Cahalan
Smash Ace
- Joined
- Aug 23, 2014
- Messages
- 925
Wait, so it's not over pit or anything? (using PM's clone engine)If you look at MK64DS's newer videos Waluigi has his own slot in PM too.
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Wait, so it's not over pit or anything? (using PM's clone engine)If you look at MK64DS's newer videos Waluigi has his own slot in PM too.
Oh. Well, makes sense and its a good idea. Will be less like teh cool PSA and more like actual character if GFX will be toned down.Thanks for the suggestion. I was just working on the animation so I'll keep the torso movement in mind.
And it's ironic you mention make it flashier... I am actually making the decision to tone down some of the graphical effects - they are getting distracting. Plus, Up throw, forward throw and back throw (and the pummels) are filled with particle effects so I want at least the focus of down throw to just be the curb stomp.
This captures my feelings regarding the clone engine so well that it hurts lol. Using the clone engine is an extraordinarily laborious process (for people unfamiliar with gecko codetypes) that contains so many moving parts. I don't want to discourage anyone from trying to learn, but it's next to impossible without a good amount of dedication. I've been thinking about this quite a bit lately, and I'm now quite reluctant to release a codeset with additions to the clone engine, since anyone could do a diff check and determine what I've added. I don't want to be the person who pisses off the PMDT by releasing their Super Special Secret™. I wasn't the first person to figure this process out, and I owe so much to the pioneers who paved the way for me.It has been possible for quite a while (I think) due to ds22's stream on how to add clones, but it takes a lot of time and patience. Even so, I'd bet that they were actually referring to a BrawlEX slot, because no one that I've seen has actually bothered to do it ds22's way...
Actually, I think that I can port anyone now, even transforming chars I've been playing around with some new methods.Yeah, it would be better to be able to keep them both rather than having to choose only one of them. But i know someone who can fix this - PyotrLuzhin. He made few perfect ports for my Ridley, so, maybe he can do same for DS. Characters like Zelda, Charizard and Samus can't be replaced though.
It does seem like he gained access to the clone engine. My guess is that he talked to someone who had the codeset from a while back, which has since been removed afaik.Wait, so it's not over pit or anything? (using PM's clone engine)
Wait, what if some one released a build with the Alloy Slots as characters (using the PM Clone Engine of Awesome Secrets and Stuff)? Then with your choice character PSA's you can port them over the alloys.So do you have the means to release a build with clone characters without revealing your changes to the codeset? Maybe there's a way to disguise it as the PMDT has. We would love to use multiple characters without porting (particularly because that leaves room for even more characters WITH porting).
But I thought the alloys couldn't be ported to... @ PyotrLuzhin ?Wait, what if some one released a build with the Alloy Slots as characters (using the PM Clone Engine of Awesome Secrets and Stuff)? Then with your choice character PSA's you can port them over the alloys.
This is very promising information.This captures my feelings regarding the clone engine so well that it hurts lol. Using the clone engine is an extraordinarily laborious process (for people unfamiliar with gecko codetypes) that contains so many moving parts. I don't want to discourage anyone from trying to learn, but it's next to impossible without a good amount of dedication. I've been thinking about this quite a bit lately, and I'm now quite reluctant to release a codeset with additions to the clone engine, since anyone could do a diff check and determine what I've added. I don't want to be the person who pisses off the PMDT by releasing their Super Special Secret™. I wasn't the first person to figure this process out, and I owe so much to the pioneers who paved the way for me.
FYI, I currently cannot add more than two characters, since any character over that limit will immediately die when thrown lol. I'll fix that soon though.
Actually, I think that I can port anyone now, even transforming chars I've been playing around with some new methods.
It does seem like he gained access to the clone engine. My guess is that he talked to someone who had the codeset from a while back, which has since been removed afaik.
They can, but they're not really fully functional characters. You can use their slots, but weird glitches often occur. You could (theoretically) force the game to load four more characters, but I'd need a way to rebuild modules that doesn't take weeks to do this lol.But I thought the alloys couldn't be ported to... @ PyotrLuzhin ?
I'm working on it as we speak, but the best delivery method would, in my opinion, be a pre-built iso. Only someone very determined and proficient with debugging tools could figure out what has been altered in the codeset. Those, however, involve serious shadiness, and I'd hate to include the PMDT's work in anything warezy. They're doing their best to stay in that lovely gray area right now.So do you have the means to release a build with clone characters without revealing your changes to the codeset? Maybe there's a way to disguise it as the PMDT has. We would love to use multiple characters without porting (particularly because that leaves room for even more characters WITH porting).
Oh, yeah At the moment, you could port a transformer, but the transforming char in question won't be able to transform. It just expands the general PSA palette at your fingertips. I still stand by my Pit suggestion for Dark Samus, since I can confirm that my module doesn't break anything in PM. For any other base, I'd have to code a "made-to-order" module, which may not work as nicely.This is very promising information.
Hmm... Good thinking! I'll take a look at that right now!Wait, what if some one released a build with the Alloy Slots as characters (using the PM Clone Engine of Awesome Secrets and Stuff)? Then with your choice character PSA's you can port them over the alloys.
Sounds awesome! There's always some other wizards around here or KCMM, so if it's possible at all, there's probably a much more efficient way to do it if people work together to figure it out.They can, but they're not really fully functional characters. You can use their slots, but weird glitches often occur. You could (theoretically) force the game to load four more characters, but I'd need a way to rebuild modules that doesn't take weeks to do this lol..
The other option I've considered is a complete reorganization of the codeset that would make the process of diffchecking VERY annoying. I might ultimately go with that.
At the risk of going too far off topic (lol), I'm working on a far more efficient manner of dealing with .rels with a friend of mine that will address the issues I've outlined.Sounds awesome! There's always some other wizards around here or KCMM, so if it's possible at all, there's probably a much more efficient way to do it if people work together to figure it out.
I think that's the best method. ISOs are definitely more shady than it's worth, and just changing the codeset around would make it such that people can use it in hackless builds easily.
So I'm at the point where I think I can begin the porting process. The moveset is mainly complete, except for polishing some animations and coding the specials.At the risk of going too far off topic (lol), I'm working on a far more efficient manner of dealing with .rels with a friend of mine that will address the issues I've outlined.
I agree with the iso issue. I want to keep the hackless users in mind, but I also don't want to step on anyone's toes. There might be a more elegant solution somewhere...
No need for the attitude Droggy.Idk why you need yo ask someone if its a good time. PSA porting should be decided by whenever the coder thinks they want to.
You could code the whole moveset for marth and then randomly decide to port over pit if you wanted to. It'd just take a bit longer, but that's it.
Idk where you're finding attitude, it's the truth. PSA porting doesn't require anyone else other than a PSAer that knows what they're doing. You aren't Rel porting. There's a huge difference.No need for the attitude Droggy.
I'm asking because I have absolutely no experience with Porting. I don't want to invest time into the process only to find out that there is a better alternative to using Pit or that I'm doing something wrong. Unless you can provide some helpful/constructive input, you can probably be more useful rigging and/or optimizing that Dark Samus model.
Ahhhh ok. My misunderstanding, my apologies.Idk where you're finding attitude, it's the truth. PSA porting doesn't require anyone else other than a PSAer that knows what they're doing. You aren't Rel porting. There's a huge difference.
The best options for porting are either Link or Pit. Mostly because of their projectiles, file size, defensive collisions, special grab (thanks to Link), glide (thanks to Pit), and huge fs gfx (thanks to Pit, but in this day and age it doesn't really matter). You could try Snake as an alternative because of all his projectiles, but that's all he has, nothing else. You won't know you're doing anything wrong until you actually start the process and test the file. That's the beauty of coding in general.
My helpful/constructive input would be to actually start the porting process. The first port is always the longest, but the time required decreases each time you do it.
And I do things on my own time and with my own priority list.
Oh nice. That's easy enough.If you port properly, you can just use Marth's Motionetc, just rename it to FitPitMotionEtc or whatever. You'd just have to play around with the FitPit.pac to make sure that animations that no longer exist aren't called for.
Thanks. Dark Samus is quite the badass and deserves a full moveset.cool mod man dark samus is my favorite metroid character.
im really looking forward to this mod....oh and btw could you give me an estimate as to when this mod would be finished?
"...As of now most of the moveset is complete except for specials and polishing up the throws. Hopefully it gets finished within a month from now..."
hey thanks man and btw i actually have a question for you ummm will this come with the MP2 skin for dark samus?Thanks. Dark Samus is quite the badass and deserves a full moveset.
As of now most of the moveset is complete except for specials and polishing up the throws. Hopefully it gets finished within a month from now.
Here is an album of some various pics of the project up to this point...hopefully tides people over until a video
I hate to burst your Phazon bubble
I cannot wait to update my cosmetics for Dark Samus!!!!
I understand. But wouldn't using a Gloss Shader ala Brawl Samus help achieve that "glossy" effect? Some Smash 3 Rimlight might help too, you can even color it to give Dark Samus a "phazon aura" so-to-speak. Also maybe attempt to make the vains of phazon glow if you can.I hate to burst your Phazon bubble
but it will be some time before the Dark Samus models are optimized, the hurtboxes fixed, and moveset absolutely, positively 100% polished and completed.
But here's a small update, I'm giving a go at trying to turn this
to this
so far this is what I accomplished.
It's a start.
That would be awesome. If your work on the Light and Fusion suits for Project M are any indication of your modeling skills, this will be huge help for the project.I can help pretty up the model if you want.
I don't mean to sound like an ass, but I'm mainly doing this as a homage to the Prime series and the awesomeness that Phazon was... and I don't want to put anything out there that isn't up to my high standards. There are so many pitiful mods out there and I don't want Dark Samus being associated with mediocrity.Might I suggest releasing some sort of beta? That is if your work is far enough along to actually supply something playable. It'd likely help whet people's appetites until you finish DS fully.
Also, how about using the model from Smash 4? I dunno if that was discussed already but it would probably look better.
Both are absolutely up to you, of course.
To achieve a glow aura effect, I used Brawl Pit's Up B graphic and recolored it.I understand. But wouldn't using a Gloss Shader ala Brawl Samus help achieve that "glossy" effect? Some Smash 3 Rimlight might help too, you can even color it to give Dark Samus a "phazon aura" so-to-speak. Also maybe attempt to make the vains of phazon glow if you can.
PM me the model and I'll try to get to it this weekend. I probably won't touch the actual model much, but I'll mess with the textures and shaders.That would be awesome. If your work on the Light and Fusion suits for Project M are any indication of your modeling skills, this will be huge help for the project.
Looks a bit better, but i'd recommend using that SSB4 model instead. It has better textures. Either that or mess around with materials to get better results. Textures can look very different with different materials. Just compare this and this.
I had used a Dazzle recorder until my laptop died (and I have not yet gotten a replacement)I don't mean to sound like an ***, but I'm mainly doing this as a homage to the Prime series and the awesomeness that Phazon was... and I don't want to put anything out there that isn't up to my high standards. There are so many pitiful mods out there and I don't want Dark Samus being associated with mediocrity.
But what is LONG overdue and I apologize for taking a long time to do it is to release a preview video of the latest Dark Samus build. I've asked several times for advice and researched online for what equipment to buy to record high quality footage but haven't gotten a definitive answer yet.
I'm running Project M via Homebrew on a NTSC Wii and have the system hooked up to a TV via component cables.
Some of the options that looked viable were out of my price range (over 50$, I'm cheap) so the only other alternative is to record with my Ipad, which will give a video that won't look or sound as good as I'd want.