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« Reply #465 on: July 15, 2010, 12:56:22 PM » |
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In stackSmash, you can found Mr.Bison on Ganondorf DMN666
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« Reply #466 on: July 15, 2010, 12:59:11 PM » |
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Hey mariokart64n, could you get me starkiller's model and textures from force unleashed?
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« Reply #467 on: July 15, 2010, 10:38:09 PM » |
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Ganondorf is not Caption Falcon....
But Ganon is a better Bison than Falcon, It has some glitch parts but you barely notice it...sometimes
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My Prize: chicken noodle soup that'll be all
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« Reply #468 on: July 16, 2010, 01:14:24 PM » |
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Do you have find what it's your next project?
Because i have a request...
PICHU!
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« Reply #469 on: July 16, 2010, 02:06:08 PM » |
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I have a request. Geno, using the model from this quote: Hello, I am updating the information about the Geno. probably this will be my last update for now. Due to my college and my work, I'm having no time to work on the model. So, I am posting some pictures about the current situation of the model and I'm also posting the original file if any of you resolve to continue the project. basically left to convert some parts of the model in tri polygons. Also left to reduce the amount of polygons of some part of the body, especially the hands. We steel need to make a cape. Even if I can get back to work in the model, I will not be able to create a caper. I have trying with all my effort to create something like the orignal cape and I have failed with each attempt. So, if someone can help, it would be great. Finally, my last updates were at the head, and I am posting a comparison between the old and the current version. The current version is on the left. Here is the promised picture of Geno. I posted a version with the latest cover and I one without. Well, that's it. Thanks for all the help and the compliments. I'll still be coming here often, so anything let me know. Anyone who wants to modify the file, be free to do this. thanks File: http://www.megaupload.com/?d=F0MDO58MTo morph Toon Link into Geno.
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« Last Edit: July 16, 2010, 02:07:09 PM by ds22 »
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« Reply #470 on: July 16, 2010, 02:29:25 PM » |
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@ mariokart64n
well weve requested for weeks, what are gonna make now? Or what are you working on?
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I DONT TAKE REQUESTS.
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« Reply #471 on: July 16, 2010, 04:27:58 PM » |
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If you still want suggestions this
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« Reply #472 on: July 16, 2010, 04:39:37 PM » |
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I've been trying to edit a item for the past week, someone pointed out that items did not work.
so far no progress on editing items, unfortunately. it's just been a HUGE waste of time. I'll trying scripting for ski weights, which might take more then this week.
so really there arent any projects on the go, and I probably wont start any until editing the vertexweights is possible.
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« Reply #473 on: July 16, 2010, 05:00:25 PM » |
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In stackSmash, you can found Mr.Bison on Ganondorf DMN666 Dont you mean C.Falcon? Anyways i want it to be a vertex XD
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« Reply #474 on: July 16, 2010, 05:10:02 PM » |
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I've been trying to edit a item for the past week, someone pointed out that items did not work.
so far no progress on editing items, unfortunately. it's just been a HUGE waste of time. I'll trying scripting for ski weights, which might take more then this week.
so really there arent any projects on the go, and I probably wont start any until editing the vertexweights is possible.
Just out of curiosity, what do vertex weights control/influence?
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« Reply #475 on: July 16, 2010, 05:18:26 PM » |
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it refers to how each vertex is moved during animation. depending on which bone a vertex is assigned or attached to, will effect the model during animation.
an example is, rename the bones in a PAC file/MDL0 like rename Neck to Head and head to neck
try that ingame, and you'll see the head is know pulled down completely
that is what we consider a weight influence.. the bones are attached(or)weighted that that particular bone. once we rename that bone, that influence follows, thus the whole head moves to another spot.
the principle is the same, and can be used to out advantage.
trust me, this will make vertex hacks flawless.
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« Reply #476 on: July 16, 2010, 06:26:10 PM » |
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it refers to how each vertex is moved during animation. depending on which bone a vertex is assigned or attached to, will effect the model during animation.
an example is, rename the bones in a PAC file/MDL0 like rename Neck to Head and head to neck
try that ingame, and you'll see the head is know pulled down completely
that is what we consider a weight influence.. the bones are attached(or)weighted that that particular bone. once we rename that bone, that influence follows, thus the whole head moves to another spot.
the principle is the same, and can be used to out advantage.
trust me, this will make vertex hacks flawless.
but if you made this , hacks will desynch wifi, didn´t it?
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« Reply #477 on: July 16, 2010, 07:08:34 PM » |
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why would it desync the game? your not modifying the any information across the server.
second MODS ARE NOT MEANT FOR ONLINE PLAY
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« Reply #478 on: July 16, 2010, 08:14:10 PM » |
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I get what your saying about the weight influence, so I'm guessing it's gonna take a while for someone to find a solution to the way the bones effect the animations.
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« Reply #479 on: July 16, 2010, 09:50:17 PM » |
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In stackSmash, you can found Mr.Bison on Ganondorf DMN666 Dont you mean C.Falcon? Anyways i want it to be a vertex XD Actually, a Vega (M. Bison) vertex on Ganon was released a few days ago, look here. http://stacksmash.kontek.net/?p=12055#more-12055
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