• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Lets solve the Teleport glitch

fortwaffles

Smash Ace
Joined
Jan 20, 2009
Messages
514
As many of you may know, that swapping models can cause a teleport glitch. There is a method to fix this, by PSA'ing in momentum for moving animations, but why not look into it for a proper fix?
Here's what I theorize:

1. The teleport glitch is probably a mismatch in values in the model, and the .pac file. this is because i once got lucario to load lucas's fitlucas00.pac and fitlucas.pac, and there was no teleport glitch. This has nothing to do with the animations(i think), for you can swap animations, and get a working character

2. I found that pikachu can load a few characters without the teleport glitch, like toonlink and popo

3. It is caused by a mismatch in the BoneIndex of TransN
 

fortwaffles

Smash Ace
Joined
Jan 20, 2009
Messages
514
Actually, I think it's the BoneIndex that needs to match, not the NodeId.
Yes, I just tested mario's model on lucario, and it worked. now if we can find a way to change the defination in the .pac or the BoneIndex in the model...
 

E-Jolteon

Smash Ace
Joined
Sep 7, 2007
Messages
502
Location
The other side
I did when I edited him to float for Mewtwo. I didn't mind though since it made it seem kinda like traction.
Hold on.. Mewtwo.. Floating.. Traction..

Ya lost me. Regardless, I do find it annoying, since it make it quite hard to control. It IS better than the teleport glitch, though.
 

pokelover980

Smash Ace
Joined
Oct 4, 2007
Messages
905
Hold on.. Mewtwo.. Floating.. Traction..

Ya lost me. Regardless, I do find it annoying, since it make it quite hard to control. It IS better than the teleport glitch, though.
I was working on making him float for Project Mewtwo and came across this error, but it didn't annoy me since it just seemed like traction (ya know, what Mewtwo had when he ran in Melee).
 

fortwaffles

Smash Ace
Joined
Jan 20, 2009
Messages
514
That traction glitch has something to do with colision on the ground while moving i believe.
Anyways, I found that by searching for D0FF in hex, you will find the bone headers. I believe adding 0x0C to that will put you at the spot where the BoneIndex is defined. I took my Pokemon Trainer on captain falcon swap, and swapped the BoneIndex of TransN (was 1) with YRotN (was 3) because Captain falcons BoneIndex of TransN is 3. Yes, it worked. there were still visual glitches, but that can probably be fixed in Animation editing. also, incase ...:::VILE:::... happens to see this, he said that when he swapped Lyn into marth, and it froze when trying any animation other than waiting, Same exact thing happened when i chaned the BoneIndex of Captain Falcon's ThrowN (hint hint)
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
Perhaps the "moves character" flag, though checked in psa/osa, it hard coded to not be "checked"? If that makes sense...
 

nerfispwnage243

Smash Cadet
Joined
Jul 25, 2009
Messages
70
Eldiran is right. Just make sure that the bone you are moving has Bone Index 3. That worked for Goomba. It won't always be called TransN. In Goomba's case, it was RotN.
 
Top Bottom