\Apples
Smash Journeyman
The retexture looks super good. So good that it makes it look like a new model.
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Starwaffle's Mewtwo is money. The tail thing might not be fixable through a different texture though. I just need to change the model itself, which I don't think is available through any of the current textures. i might ( though i'm not sure) have to add a bone to an existing model.
I personally downloaded the Starwaffle model of Mewtwo long before I knew about Nguz's project. If you're dead set on a Melee-like model, though, I thought this and this were decent enough for all of the slots.
So, if I understand correctly, the older models for Mewtwo might become imcompatible with the (potentially) added bones, right? If it does a lot of good for the character, I'm all for it, but I'm working on this collection of textures/models for a group of friends, and just want to make sure I'm not wasting my time with some of the things I'm picking up (like the Starwaffle model and its variants).Starwaffle's Mewtwo is money. The tail thing might not be fixable through a different texture though. I just need to change the model itself, which I don't think is available through any of the current textures. i might ( though i'm not sure) have to add a bone to an existing model.
Please post it. I got an email notification when you first posted, and I was reading a little bit when I realized that this was the post I had been looking for when I started this project. I had read those exact words a while ago, and when I actually decided it would be a good idea to try and buff him, I looked, but couldn't find the post again.A long time ago I made a post about possible buffs/tweaks for Mewtwo. I may as well post it here.
Never mind, totally forgot how to do spoilers.
I had the same problem. It's [*collapse] [/*collapse] now. Remove asterisks.A long time ago I made a post about possible buffs/tweaks for Mewtwo. I may as well post it here.
Never mind, totally forgot how to do spoilers.
That is actually exactly what I was thinking. I tried it, but every time I jabbed the idle animation would start again from scratch. That made him hitch a little. I need to find a place to start the animation so it transitions smoothly from most parts of the current animation. I might just have him fold his arms like he's daring you to come any closer.For the mind jab, couldn't you just use his idle animation? Sorry if you tried that already.
Everything sounds great. Can't wait to see new Uair/Smash.
You were looking for my post? I'm flattered. Probably the reason you couldn't find it was it was from the old forums. However, I copy and pasted the post and saved it to a word document a long time ago.Please post it. I got an email notification when you first posted, and I was reading a little bit when I realized that this was the post I had been looking for when I started this project. I had read those exact words a while ago, and when I actually decided it would be a good idea to try and buff him, I looked, but couldn't find the post again.
Haha! Thank you! Now that I know that, here it is:I had the same problem. It's [*collapse] [/*collapse] now. Remove asterisks.
Can you believe that? The nerve!
Sounds good to me! I'm glad you are learning, and please don't worry about this too much. Whenever you have the time is perfect for me!Hey Nugz! I'm still in progress in learning and hopefully I'm understanding. I've been a little busy lately sorry about that. But I'm still gonna try and help later!
Nice to see you again! Your post in the project Mewtwo thread was why I decided to try and balance him! I know what you mean about some of the coding stuff, it can be really hard. Right now I have the wavedash the same length as Melee, and I'm pretty sure the shielding thing is fixed too. His jump height should match Melee. His head touches the bottom platform on Battlefield, he just barely makes it onto the platform with a full hop, and his double jump, if you do it fast enough, carries him just above the top platform. I haven't touched his jab yet, but I am thinking a Ganon style jab should be perfect. You re totally right about the uair though. There aren't any hitboxes active at the very start of the animation, which I think should be changed.I did the exact same thing you are doing before, modifying the Project Mewtwo so that he would suck less. But I also couldn't figure out how to make Dash Dance and Wavedash look how they are supposed to... Would be a great step forward making them look natural.
His Jump height seems a bit lower than original but it may just be me... Also I recall his wavedash being different in Melee- that problem comes from the Project Mewtwo PSA we based this off and I failed to find a good way to change the timing/extend it (It should be as long as the roll at least). Also what is up with the Uair hitbox? I can't hit a standing enemy with the front at all... But the tail is clearly going through them. One thing I did was reduce the ultra landing lag of this move because it can be really good once it approaches Mario/CFalcon Uair levels.
Anyways I may be wrong on a lot of things but.. Definitely look into that Uair. And of course... The Jab <.< The one that originally comes in actually worked kinda better when doing the second part though it may not be a bad idea to just change the whole thing so it's like Ganon or Zelda's instead.
I also experimented with making the UpB more like Sonic/GW so that you can move after it but not upB anymore in order to do cool combos. My coding for that was kinda fail and maybe it was too OP... But it was definitely very cool.
Thank you! I did that so when i do get him to dash dance he will be able to travel really far horizontally when he jumps out of it. I got that idea from Ike, who is deadly out of a dash dance. I finally figured out how to increase his dash speed, so right now I have him moving at 1.5 time his original speed. That should be good, but I need to figure out how to compare that to other characters. Glad you like it!Nice Melee Mewtwo 1, Nguz!
One thing I noticed about his dash is that the speed is high at the start and normal walking speed for the rest. This means that in order to move faster (and it is pretty fast) I keep tapping in order to move at a more dashy speed. It's very fast, but maybe too fast as a dash. If the true dash could be somewhere between there and the walking speed, that would be swell.
I haven't compared this to Melee Mewtwo yet, so I'll do that later.
Are these other textures? I'll check them out to see if any of them have the right bone structure.@Gigas Overlord
http://www.mediafire.com/?0n3e7r3g2sh1xe7
http://www.mediafire.com/?87azmbxja7hxk78
http://www.mediafire.com/?2db83td0r2ew2t2
http://www.mediafire.com/?2db83td0r2ew2t2
http://www.mediafire.com/?8zhhs0f6znxn20a
Try these out and let me know if these are the tail issues you are talking about.
The one that is in the original download is the one I have had the best results with. I am currently trying to figure out a way to add bones to mewtwo, but I am not currently having any luck. I think i might have to re-rig the entire texture! But I can't figure out how to do that...Okay, I tried the skins out. The second half of his tail is straight, regardless of which skin I use. I think this is a bone issue. The textures did help with things like U-Tilt, D-Tilt, and B-Air, though. Also, his Jab is timed weird in order to get the second one out. It's a tap, delay, then tap and hold, which is odd to use in actual combat. Also, his Shadow Ball doesn't push him off of the ledge when he is near it firing inward. Is the texture the Starwaffle one? I was using Data-Drain's one, if only just for the Grey Mewtwo. If textures really cause that much of an issue, Nguz should OP the one that fits all the animations best.
Please do, and let me know what you think! I am currently having little success getting him to work over Samus, but I think I can put him over other cast members, so I might offer different .rels so people can pick and choose who they put him over.Seems great! Except for the part of deleting Lucario. I'm gonna try it anyway.
Sorry to get off topic, but this is awesome. Is it already part of P:M, particularly on the hackless version?http://forums.kc-mm.com/index.php?topic=61460.0
Will this project have sfx for Gecko users as a result of this?
The code came out after the latest build of PM, so no. But you can always put it in yourself, which I plan to if it means I can have full Mewtwo sfx.Sorry to get off topic, but this is awesome. Is it already part of P:M, particularly on the hackless version?