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« Reply #11265 on: July 06, 2012, 03:23:47 PM » |
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Doesn't work for me. I tried it a couple days ago.
Well i don't use a randomizer anymore ever since ultrarandomization went down 
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« Reply #11266 on: July 06, 2012, 03:29:57 PM » |
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Well i don't use a randomizer anymore ever since ultrarandomization went down  http://signavatar.comI'm using this atm
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« Reply #11267 on: July 06, 2012, 03:32:09 PM » |
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Hm, looks like a good one o.o
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« Reply #11268 on: July 06, 2012, 03:33:45 PM » |
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I'll use this, too. I'm going to make a new sig just now.
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« Reply #11269 on: July 06, 2012, 04:19:46 PM » |
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lets terrorize BJ96 with 20 question! :] just kidding! I hope it will work out great! 83 [off-topic]  Saw Smash's sig, he wanted to add me. I just made a new one, which is making me lol xD [/off-topic] me gusta and me want 
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Stupid Tinypic :C
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« Reply #11270 on: July 06, 2012, 04:29:34 PM » |
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the multiple animation on stage like the animations to Halberds cannon is controlled by it's rel modules
I wasn't thinking about Halberd, but stages that play multiple CHR0s all the way through the match. Such as different models with different frame count. And I honestly couldn't give much of a care for Halberd, that stage is barely mod-able 
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #11271 on: July 06, 2012, 05:12:52 PM » |
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! This would be a good replacement for Ultrarandomization.
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« Reply #11272 on: July 06, 2012, 05:18:21 PM » |
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I wasn't thinking about Halberd, but stages that play multiple CHR0s all the way through the match. Such as different models with different frame count. And I honestly couldn't give much of a care for Halberd, that stage is barely mod-able  still dont think it will work cause the module file only loads one CRH0 in each BRRES, not multi except if it are stages like halberd or other stages that using more CRH0
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Stupid Tinypic :C
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« Reply #11273 on: July 06, 2012, 05:25:35 PM » |
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still dont think it will work cause the module file only loads one CRH0 in each BRRES, not multi except if it are stages like halberd or other stages that using more CRH0
Another problem is, what if multiple CHR0s affect the same model(s)? What do I do then :O
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« Reply #11274 on: July 06, 2012, 05:36:42 PM » |
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Another problem is, what if multiple CHR0s affect the same model(s)? What do I do then :O
if that happens... then make the other CHR0's play after the first 1 is done... sorta like how Delfino Plaza is.. it uses more than 1 CHR0 for its moving [censored] -.-
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« Reply #11275 on: July 06, 2012, 05:41:03 PM » |
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if that happens... then make the other CHR0's play after the first 1 is done... sorta like how Delfino Plaza is.. it uses more than 1 CHR0 for its moving [censored] -.-
that would requirer module editing D: to make it load in pac, when play load the second CHR0 and make it loop ect unless the Stage.pac has a "PSA" in it with action, subaction and that stuff but I guess with 95% sure that it doesn't have it 
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« Last Edit: July 06, 2012, 05:43:40 PM by pikazz »
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« Reply #11276 on: July 06, 2012, 07:35:08 PM » |
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Because Pride posted his: My Sig(They are all chibi-fied):  Also, I made this cuz it's perfect:
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« Last Edit: July 06, 2012, 07:37:01 PM by SmashClash »
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« Reply #11277 on: July 06, 2012, 09:17:03 PM » |
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still dont think it will work cause the module file only loads one CRH0 in each BRRES, not multi except if it are stages like halberd or other stages that using more CRH0
But what about stages with multiple brres? I'm pretty sure there's alot of them. Another problem is, what if multiple CHR0s affect the same model(s)? What do I do then :O
From what I know, the CHR0s affect the specific bonename, so if there's two animations with the same bonename (or models), you can use a warning handler. Ofcourse, I'm not a programmer, so I don't know how hard this would be .-.
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #11278 on: July 06, 2012, 09:21:14 PM » |
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But what about stages with multiple brres? I'm pretty sure there's alot of them. From what I know, the CHR0s affect the specific bonename, so if there's two animations with the same bonename (or models), you can use a warning handler.
Ofcourse, I'm not a programmer, so I don't know how hard this would be .-.
That would be a lot of warnings O_o Anyway I'm seriously attempting to release BB tomorrow. I'll give out a time tomorrow. I still need to finish Kirby but I'll release even if he's not finished because all other movesets do work. It's not like I can't update later either.
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« Reply #11279 on: July 06, 2012, 09:27:55 PM » |
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Anyway I'm seriously attempting to release BB tomorrow. I'll give out a time tomorrow.
I still need to finish Kirby but I'll release even if he's not finished because all other movesets do work. It's not like I can't update later either.

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