Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***

Started by Eternal Yoshi, May 23, 2011, 02:07:51 AM

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well i didnt port link, but i ported Zero over Metaknight and he grabs. (with no .rel)
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BTW.

i made codes that allow you to have Zero over Metaknight without the Big IC Constant code.

these are all that are necessary.

Metaknight has no Rapid Jab
* 04B0B718 00000000

Metaknight has single Jump
* 04B0B724 00000001

Metaknight no crawl
* 04B0B72c 00000000

Metaknight has 1 Jab??
* 04B0B710 00000001

Metaknight has 3 Jabs
* 04B0B714 00000003
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yeah i did see that but he can't use his final smash at the moment if that could be fixed then that would work... or can i use that download of yours and just replace the Zero psa with a Link psa?

Quote from: Neku Sakuraba on July 23, 2011, 01:13:03 PM
well i didnt port link, but i ported Zero over Metaknight and he grabs. (with no .rel)
Did you actually got grabbing and throwing to work?

grabbing works. i think throwing dosnt work, but i cant test righ tnow
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I think through model porting (not .rel porting) you could get anyone working over anyone more or less.  Here's my theory.  Remove all articles from their psa and port the model over you target.  Port in all the animations from the FitMotionEtc.pac to the new character.  Import the psa to the target character.  Test in-game and glitch fix as needed.  Sure you'd have to add in some graphic effects for the attacks you'd need to change and edit the bone hierarchy a little to fix a couple glitches here and there, however I think this would work!
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I think someone said that already, but nevertheless, i think that will work.

EDIT: Wouldn't you have to remove the SFX also?
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Quote from: Neku Sakuraba on July 23, 2011, 05:32:57 PM
grabbing works. i think throwing dosnt work, but i cant test righ tnow
I tried it out myself and he can only grab an opponent without any possibility to react out of it except for capture break.

oh, dang. that stinks. thnx for telling me. gunna update the the description
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Of course you can add a specific interrupt ground attack to catch wait, but that doesn't really fix it other then catch wait being non-interruptible.

Quote from: TruePhilosopher on July 23, 2011, 06:56:51 PM
I think through model porting (not .rel porting) you could get anyone working over anyone more or less.  Here's my theory.  Remove all articles from their psa and port the model over you target.  Port in all the animations from the FitMotionEtc.pac to the new character.  Import the psa to the target character.  Test in-game and glitch fix as needed.  Sure you'd have to add in some graphic effects for the attacks you'd need to change and edit the bone hierarchy a little to fix a couple glitches here and there, however I think this would work!

All of that is possible dude......:srs: EXCEPT just renaming the PSA file.
By the way, I think every active hacker in this forum could use less distractions.

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there is a glitch of the side-b in air making the person go high up, and up-b not makign them move, and getting stuck in the animtion. i only noticed this with my attempts at mew (over pika) and knux ( over pika) to be over ike. is there a code that fixes this?
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I didn't mean to just rename the psa haha, I meant import their non-article data through Smash Attacks.
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and now i dont understand :P
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He means the kind of porting I did with Cloud Kong.
It's possible in most cases, but it is VERY hard work to get it as near perfect as the original.