Kefrius
Smash Apprentice
- Joined
- Oct 27, 2008
- Messages
- 160
Didn't he said release? Or maybe.......... release of a teaser?:D Lrn 2 use eyes.
>_> So we're getting a teaser this week?
-DD
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Didn't he said release? Or maybe.......... release of a teaser?:D Lrn 2 use eyes.
>_> So we're getting a teaser this week?
-DD
Didn't he said release? Or maybe.......... release of a teaser?
Could be interpreted either way, sounds more like a picture to me. I'm just glad he is so awesome and is making progress with something so big.Wanted to wait to release something until I had something impressive to show, but at this point I don't think it really matters, I'll probably post something in the next week or so.
Well atleast a picture would be nice.Could be interpreted either way, sounds more like a picture to me. I'm just glad he is so awesome and is making progress with something so big.
lol its trueIt is funny how anyone is poting because we are waiting for Pharrox to post
yeah, the worst thing is that kind of me too.lol its true
what do you mean?yeah, the worst thing is that kind of me too.
Hell yeah that would be awesome XD@Bionate: I am sure there will be one.
And hell yeah, a release of the converter would be awesome, even though a picture/video would be cool as well.
The running teleport glitch will not happen unless you use a skeleton that doesn't work correctly with said Characters fitmotionetc.pac. It won't happen unnless you pacswap a model hack, which there's no point in.Well, I've just now thought up a constructive question:
When models are imported, will there still be the "running teleport" glitch? you know what I mean. And there must be a limit to the # of faces? If you could give us an error that pops up saying that there are too many faces before we go freezing our game with that god-forsaken "BEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEP" That would be very nice.
I hope so much that this works. Along with MK as Roy, I want Sonic replaced with Pichu, and R.O.B. replaced with Dr. Mario or Fighter Kirby.HEY YOU! YEAH YOU! I tried character REPLACING. YEAH CHARACTER REPLACING!
1. I tried turning lucario into lucas.
2. I gave lucario lucas's 00.pac and motion pac
3. I took all the files from lucario's .pac and replaced them with lucas's
4. I tested it, and this is what i got:
A lucas WITHOUT the running teleport glitch, no aerials, no particles, and i believe every move other than aerials, down B and crawling worked.
This confuses me as to what we are missing. If we can figure this out, we can replace metaknight with ROY. YEAH ROY!
there were a few other minor errors, like weird airdodging, but i had melee airdodge on...
And... the teleport glitch is in the .pac, not the motionetc.pac
And Jigglypuff replaced with Mewtwo or YLink.I hope so much that this works. Along with MK as Roy, I want Sonic replaced with Pichu, and R.O.B. replaced with Dr. Mario or Fighter Kirby.
But i've always thinked that if you just replace ALL files from two caracters withs the same numbers of things, you could get the character you want in the character you overwrited it, doesn't it?HEY YOU! YEAH YOU! I tried character REPLACING. YEAH CHARACTER REPLACING!
1. I tried turning lucario into lucas.
2. I gave lucario lucas's 00.pac and motion pac
3. I took all the files from lucario's .pac and replaced them with lucas's
4. I tested it, and this is what i got:
A lucas WITHOUT the running teleport glitch, no aerials, no particles, and i believe every move other than aerials, down B and crawling worked.
This confuses me as to what we are missing. If we can figure this out, we can replace metaknight with ROY. YEAH ROY!
there were a few other minor errors, like weird airdodging, but i had melee airdodge on...
And... the teleport glitch is in the .pac, not the motionetc.pac
No!!!!!!!!and Jigglypuff Replaced With Mewtwo Or Ylink.
Defacing for the well of the players XDYESZ!!!
We're totally defacing what Brawl is originally meant to be...
...but i approve.
Jigglypuff rox?No!!!!!!!!
Jigglypuff rox.
so something like Lyn with Marth would work?where a bone connects to another bone is a pivot point. in otherwords the area where your model must bend.
your models MUST align to these pivot points, otherwise it won't bend properly...
in almost all cases you cannot place a female model over top a male skeleton (the shoulders are too broad)
Incorrect.where a bone connects to another bone is a pivot point. in otherwords the area where your model must bend.
your models MUST align to these pivot points, otherwise it won't bend properly...
in almost all cases you cannot place a female model over top a male skeleton (the shoulders are too broad)
But, the case is that still is possible to add one character, don't it?No!!!!!!!!
Jigglypuff rox.
@ supersonic: I tried this befor i belive, but the game froze
I don't think random can be a new character itself. Like in a spinner. random would be like spinning the spinner right? it could land on... say... 4 colors. yuu cant turn the verb spin into a 5th color. BUT... My thoughts are that we can use the alloys as new characters, and maybe... MAYBE assign random to ONE of them. the rest may be obtainable through codes much like the individual pokemon, sheik, zerosuit etcBut, the case is that still is possible to add one character, don't it?
Someone tell me that you can just use the random to put another character. The fact is that you don't could make him work because already we have no program to edit animations, Am I wrong? Also, if anyone tell me whats the way to make random a playable character (just what i've explained before), i would be thankfull.
Men have broad shoulders in real life. In a Nintendo game where they are lower poly than others you won't see much of a difference. Also, when t-posed, it won't matter. It will appear that they have no shoulders. Plus, who pays attention to the shoulders, anyways >.>I don't know what your talking about... for animations to work, yes bone names must be the same. but animations hold the xyz position, xyz scale, and xyz rotation. unless you change these values, the animations will force whatever bones to the exact position size, rotation.. etc of whats recorded in the animation.
so yea you can rename the bones, but your model is going to distort or stretch to meet these animations.
to aviod these unsightly issues, it's better to remodel your models around the original skeleton that belong to the animation set your going to use.
this of course DOES MATTER, but isn't important if editing the animations.. (which isn't possible yet)
...SO ITS YOU WHO IS MISTAKEN
so you can't just use any arrangement of Tposed models, because it'll distort to fit those animations of the other character. using a female model on a male skeleton again will not work well. men have broad shoulders.
That's the exact point I was trying to get to, but maybe we could point it to a diferent script to load, say, red alloy.Random isn't a character, all it does is run a little script giving it a random chance of picking a character and color.
Hmm, to prove you wrong again.I don't know what your talking about... for animations to work, yes bone names must be the same. but animations hold the xyz position, xyz scale, and xyz rotation. unless you change these values, the animations will force whatever bones to the exact position size, rotation.. etc of whats recorded in the animation.
so yea you can rename the bones, but your model is going to distort or stretch to meet these animations.
to aviod these unsightly issues, it's better to remodel your models around the original skeleton that belong to the animation set your going to use.
this of course DOES MATTER, but isn't important if editing the animations.. (which isn't possible yet)
...SO ITS YOU WHO IS MISTAKEN
so you can't just use any arrangement of Tposed models, because it'll distort to fit those animations of the other character. using a female model on a male skeleton again will not work well. men have broad shoulders.