StarWaffle
Smash Lord
Klonoas tiny textures make it very hard to brawl-o-fy him =[
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!
ITS LIGHTER ^_^ awsome ^_^Klonoas tiny textures make it very hard to brawl-o-fy him =[
Why must you always ruin my hapiness . Anyway weither it can be lightend or not it will still ruleI'm pretty sure it'd be light in BrawlBox with the default texture too. Many import models look strange in Brawl due to their material settings or something, but they look fine in BrawlBox usually. My ServToad (which I totally forgot about, lol) was like that.
Okay, I'll wait for you to get on Yahoo to send it to you.I think I can fix the problems with the textures. I will try when you send me the files (shock44)
Can you make the textures bigger just by inserting a bigger one into the file?
No, we're definitely making new voices for Klonoa. But we're going to be using his phantomile speak, not english. We're trying to do the rest of the costumes as well but I'm not sure if Shock has even tried another one with the same indexes and animations as this one. It should probably work but it's not high priority to check at the moment.Yeah the new texture looks finer. =)
Oh another thing, are you going to keep Lucas' voice clips in? Because honestly, I think his voice fits Klonoa's VERY well (Better than the English voice for Klonoa in the Wii version).
And another question: If you imported Klonoa's other model costumes from Klonoa Wii, would you have to set the bones all over again, or would they already be a good one-slot?
That'd be cool. Except for the fact that the frequency (I believe... Or was it length?) has to be the same as the original file or it will just crash. Or did someone fix that? I haven't been on the boards in a while.I'm sure there's some way to combine multiple edited smashbros_sound.brsar files by comparing their differences to the original. You know, someone should make a program to do that.
Definitely length. Frequency is pitch. If you matched frequency throughout the file, you'd necessary end up with an identical file except timbres.That'd be cool. Except for the fact that the frequency (I believe... Or was it length?) has to be the same as the original file or it will just crash. Or did someone fix that? I haven't been on the boards in a while.
We've been able to import a Moo, but it looked really bad so we were looking for other ways to put it into his Up-special. The only real problem we were having before the PSA development stopped was that we were trying to find a way for him to throw the moo to the ground properly. The animation's already done for it if that helps any. We're still trying to decide what we're going to do with it. The up-special is a bit complicated.Did you guys fix the Up-Special attack yet? You could try importing the Moo model then replacing the model of the PK Thunder one. If you cannot do that as of now, you can just remove the PK Thunder effect for now and give Klonoa more height.
Oh darn. You can leave it there once you release the beta if you can't finish it fast enough; no one will probably care.We've been able to import a Moo, but it looked really bad so we were looking for other ways to put it into his Up-special. The only real problem we were having before the PSA development stopped was that we were trying to find a way for him to throw the moo to the ground properly. The animation's already done for it if that helps any. We're still trying to decide what we're going to do with it. The up-special is a bit complicated.
I really need to find out how to get that CSS working for me... If anyone has the correct codes for it then please share them with me.Oh darn. You can leave it there once you release the beta if you can't finish it fast enough; no one will probably care.
[EDIT] Oh and I originally made these just for my pleasure, but out of generosity I'll share it for anyone who wants these CSPs.
TEAM COLAHZ!!! :D:D:D:D lol
By what I saw from the video, it looks like all they need to do is work on the up B.wow i don't want to sound like a noob asking for a beta but i think with a couple more things that it has to be close right? it looks really good
By what I saw from the video, it looks like all they need to do is work on the up B.
Yes, I agree. Take for example the Ring Sword attack animation seems too fast, and doesn't show the significance and strength that the attack can handle.all fo the animations feel quick. like, not naturally flowing or paced. they all look beautiful, they probably just need to be longer/have more end frames.
I like the sword waving animation too. I say you should keep it. But if ya wanna change it, that's cool too.I'm not too sure about the side-b, maybe we'll make it look like he is making two powerfull slashes instead of waving it in front of him, but i rather liked that animation.
I know how to fix the stretching glitch.
in PSA, go to "thrownHi" "thrownB" ect (the actions then you get thrown)
open animations flags.
make sure you UNCHECK the 2 "unknown" boxes that are already checked
save and test to throw.
success!
this method helped me with dusknoir, he stretched all over the screen then been thrown.
it DOESN'T fix the freeze while grabbing!