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Question: Who should come out first?  (Voting closed: December 13, 2013, 02:26:35 PM)
Black Knight - 9 (27.3%)
Chrom - 18 (54.5%)
Hector - 2 (6.1%)
Roy - 4 (12.1%)
Total Voters: 33

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Author Topic: The Star Forge: Side Project - SSBU Sheik  (Read 131524 times)
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    « Reply #360 on: April 30, 2014, 06:35:07 PM »


    Maybe you could make a dummy hitbox connected to the bomb so whenever the dummy hitbox runs into a wall it removes the GFX and causes an explosion.

    The explosion would still move through the wall and so would the "gfx".

    The bone that the bomb is attached to won't stop moving.
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    « Reply #361 on: April 30, 2014, 07:29:36 PM »


    The explosion would still move through the wall and so would the "gfx".

    The bone that the bomb is attached to won't stop moving.
    But if there's no hitbox on the said bone, then it'll be useless whether it moves or not.
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    « Reply #362 on: April 30, 2014, 07:33:50 PM »


    But if there's no hitbox on the said bone, then it'll be useless whether it moves or not.

    Then the resulting explosion against the wall wouldn't do damage.
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    « Reply #363 on: April 30, 2014, 07:59:01 PM »


    Then the resulting explosion against the wall wouldn't do damage.
    It would explode right at the impact, not before nor after... Maybe I should test that tomorrow...
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    « Reply #364 on: April 30, 2014, 08:40:46 PM »


    It would explode right at the impact, not before nor after... Maybe I should test that tomorrow...

    So something like this?

    If Hitbox connects

    Explosion
    Terminate gfx

    End if

    and then

    If touches wall/floor

    Explosion
    Terminate gfx effect
    End If

    But it'd still explode within the wall.

    You could probably run a loop that checks every frame to see if it hit the wall and then to terminate the hitbox

    so maybe something like this

    Set loop X iterations
    sync timer 1
    if touches wall/floor
    explosion
    terminate gfx
    end if
    execute loop

    But that'd still be 1 frame into the wall, and not before (depending on how far the grenade is animated to actually move forward)

    Post Merge: April 30, 2014, 08:42:14 PM
    I'll explain more when I come back Tongue

    Kinda in a rush
    « Last Edit: April 30, 2014, 08:42:15 PM by Tidus » Logged



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    « Reply #365 on: May 01, 2014, 04:25:25 AM »


    So something like this?

    If Hitbox connects

    Explosion
    Terminate gfx

    End if

    and then

    If touches wall/floor

    Explosion
    Terminate gfx effect
    End If

    But it'd still explode within the wall.

    You could probably run a loop that checks every frame to see if it hit the wall and then to terminate the hitbox

    so maybe something like this

    Set loop X iterations
    sync timer 1
    if touches wall/floor
    explosion
    terminate gfx
    end if
    execute loop

    But that'd still be 1 frame into the wall, and not before (depending on how far the grenade is animated to actually move forward)

    Post Merge: April 30, 2014, 08:42:14 PM
    I'll explain more when I come back Tongue

    Kinda in a rush
    Y'know, if it's just 1 frame in the wall/floor, that wouldn't be a tremendous issue (barely noticeable in-game, except if the frame goes really deep in the ground...)
    But yea, something that way... Explain more when you can, please.
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    « Reply #366 on: May 01, 2014, 07:54:33 AM »


    It honestly comes down to how RG animates the grenade toss.

    If it comes into contact with the wall early, then the gfx will definitely go into the wall (and pretty darn deep). If it comes into contact near the end of the animation, then it wouldn't be a problem.

    There's so many factors that go into the placement of the grenade. If you want to make sure that it absolutely never goes into a wall, then you'd have to make the animation go extremely slow (maybe like 200 frames or something) and have the TransN bone inch forward and use the loop check to see if it touched a wall. You'd also have to give it a FSM (but that's obvious)
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    « Reply #367 on: May 01, 2014, 08:04:25 AM »


    It honestly comes down to how RG animates the grenade toss.

    If it comes into contact with the wall early, then the gfx will definitely go into the wall (and pretty darn deep). If it comes into contact near the end of the animation, then it wouldn't be a problem.

    There's so many factors that go into the placement of the grenade. If you want to make sure that it absolutely never goes into a wall, then you'd have to make the animation go extremely slow (maybe like 200 frames or something) and have the TransN bone inch forward and use the loop check to see if it touched a wall. You'd also have to give it a FSM (but that's obvious)
    Yeah, I see your point. Let's just see how RG turns out his animation.
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    « Reply #368 on: May 02, 2014, 09:16:13 PM »


    Honestly from what I can tell we're going to use Sheik's chain. I'll animate the grenade moving how it should in Sheik's animation data in her chain, and make it explode on button release.
    Hoping everything goes according to plan when the time comes. lol
    « Last Edit: May 02, 2014, 09:20:00 PM by RevenantGenesis » Logged



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    « Reply #369 on: May 02, 2014, 11:05:07 PM »


    Sounds good.

    Post Merge: May 04, 2014, 05:44:21 PM
    Hey guys. I just finished one of the Black Knights recolors. Here it is. It's Zephiel's over his black costume. I'll post the rest once I finish them. He wont have the bloody sword, that's just something I did for myself. Unless you want it.

    Zephiel Black Recolor
    Fado Green Recolor

    Femn White Recolor

    Zelgius Red Recolor

    Ashnard Blue Recolor

    Alright that's all of them. Tell me what you guys think when you have the time.

    EDIT: I just uploaded the recolors to the Vault if anyone wants them.
    « Last Edit: May 05, 2014, 09:30:35 AM by Naoto-san » Logged

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    « Reply #370 on: May 05, 2014, 04:29:10 PM »


    Indeed, I was planning on blowing the dust off this topic and dropping some Chrom updates soon. His psa is pretty much done. When it comes to the psa for his sfx, I believe we just need to put the event that calls a random sound out of two, and that should be done. We have been working a lot on all of his graphics and hitbox fixes for a while now, mostly for his FS. Were trying to make it look really perfect.
    I have also made some of the edits I mentioned already to your .sawnd file as well. Nothing major though.
    http://www.mediafire.com/download/a6w963av84vgm92/Chrom.sawnd

    Like I said though his psa should be completely finished with a couple days. We just have to make the Aether graphics for his FS look perfect, along with the sfx codding for his side B. Do you know anything about converting his sfx to be a brawl ex slot?

    Also, pictures of his updates will be posted soon, and possibly a video.


    Wow, that soon? I was half-hoping you'd say a few weeks because it's gonna be a while before I'm able to work on the sfx. If someone who knows their way around sfx hacks wants to work on it, they're welcome to do so for  the time being.
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    « Reply #371 on: May 07, 2014, 05:09:39 PM »


    Sounds good.

    Post Merge: May 04, 2014, 05:44:21 PM
    Hey guys. I just finished one of the Black Knights recolors. Here it is. It's Zephiel's over his black costume. I'll post the rest once I finish them. He wont have the bloody sword, that's just something I did for myself. Unless you want it.

    Zephiel Black Recolor
    Fado Green Recolor

    Femn White Recolor

    Zelgius Red Recolor

    Ashnard Blue Recolor

    Alright that's all of them. Tell me what you guys think when you have the time.

    EDIT: I just uploaded the recolors to the Vault if anyone wants them.


    Dude these are awesome, I didn't see these before. I'll make CSPs to go along with my others to match these guys. We may include bloody versions of BK as a bonus too.

    Wow, that soon? I was half-hoping you'd say a few weeks because it's gonna be a while before I'm able to work on the sfx. If someone who knows their way around sfx hacks wants to work on it, they're welcome to do so for  the time being.


    Honestly its taking us longer than we thought. We cant seem to get the freeze frame thing that happens when Chrom activates Aether and Crits from awakening, and I'd like to have it exact, but we may have to settle. We got the symbol for it activating down though, and the numbers that appear when you take damage in awakening as well. Ripped them straight from the game, in so many words.
    I'll probably take up editing the rest of the sawnd file as well.
    « Last Edit: May 07, 2014, 05:11:46 PM by RevenantGenesis » Logged



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    « Reply #372 on: May 07, 2014, 05:12:17 PM »


    Ripped them straight from the game, in so many words.

    Since when were we able to rip stuff from 3ds games?

    I know someone was importing a 3ds oot link, but I have no idea how he did it.
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    « Reply #373 on: May 07, 2014, 05:14:37 PM »


    lol "in so many words."

    take a high res pic of awakening's damage font, cut it out, make it into a graphic :p
    Got it saying critical too.
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    « Reply #374 on: May 07, 2014, 05:15:51 PM »


    lol "in so many words."

    take a high res pic of awakening's damage font, cut it out, make it into a graphic :p
    Got it saying critical too.

    Mate... someone ripped 3DS OOT Link

    Why are you still here and not scouring the ends of the earth trying to find the guy?
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