hack I have a few suggestions if you'd like XP

    Banjo & Kazoie (Over mario): Mainly because there's an OMGGGGGGG level of epicness hack of him over mario.  There are tons of moves in the series, but I sugest that you use the first game as reference. As those moves are fairly easy to recreate in brawl.  The texture is so damn acurate it looks like an import, AND they even turned FLUDD into Kazoie! (I forget who did the hack, but you can find it yourself... XP)

    Boba Fet(over snake): An epic texture, from Asyfer I think over snake. He pretty much demands a PSA. If you need reference. Try watching the latter half of the "Kimino" part in the third star wars movie. (I mean the third in the series, not the third to be made, which is episode VI I believe)

    Eh, those are just ideas though.

    After you're done with Lyn and everything, could you maybe lend me a hand on a couple of psa's I'm working on? I'll pm you the details if you're interested, but mostly it's JUST animation and coding work I need help with =3 (Coding work as in how to do the actual code X_X) I'll add you as a colaborator in the psa and shadowsnake too since he's working on a starfox Adventures Krystal

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    xZedkiel
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    « Reply #296 on: February 14, 2011, 03:34:10 PM »


    YAY! A V2 Beta! Can't Wait Azn
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    Eternal Yoshi
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    « Reply #297 on: February 14, 2011, 05:10:18 PM »


    OK.

    I'm not taking suggestions at this time.

    The reason updates are sluggish are because I'm trying to get the models working bug-free.
    I got the original bones linked correctly so now I'm trying to get the new bones properly
    linked, even though they don't do anything.

    I was expecting the Mdl0 converter and/or the Bone tree editor update that adds properly linked bones, but they still aren't here.

    I've been making stages while I was waiting.

    Meanwhile, Gray Fox and Lyn have been updates here and there.

    Gray Fox has new fair, ftilt1, and ftilt2 animations and hitboxes, can wall jump, and will get a new Final Smash soon.

    Lyn has her new dash attack finished, Her arrows tweaked, Down B counter working, and aerial attack hitboxes tweaked.

    When I totally fix the models, I will release Gray Fox V0.4 and Lyn V0.2.

    I should really link this to the OP.
    « Last Edit: February 14, 2011, 05:14:24 PM by EternalYoshi » Logged


    Eternal Yoshi
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    « Reply #298 on: February 20, 2011, 07:47:05 PM »


    OK. While I wait for the Mdl0 converter/Bone editor update to come here, I'm making this.

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    xZedkiel
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    « Reply #299 on: February 20, 2011, 08:31:52 PM »


    A moveset? or making him taller?
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