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« Reply #45 on: December 18, 2010, 10:53:15 PM » |
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he always will be best on link.  unless the one on donkey kong gets fixed. Again. Not using the vertex.
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« Reply #46 on: December 19, 2010, 07:04:06 AM » |
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he always will be best on link.  unless the one on donkey kong gets fixed. Again. Not using the vertex. just to clear your only making the Psa?
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« Reply #47 on: December 19, 2010, 07:16:35 AM » |
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he always will be best on link.  unless the one on donkey kong gets fixed. It's an IMPORT. They can slide this to Donkey Kong if they need to.
It's a character model from another game. Don't you read the OP?
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If you turn to your left, you'll see that I have left.
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« Reply #48 on: December 19, 2010, 08:51:52 AM » |
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O.o ohhsss
Hidden text: Anyone who sees this Pm me and you get a cookie
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« Reply #49 on: December 19, 2010, 09:50:11 AM » |
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Project Update: Zero's Squat and SquatRv Animations are completed. Moving onto redo the Jabs to make them more like their game counterparts.
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« Reply #50 on: December 19, 2010, 10:12:27 AM » |
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Whatever happened to the last import this guy said he was gonna do?
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« Reply #51 on: December 19, 2010, 10:39:04 AM » |
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Project Update: Zero's Squat and SquatRv Animations are completed. Moving onto redo the Jabs to make them more like their game counterparts.
Good job so far Velen. You ARE making it so he can wall slide, like in the games correct? And are there any other special abilities you guys are giving Zero? Like crawl, wall jump, wall stall, etc?
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« Last Edit: December 19, 2010, 10:45:08 AM by super hax »
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« Reply #52 on: December 19, 2010, 10:58:05 AM » |
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I think for the crawl it has to be over some one that has that ability... The other stuff should be do able...
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« Reply #53 on: December 19, 2010, 10:58:13 AM » |
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Project Update: Zero's Squat and SquatRv Animations are completed. Moving onto redo the Jabs to make them more like their game counterparts.
Good job so far Velen. You ARE making it so he can wall slide, like in the games correct? And are there any other special abilities you guys are giving Zero? Like crawl, wall jump, wall stall, etc? Wall slide we can try to do. Crawling is a no-no. Since Wall Sliding is basically Wall Clinging, there will be no Wall Clinging where he stays in place. He will be able to Wall Jump (as he does in the games, just like X). Right now. I am the only one working on the project. Nuke has taken a trip to NY, and soulzero dropped from the project due to uploading problems. As another update: Attack11 has been redone, though it may need revision. F-Tilt was started. Also set up AttackLw and EscapeF and B Animations to be worked on. I'm taking a small break for now, but will pick it up later today.
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« Reply #54 on: December 20, 2010, 12:26:19 AM » |
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Well of course Zero would not be able to crawl but I was just useing that as an example. Anyways the wall sliding is a go. You seem to be on a roll although this seems like way too much work for two people, one at the moment. How do you expect to get all this done. And BTW who will be working on the PSA once all the animations are done?
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« Reply #55 on: December 26, 2010, 06:55:52 PM » |
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I dunno at this point. We'll have to enlist someone.
Another Update: I've taken it upon myself to make new Jumping animations for Zero (as well as falling animations). The F-Tilt is done, and I tried to start the D-Tilt, but making Zero do a sweeping kick similar to Sonic / Mario is proving to be tough. So I think I'll do the Mario D-Tilt adaption for simplicity's sake.
EscapeB has been started, currently having Zero do a quick backward Dash. I think I'll have him land on his feet and skid before getting back up.
EscapeF will consist of a forward Dash where he'll land, and then use his foot to kick and spin himself aroud before doing a short skid and getting back into Wait1.
The AerialEscape animation will consist of Zero doing a somersault.
Lastly, I once again redid Attack11, making it look closer to the animation from the games. Attack12 will come next. I'll try to get as many done as spossible before I have to go back to classes on the 18th of Jan.
BTW. Happy be-lated Christmas everyone, I won't be home till Wednesday, so Happy New Year too!
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« Reply #56 on: January 01, 2011, 02:23:16 PM » |
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UPDATE:
This has to do with what we're going to do about Zero's textures.
Zero has three sets of textures, that means two of them can be used for something related to his body, and two-no, three more we can use for the face.
There is also something else we have to focus on later: fixing polygons.
When Zero's model got resized, some parts of Zero's polygon's got their shape outright destroyed, while other places got more minor disfigurement. We should think about taking the original model, as well as our resized one, and try to fix the damage to the model's shape, as they will be extremely noticeable in game, especially if the game is paused.
So here is what I think we need to contemplate doing sometime during the project.
1. We go into 3DSMAX and attempt to repair the damage done by the Model Resizer program. The parts with the notable damage are the "ears" and the "ankles", the bottom portion of the face however, is also disfigured, as -when viewed in BrawlBox up close- there is a noticeable hole in the nose. There are also holes in the helmet on various places that need repair, and the helmet itself has some deformation of it's original shape. (Like the head crystal being wider than the original).
2. We ask around, or try to find out for ourselves if there is a way we can make the extra textures act as masks or spc textures. If not, we make the S and W textures fully transparent and turn them off.
3. We take the any textures related to the eyes and mouth and use them to make Zero have expressions since we apparently don't have them from TvC. This is a simple Photoshopping or GIMPing job, so it shouldn't be too much trouble.
Oh, there is one more thing that needs doing when the initial animations are completed.
4. Z-Saber Animations: The Z-Saber's blade is shown to flex and curve because of the nature of the blade's construction (It's basically a lightsaber). As such animations for the Z-Saber will need to be done for the attacks Zero uses it in. This shouldn't be too hard since it's bone structure is the same as the ones on Zero's model that are attached to his hands. My only concern with this is how it would affect the FitLink.pac...
I'll be doing some Zero animations today, so I'll tell you later what I have gotten done, if any.
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« Reply #57 on: January 02, 2011, 02:10:44 PM » |
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does sound like too much work. By the time this whole zero thing is finished, is there going to be any files that are need to go in numerous places? Or is it going to be easily limited to the pf/fighter/character folders?
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« Reply #58 on: January 02, 2011, 03:12:20 PM » |
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does sound like too much work. By the time this whole zero thing is finished, is there going to be any files that are need to go in numerous places? Or is it going to be easily limited to the pf/fighter/character folders?
It's safe to say it will all go in the Fighter folders. However, if we decide to do CSPs and IBP (In-Battle Portraits) (Which we probably will) I'll go ahead and do a full recolor pack for the TvC Zero with the following recolors. - Original Zero - X-Buster Zero (MMX Colors, like in MvC) - Absolute Zero (Absolute Zero colors from MMX: Command Mission) - Omega (Not Omega Zero, but Omega's colors from his first appearance) - Zero Nightmare Then we could do a SoldierSpecialty Pack - Camoflauge Zero - Marines Zero - Big Red One Zero - Navy Zero - Air Force Zero and perhaps...A Silly Specialty Pack? - Female Zero (Eye Texture change + Brighter Armor) - Rainbow Zero - Zombie Zero - Zambo - Ninja Zero Sorry, just milling out ideas.
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« Reply #59 on: January 02, 2011, 03:50:22 PM » |
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I wonder if this will actualy get done. i really have my hopes up for this
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