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Author Topic: Beyond? Oh, he moved out.  (Read 1997679 times)
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flyinelk212
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« Reply #4620 on: May 24, 2011, 08:02:16 AM »


Okay, I know I'm late to the party, but that Vegeta vertex is looking. AWESOME.

And I'm not even a fan of the surplus of DBZ characters in the vault.
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    « Reply #4621 on: May 25, 2011, 08:50:45 AM »


    Ok. Progress update regarding Vegeta.

    After a week of not doing anything, I finally got back to working on him yesterday and he currently stands at 70-ish percent completion. But I kinda hit a brick wall.

    The method I usually use to null a characters normals isn't working correctly. While some polygons are being nulled, others are are transparent... for some reason including the one that needs it most; his face polygon.

    I'll play around with some of the values within the shader some more and hopefully I can fix it, otherwise all my work would be for nothing and he won't be released.
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    « Reply #4622 on: May 25, 2011, 08:52:51 AM »


    Ok. Progress update regarding Vegeta.

    After a week of not doing anything, I finally got back to working on him yesterday and he currently stands at 70-ish percent completion. But I kinda hit a brick wall.

    The method I usually use to null a characters normals isn't working correctly. While some polygons are being nulled, others are are transparent... for some reason including the one that needs it most; his face polygon.

    I'll play around with some of the values within the shader some more and hopefully I can fix it, otherwise all my work would be for nothing and he won't be released.

    And in other news, that avatar is quite possibly the best thing since sliced bread and Captain Falcon o.o

    And good luck fixing it bro.  Sounds like complex stuff.
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    « Reply #4623 on: May 25, 2011, 10:00:01 AM »


    will it go to the recycle bin, if not fixed???
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    « Reply #4624 on: May 25, 2011, 11:19:03 AM »


    Nah, he'll (hopefully) just release it with no normals fixes, as that seems to be the only issue so far. Surely it'll look great anyway.
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    « Reply #4625 on: May 25, 2011, 12:07:42 PM »


    Nah, he'll (hopefully) just release it with no normals fixes, as that seems to be the only issue so far. Surely it'll look great anyway.

    Ok. Progress update regarding Vegeta.

    After a week of not doing anything, I finally got back to working on him yesterday and he currently stands at 70-ish percent completion. But I kinda hit a brick wall.

    The method I usually use to null a characters normals isn't working correctly. While some polygons are being nulled, others are are transparent... for some reason including the one that needs it most; his face polygon.

    I'll play around with some of the values within the shader some more and hopefully I can fix it, otherwise all my work would be for nothing and he won't be released.


    lets just hope he fixes it...
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    « Reply #4626 on: May 25, 2011, 12:24:29 PM »



    lets just hope he fixes it...
    He says it won't be released to the vauylt but he will put it in the Recycle bin if he can't fix it.
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    « Reply #4627 on: May 25, 2011, 12:24:29 PM »


    yeah he has to since i am making the PSA for him right now
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    « Reply #4628 on: May 25, 2011, 07:41:41 PM »


    Hmmm... I found a small glitch in Roy. His polygons stretch and block the screen after switching from "Landing of Up-B" to "Wait1"

    Although, it happens really fast and doesn't really affect game-play. Just so you know.


    EDIT: Can we have the latest preview of Vegeta pweez? :3
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    « Reply #4629 on: May 26, 2011, 12:09:34 AM »



    lets just hope he fixes it...
    And I'm telling both you AND Beyond that Normals shading was never a humongous issue, and just because we (kind of) can fix it now it doesn't mean that a hack should go unreleased because we might NOT be able to fix it this time. It'll still look supremely awesome even with these issues, and I really hope he releases it either way.
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    « Reply #4630 on: May 26, 2011, 01:15:37 AM »


    @Zack Fair

    I have that glitch too, however it occurs with EVERY Marth vertex I'm using Undecided However, it only seems to happen with me in Brawl Minus.
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    « Reply #4631 on: May 26, 2011, 01:38:06 AM »


    Hmmm... I found a small glitch in Roy. His polygons stretch and block the screen after switching from "Landing of Up-B" to "Wait1"

    Although, it happens really fast and doesn't really affect game-play. Just so you know.
    That happened to me too! At first I thought it was a problem with the moveset I was using.
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    « Reply #4632 on: May 26, 2011, 06:13:46 AM »


    And I'm telling both you AND Beyond that Normals shading was never a humongous issue, and just because we (kind of) can fix it now it doesn't mean that a hack should go unreleased because we might NOT be able to fix it this time. It'll still look supremely awesome even with these issues, and I really hope he releases it either way.

    But YOU haven't seen Vegeta without his normals nulled and he looks f*ckin hideous.

    Unlike some of my previous hacks, he NEEDS it. Considering how much I changed his face, he has ugly wrinkles and creases on his face that wont go away no matter how you vertex it. If it doesn't get fixed, he isnt getting released to the vault. Period.

    I've learned that I should always follow my doubts in regards to releasing hacks cuz the same people who say I should release it are the same ones who will complain about the problems that kept me from releasing it in the first place.
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    « Reply #4633 on: May 26, 2011, 06:15:38 AM »


    recycle bin???
     ^^
    xD
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    « Reply #4634 on: May 26, 2011, 06:21:53 AM »


    That's not surprising to be honest.  You literally removed half his face for Vegeta.  I wonder what Kid Buu would've looked like without his normals nulled...

    But you know dude, never release something you're not happy with.  I, for example, now never even release a Beta for my PSAs until I've at least completed most of the attacks.  I'll maybe leave out one special or the Final Smash (and I'll probably disable that special/FS) and then work.  At the same time, I don't think you should put it in the recycling bin just yet.  Perseverance is key.  Though it's a bit more difficult with vertexing since you can't really make compromises like you can with PSAs...
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