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Author Topic: SSJCerious' Showcase - Project Sasuke BETA RELEASE!  (Read 15089 times)
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Anivernage
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    « Reply #15 on: December 13, 2010, 03:50:23 PM »


    Sorry for not really updating, but heres the "major update" no one really wants Sad (I was gonna update the post with new pics and just bump it, but my sd card is being a pain in the @$$):
    Project Sasuke has moved from a vertex to a IMPORT MODEL!!!!!! Yayz!
    Or not, because as you can see here:
    His eyes become distorted and his mouth just screws up when he is resized.
    If I cant get this fixed, we might as well stick with the vertex. If anyone can resize it without distorting his mouth, heres the ORIGINAL model, unedited:
    http://www.mediafire.com/?8vx48utnoh65j6q
    I beg of you, PLEASE help me! I'll give it 1 week for someone to reply, if not...than Im going back to Project 64.  Im srs here


    the brres doesnt have  the header mdl0 and polygons fixed and it doesnt show in bbox ill fix that
    here its the brres fixed:
    http://www.mediafire.com/?7ad0rda0vkkoc5p
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    « Reply #16 on: December 13, 2010, 04:11:49 PM »


    Have you tried scaling it up in PSA? There's an option in the attributes tab for model resizing.
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    SSJCerious
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    « Reply #17 on: December 13, 2010, 04:55:46 PM »


    Have you tried scaling it up in PSA? There's an option in the attributes tab for model resizing.
    ...are you serious? THANK YOU! But how, and will I have to resize him on ALL his moves?

    @anivernage
    yeah, i had it that way so people knew that they were working with a raw file, straight from the game
    « Last Edit: December 13, 2010, 04:57:35 PM by SSJCerious » Logged


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    « Reply #18 on: December 13, 2010, 05:19:14 PM »


    ^Yeah, it's right under weight in attributes, it's 0x0B4. I think it applies to everything.
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    SSJCerious
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    « Reply #19 on: December 13, 2010, 05:32:21 PM »


    ^Yeah, it's right under weight in attributes, it's 0x0B4. I think it applies to everything.
    It no work. Im srs here ..But, this is the first time ive seen the model without any deformities and i must say, it looks pretty cool. If only ds22 could tell me how he resized naruto...
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    Anivernage
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    « Reply #20 on: December 13, 2010, 05:34:21 PM »


    maybe by animations
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    SSJCerious
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    « Reply #21 on: December 13, 2010, 05:37:04 PM »


    maybe by animations
    You know, as incredibly frustrating as that would be...Ill look into to it. Ill edit this post later with results.

    EDIT: It no work...
    « Last Edit: December 15, 2010, 02:57:17 PM by SSJCerious » Logged


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    « Reply #22 on: December 13, 2010, 05:39:21 PM »


    ^Yeah, it's right under weight in attributes, it's 0x0B4. I think it applies to everything.
    It no work. Im srs here ..But, this is the first time ive seen the model without any deformities and i must say, it looks pretty cool. If only ds22 could tell me how he resized naruto...
    Why don't you just PM him and ask? And sorry I couldn't be of any help.
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    SSJCerious
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    « Reply #23 on: December 13, 2010, 05:46:17 PM »


    ^Yeah, it's right under weight in attributes, it's 0x0B4. I think it applies to everything.
    It no work. Im srs here ..But, this is the first time ive seen the model without any deformities and i must say, it looks pretty cool. If only ds22 could tell me how he resized naruto...
    Why don't you just PM him and ask? And sorry I couldn't be of any help.
    I did PM him, and he gave me the cold shoulder Im srs here
    I know hes ignoring me because hes been on multiple times after I messaged him Sad
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    « Reply #24 on: December 13, 2010, 05:58:31 PM »


    ^Well, that's too bad. I hope you can find someone who can help.
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    TheShyGuy
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    « Reply #25 on: December 13, 2010, 07:25:33 PM »


    if you resize the char through psa, the hurtboxes get bigger...theres another way to resize mdl0s ask snoopy or just use the vertex...
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    Anivernage
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    « Reply #26 on: December 13, 2010, 07:27:11 PM »


    we can vertex other game models?how
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    TheShyGuy
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    « Reply #27 on: December 13, 2010, 07:34:03 PM »


    ..........ummm you can vertex any model? And why vertex the ripped mdlo if that's what you want??? I was saying to use the marth vertex...


    edit: just use the vertex...no one EVER finishes an import due to lack of help..time...knowledge of psa/bb..glitches...etc...use the vertex...

    « Last Edit: December 13, 2010, 09:27:43 PM by theshyguy » Logged

    SSJCerious
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    « Reply #28 on: December 14, 2010, 03:33:46 PM »


    Thanks for all your support! I've taken your feedback and some conversations with others into consideration, and created a "master plan" for project sasuke:
    The project will be using the vertex!
    Animations are to be completed first (psa is still going to open for editing)
    After animations are done, psa will be completed.
    When the two are finished, 2 processes will go under way. I call them "Refinement" and "Synching"

    Refinement: Animations will go through MAJOR refinement. Trivial things such as sheathing of the sword, or even proper "body part direction"(you dont want him looking at the sky during his grab, do you?) will be focused on here.

    Synching: Make sure that ALL his animations are in perfect harmony with the move itself.

    I'll release the "part 2" of the master plan when more work is completed.
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    « Reply #29 on: December 14, 2010, 04:05:32 PM »


    nice I like that "refinement" and "synching"...i haven't gotten to the animations yet
    1- not on laptop
    2 - trying to finish up sum coding in my .exe
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