Mario's Pad

Started by mariokart64n, May 29, 2010, 10:44:39 PM

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In stackSmash, you can found Mr.Bison on Ganondorf DMN666 :)

Hey mariokart64n, could you get me starkiller's model and textures from force unleashed?

Ganondorf is not Caption Falcon....

But Ganon is a better Bison than Falcon, It has some glitch parts but you barely notice it...sometimes

My Prize:
Quote from: Hollow on August 10, 2010, 04:22:58 PM
chicken noodle soup that'll be all :>.>:

Do you have find what it's your next project?


Because i have a request...


PICHU!

July 16, 2010, 08:06:08 PM #469 Last Edit: July 16, 2010, 08:07:09 PM by ds22
I have a request.

Geno, using the model from this quote:
Quote from: Necro ToadHello,

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=F0MDO58M
To morph Toon Link into Geno.

@ mariokart64n

well weve requested for weeks, what are gonna make now? Or what are you working on?
I DONT TAKE REQUESTS.


If you still want suggestions


this :af:

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.
Luka Megurine by mariokart64n
[Character-ImportModel-Zelda]

Quote from: KTH on July 15, 2010, 06:56:22 PM
In stackSmash, you can found Mr.Bison on Ganondorf DMN666 :)
Dont you mean C.Falcon?
Anyways i want it to be a vertex XD


Quote from: mariokart64n on July 16, 2010, 10:39:37 PM
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?

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.
Luka Megurine by mariokart64n
[Character-ImportModel-Zelda]

Quote from: mariokart64n on July 16, 2010, 11:18:26 PM
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?

if you want that ps3 homebrew continues just share this: http://www.mediafire.com/?villtb9sane7r7s

why would it desync the game? your not modifying the any information across the server.

second MODS ARE NOT MEANT FOR ONLINE PLAY
Luka Megurine by mariokart64n
[Character-ImportModel-Zelda]

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.

Quote from: DMN666 on July 16, 2010, 11:00:25 PM
Quote from: KTH on July 15, 2010, 06:56:22 PM
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