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A lot, actually. But I'm just a perfectionist about details like that which is why I care so much. With my Metal Cavern M import, I modified nearly all the main stage models with 3ds Max and split them into separate objects that should have shadows cast on them and those sections that should not. The platform red grate and blue metal, the main green walkway metal, and the dirt.How much do you guys care about character shadows on stages? I have a few ideas about how to go about doing it but if no one cares Ill prioritize importing stage collisions and camera stuff.
As far as the GUI goes. Ive been using DTW to change flags and its really effective. Ive gotten the program to where most flags can be changed via brawlbox so you only have to use DTW to change a certain texture flag from 0x34-0x37 for those black copies of textures.A lot, actually. But I'm just a perfectionist about details like that which is why I care so much. With my Metal Cavern M import, I modified nearly all the main stage models with 3ds Max and split them into separate objects that should have shadows cast on them and those sections that should not. The platform red grate and blue metal, the main green walkway metal, and the dirt.
Its probably something that doesn't need to be prioritized until the user can manually change flags via a GUI.
Yes. Just a little time consuming and initially for the poll I made, stages won in a landslide for priority. If you want to fill it out for fox yourself PM and Ill instruct you on what has to be done.oh i see. is it easy to add fox?
While I call this program a converter, thats probably only uses 1/3 of what this program can do. Would you guys rather I focus more on the implementation of something like a melee box or focus more on making a finished converter with a gui. Both are actually pretty close to being done. But opengl is being stubborn.
I definitely should have replied to this when you posted it, but... how deep into this with java are you? I was just wondering if this could this be done in python (v2.7)? I ask because, besides myself, I know that both you and Achilles also know python (as well as a few other members of the community), so it could potentially be worked on more easily by more people. Python can also be distributed as an executable (while a lot of users don't like installing java), and for cross-platform too.Sorry I haven't given a update in a while. I've been looking into some java stuff for a cross platform option. I swear I'll have something soon.
this looks awesome do you have a .DAT file that i can downloadThanks for responding again. I actually figured out the rigging problem, I guess I just needed to import it in the latest version of Brawlbox rather than the one I was already using. The rig in this pic still looks kind of sloppy, but that's mainly because it's a test rig:
There is still one more thing I'm wondering about though, which is the metal. Whenever Wario gets the metal box, an extra model of Mario shows up:
In this picture, most of him is covered by Wario's model, but you can still see Mario's legs and hat some. Do you know if there's any way to fix this?
soooooooooooo? a download link? (sorry if i'm being annoying but i really want to play as wario)slowbruh Thanks, as CalvinHedgewolf13 said I'll probably have a download link for it when I'm finished.
CalvinHedgewolf13 Ah, I see. I guess I'll just have to roll with it until the next update, which should be okay since I can just play without the metal box turned on. lol
wow you can port https://mega.nz/#!n0hUUSxS!flhMLodKBQejZtIUnfE6MZWT00ilqwr_I8E05Ij0Pi0 over black mario?When (and if?) the update comes out, Z zankyou has mentioned it being in a Java-based multi-processor compatible state.
Presumably, this port would make it easier to make run, but making a friendly-looking GUI is probably going to be a bit later than that.
A lot of us are waiting to hear back on what's been updated and unreleased on his software, but until we hear back, we can all just guess, and/or wait to see.
Feel free to PM him, though. (Or me. You can bug me about importing a Mario skin if you'd like.)
"Bubble LOD," if you mean the hitboxes, Melee acts like Brawl. It reads the bone's position, and adjusts based on what the base skeleton says. Unfortunately, matching bones would not be overridden, but rather the animations would warp accordingly. (Effortless size mods confirmed.)How does this handle bubble LOD models?
The numeric bone ID of the Melee character that the program ports over.-- and what do the numbers in the cfg correspond to?
I agree on that, way too much.Also, open source would make everything way easier.
So you (and all of us) know, PM stands for Private Message. I'm not sure about moving it to another costume, but consider it being worked on.wow you can port this long link over black mario?
I meant the low quality models that appear when characters are off screen. LOD = level of detail."Bubble LOD," if you mean the hitboxes, Melee acts like Brawl. It reads the bone's position, and adjusts based on what the base skeleton says. Unfortunately, matching bones would not be overridden, but rather the animations would warp accordingly. (Effortless size mods confirmed.)
The hitboxes are not concrete, like Smash 4.
I was mostly wondering about these two.The numeric bone ID of the Melee character that the program ports over.
There's a list up in another thread with Captain Falcon's equate, but I have personally had no luck getting it to work.
I meant the low quality models that appear when characters are off screen. LOD = level of detail.
I was mostly wondering about these two.
Mario->9
Mario::61
LOD does stand for Level Of Detail, but it doesn't refer to the off-screen/bubble models. It refers to mipmaps. Which are the sets of identical, but varied resolution textures for rendering at various distances, found on stages like Yoshi's Story or Hyrule Temple. In DTW they're highlighted in a light-blue color on the DAT Texture Tree tab."Mario->9"
Mario is character ID #9.
"Mario::61"
And has 61 bones.
The Low-Poly models, I'm not sure how, but it does replace them.
My bet is that it either makes one by cutting down the poly count, or it saves the normal model once and assigns the Low-Poly model to use the same polygon pointers.
("LOD" had me confused, as LQ seems more like "low quality" in my opinion, as LOD would be more for background blur.)
Could you tell me the exact file you are using. Not sure if I ever mentioned it, but you have to delete the metal material groups or something happens with the drawlist.I almost found the cause for the crash, but can't fix it. It's something to do with the lack of the "edge" reflective material.
He lives!Could you tell me the exact file you are using. Not sure if I ever mentioned it, but you have to delete the metal material groups or something happens with the drawlist.