DSX8 stuff! Smash2 beat me to Poke Floats - 05/03/2020

Started by DSX8, October 24, 2011, 05:19:05 AM

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Quote from: KingJigglypuff on May 22, 2015, 10:30:48 PM
Take note that it's a PSA I'm planning on doing, not a one slot rig.
i kno lol
calm ur jiggly tits xD
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Quote from: PervyDSX8 on May 22, 2015, 08:30:55 AM
i think the only way for me to get ladders working properly.. is making it over rumble falls
my idea was having the platforms move down one notch every 15 seconds or so. the whole ladder thing is just to make it so it's not just platforms.

Switch FC: SW-4190-2933-4524


Quote from: PervyDSX8 on May 23, 2015, 05:22:00 AM
Sorry but you are not allowed to view spoiler contents.

don't post ssb4 screenshots in a modeling thread ( ͡° ͜ʖ ͡°)

Switch FC: SW-4190-2933-4524

b-but... why not? :c

and a lil something i worked on for the past... hour



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Quote from: PervyDSX8 on May 23, 2015, 05:22:00 AM

Noice. Its a good thing that...that "comin' for yer booteh" crab will not appear in this version...right?
Quote from: PervyDSX8 on May 23, 2015, 09:17:29 AM
b-but... why not? :c

and a lil something i worked on for the past... hour
-
Ooh...

correct, there will be no crab jk there will be.. but he wont be a stage hazard


edit:
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Quote from: PervyDSX8 on May 23, 2015, 09:44:19 AM
correct, there will be no crab jk there will be.. but he wont be a stage hazard

edit:
Ok then.
Looks good as usual.

Is it just Dolphin messing it up or Pyrosphere lacks that fog/vapour/smoke/whatever in the background (and foreground?)?

for that effect on pyrosphere... its all gfx.. and cant port those at all

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Quote from: PervyDSX8 on May 24, 2015, 02:12:49 PM
for that effect on pyrosphere... its all gfx.. and cant port those at all

Well, there are similar GFX on Norfair, but eh, whatever.

Too bad i can't watch the preview...

lol true true... but i didnt want to risk going over filesize xD

been looking at the SmashU animation .omo files (with the slight help of ASF helping me locate the frame count), and got the header all figured out... altho figuring out the keyframes is a challenge..

0x0f - bone count
0x10 to 0x14 - frame count
0x17 - indicates where index starts
0x20 - start keyframes


each bone entry has its own 16 bytes of data at 0x20, but animation files with 1 bone in them is easier to figure out, but at the same time, they can only tell u so much since finding what keyframe its at isnt found yet
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Quote from: PervyDSX8 on May 26, 2015, 08:28:13 AM
lol true true... but i didnt want to risk going over filesize xD

been looking at the SmashU animation .omo files (with the slight help of ASF helping me locate the frame count), and got the header all figured out... altho figuring out the keyframes is a challenge..

0x0f - bone count
0x10 to 0x14 - frame count
0x17 - indicates where index starts
0x20 - start keyframes


each bone entry has its own 16 bytes of data at 0x20, but animation files with 1 bone in them is easier to figure out, but at the same time, they can only tell u so much since finding what keyframe its at isnt found yet
Well, thats ok then. Still gonna miss it.

Ah, technobabble!

I thought that was Smash Wii U! That stage looks great in Brawl!!!!
Want to talk about my pack? Let's take it over here to the Brawl 4 All thread: http://forums.kc-mm.com/index.php?topic=71453.msg1306822#msg1306822

thxs

anyways... wish i had some kind of help locating the keyframe offsets.. so whoever is good at hex finding or w/e... let me know..

and thanks to RTB, i now have character animations unpacked also
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now the question is how to use .omo
EDIT: I'm an idiot thats what we're trying
I know some hex and I've worked on getting animation from melee(I almost had it if the hdd didn't corrupt)
Send one of the omo's my way
Check out my Site!

Wanna play some Smash 3DS? PM me and we'll work out something