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Author Topic: JoeTE's Model Imports (Model updates, 1st post updates, thread revival)  (Read 8786 times)
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JoeTE
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    « on: February 15, 2013, 08:53:44 PM »


    Hey there. I'm JoeTE, but you can call me Joe.

    Anyways, I've made a few model imports within the last 3 years or so, and this is my highly incative model import thread.

    I'll start this off with the obligatory list of imports that I've completed and uploaded, using some CSP-styled images. Images with a red color scheme are the first model I imported on a certain character, with blue being the second, yellow being the third, and green being the 4th. The Neo Metal Sonic, Melee Ganondorf, and Great King of Evil CSP's were 3DS Max renders I made, the Virtual Hedgehog CSP was a Brawlbox render I did, and the rest were CSP's that SJS made (I'm hoping that he doesn't mind their usage in this post.)




    Other than the models posted above, there isn't much else I'm working on. I have at least 1 more idea for a model to make, so I may be more active in the future.

    Also, here's an old PSA/model idea in a spoiler:
    The idea is to take my "Maskless" Meta Knight model to a whole new level, by creating a PSA-based model which has a breakable mask.

    Here's an overview of the model itself (in its current state):
    1.) Here's the model with the mask visible. The wings and "cape swirl" objects were hidden for these screenshots. Notice how it looks like an un-modded Meta Knight model (with a minor texture difference in the body.)


    2.) Here, the mask suddenly has its broken textures. How did that happen?


    3.) The reveal. The "broken textures" are on a separate copy of the mask. Said mask is split into two halves that can be shown/hidden and moved individually.


    4.) This pic shows why visibility bones are essential. Here, the "masked eyes" model isn't hidden, while the mask is. Due to that, I gave the model its own visibility bone.


    5.) Here's another example of visibility bones. Now, only the "masked eyes" model is hidden, showing how different the "un-masked eyes" look.


    6.) Last, but not least, this pic shows the non-cracked mask objects hidden, with the cracked mask still being off to the side. Notice how it looks exactly the same as my un-masked Meta Knight model.


    The main mask model, and the "masked eyes" model use the standard mask rigging for Meta Knight. The left half of the broken mask, and the eye shadow on that side are moved with a new bone named BrkMaskL. The right half of those same objects are moved with BrkMaskR.

    It will also have the following visibility bones:
    BrkMaskL (shows/hides the broken mask's left half)
    BrkMaskR (shows/hides the broken mask's right half)
    Mask (shows/hides the main mask model)
    Medama (shows/hides the "masked eyes" model)
    NukiL (shows/hides the left "eye shadow" model)
    NukiR (shows/hides the right "eye shadow" model)

    If I ever do manage to turn this into a workable PSA, the idea would be as follows:
    Meta Knight takes damage. x% of damage causes mask to crack. This causes Meta Knight's attacks to do a bit more damage, but enemy attacks launch him farther.
    If Meta Knight takes x% of damage while the mask is cracked, it breaks. The broken mask splits in half and despawns. While Meta Knight is unmasked, his attacks do even more damage than when his mask is cracked, while enemy attacks launch him even farther than before.
    Whenever Meta Knight gets KO'd, uses his Final Smash, or does his up taunt, the mask will respawn. Additionally, if the player is feeling confident, they can insantly remove the mask by using his side taunt.

    So yeah, that's it for this first post. I'm not used to having one of these, so we'll see how well this works out.
    « Last Edit: January 27, 2014, 05:53:57 PM by JoeTE » Logged

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    « Reply #1 on: February 15, 2013, 09:03:36 PM »


    Well about time you made a thread. I love your mods. Grin

    Well I hope to see this Maskless Meta Knight idea come to reality. There's a lot of things Nintendo should of done before... >.>
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    « Reply #2 on: February 15, 2013, 09:23:06 PM »


    That breakable mask psa looks interesting, I look forward to seeing it completed.
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    « Reply #3 on: February 25, 2013, 07:04:41 PM »


    10 days later, and I finally make another post in here...

    Well about time you made a thread. I love your mods. Grin

    Well I hope to see this Maskless Meta Knight idea come to reality. There's a lot of things Nintendo should of done before... >.>

    That breakable mask psa looks interesting, I look forward to seeing it completed.

    Thanks. Grin
    It's nice to see that my idea seems interesting.
    However, I haven't made any more progress on the Breakable Mask Model/PSA since I made this topic. Sad

    I honestly don't know anything about making custom movesets, let alone modifying an existing moveset.

    Additionally, I've been doing a lot less work on Brawl mods as of late, especially since I've been working on various mods for Sonic Generations.
    In fact, the only Brawl mod that I've made within these past 10 days is this:
    It's Neo Metal Sonic. Again... In fact, the model itself is exactly the same as the most recent upload I made of it. I just changed the textures (including a few details that I've made more accurate,) added some more specular maps, and re-did a few materials.




    Anyways, unless I can manage to learn how PSA-ing works (or if anyone else offers to make the breakable mask PSA,) I'll just list a few other model import ideas that I want to make in the future. Tell me which one of these you'd want to see me do first:
    A. Masked Dedede
    B. Fox in his StarFox Assault outfit
    C. Falco in his StarFox Adventures outfit
    D. "TRUE Melee Wolf" (A variant of my "Brawl-styled Melee Intro Wolf" that would use modified parts from Fox's Melee Model.)
    E. Sword Kirby (with wings from Wing Kirby and the cape from Hi-Jump Kirby) (over Meta Knight)
    F. A new Helmetless Captain Falcon model (using his F-Zero Anime design)
    G. Gilius Thunderhead (using his Sonic & All-Stars Racing Transformed model) over Ike
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    « Reply #4 on: February 25, 2013, 07:15:02 PM »


    Masked Dedede?

    I love you. Im srs here
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    « Reply #5 on: February 25, 2013, 07:36:06 PM »


    That breakable mask thing should be simple enough to implement. Just make new model changer events (use this for reference), make a new subroutine that evaluates Meta Knight's damage and triggers model changers accordingly (pretty sure this would work), then copy-paste that subroutine into each subaction... that should work? I think?

    Anyway, good luck with that. :]
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    « Reply #6 on: February 25, 2013, 11:44:55 PM »


    YESYESYES.
    No clue you had a thread. And I look forward to the rest of your hacks Im srs here
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    « Reply #7 on: February 26, 2013, 11:41:28 AM »


    I've made a small update to this thread's first post. One of the "model portraits" was altered, I added my list of model import ideas to it, and modified the wording in a few spots.

    Masked Dedede?

    I love you. Im srs here

    Thanks. Laugh
    If anyone else thinks that I should do Masked Dedede before any of the other models I listed, then I'll start working on him. Im srs here

    That breakable mask thing should be simple enough to implement. Just make new model changer events (use this for reference), make a new subroutine that evaluates Meta Knight's damage and triggers model changers accordingly (pretty sure this would work), then copy-paste that subroutine into each subaction... that should work? I think?

    Anyway, good luck with that. :]

    Thanks. Once I learn how PSA'ing as a whole works, I'll try doing that. Smiley

    YESYESYES.
    No clue you had a thread. And I look forward to the rest of your hacks Im srs here

    Thanks. Grin
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    « Reply #8 on: March 01, 2013, 05:46:59 PM »


    Shouldn't Masked Dedede have some shine on his mask (and maybe his hammer) , according his sprite and artwork?
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    « Reply #9 on: March 01, 2013, 06:23:36 PM »


    Shouldn't Masked Dedede have some shine on his mask (and maybe his hammer) , according his sprite and artwork?


    Meta Knight's mask isn't shiny in Brawl (Most of the "shininess" is baked into the texture.)
    Since I wanted the mask to look consistent with Meta Knight's mask, I gave Dedede's mask the same shaders as Meta Knight's mask.


    Also, his Hammer is already shiny. Im srs here
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    « Reply #10 on: March 19, 2013, 02:23:30 AM »


    helmetless falcon is awesome!

    already told you, but he looks like the actor Joshua Jackson. lol.



    edit:

    Assault Star Fox would be awesome!
    « Last Edit: March 19, 2013, 02:16:09 PM by Wasabi_Skillz » Logged

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