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Project M Social Thread

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.Fade

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Question.

Watching the stream, it seemed like a lot of Melee characters already had their old characteristics back. Have you guys already completed the basic hitbox transferring for the Melee cast?
 

Sneak8288

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wario should be a semi fast faller like melee roy, his bike should be like falcon kick and disappear instantly after he uses it or if he gets hit breaks apart. the aerial version should disappear after a certain distance and give him his double jump back and thats all he needs. i might have some vids, ima check my sd card to see what got saved
 

SymphonicSage12

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Question.

Watching the stream, it seemed like a lot of Melee characters already had their old characteristics back. Have you guys already completed the basic hitbox transferring for the Melee cast?
sort of. However, some other major obstacles still in place are:

-figuring out landing detection
-knockback stuff
-other things I can't think of right now


If you guys remake DK Island: Kongo Jungle, could you take out the campfest rock at the bottom right?
Yes (although the Kongo Jungle that's out right now, Canon98's version, does indeed have the rock. And personally I like the rock.)
 

Archangel

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wario should be a semi fast faller like melee roy, his bike should be like falcon kick and disappear instantly after he uses it or if he gets hit breaks apart. the aerial version should disappear after a certain distance and give him his double jump back and thats all he needs. i might have some vids, ima check my sd card to see what got saved
could you have used another example aside from roy....The image of him being like roy made me puke a little bit....:urg:

Question.

Watching the stream, it seemed like a lot of Melee characters already had their old characteristics back. Have you guys already completed the basic hitbox transferring for the Melee cast?
from what I heard there was a frame by frame overlay of pretty much everything so i guess yeah. Aside from moves that were buffed/changed.
 

Wind Owl

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Regarding hitboxes: Actually, no, we haven't. We're getting the tools in place to do semiautomatic hitbox transfers, and once that's done we can start moving the hitboxes where appropriate from Melee to Brawl.
 

FrozenHobo

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If you guys remake DK Island: Kongo Jungle, could you take out the campfest rock at the bottom right?
as said, there is one already made. however, some of the collisions don't match the melee version. i can look at them, edit model placement to see about getting it exactly like the original, though.
though i do personally like how he "brawl-ified" it in some ways...
 

FrozenHobo

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that windmill has been the bane of my smash hacking existence since we started working with it in B+. the thing is ******** as ****. it has to do with collisions and how they act in conjunction with angles. makes me rage hard...
 

ManEg

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"detrás de ti, IMBECIL!!"
It's interesting how you guys are modifying physics, importing melee stages and doing a bunch of incredible stuff; but can't handle a single aspect of a stage (windmill). I wonder what kind of magic Sakurai worked on that thing. Was it even necessary?
 

FrozenHobo

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Can't we remove it and replace it with a static structure? Hell, just make it a broken-down windmill, idk.
you may have to. moving windmill gives everybody who works with it a headache.

actually, making it not turn would be the easy part. just go into the animation and change each frame back to its default position.
 

Revven

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Spam: Should probably be something separate from the base model, he should finish it and then as an alt the "scouter" could be put on him.
 

GP&B

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Bingo, awesome work GW! You can bet this is going straight onto my SD card when its released.

It's interesting how you guys are modifying physics, importing melee stages and doing a bunch of incredible stuff; but can't handle a single aspect of a stage (windmill). I wonder what kind of magic Sakurai worked on that thing. Was it even necessary?
I suppose we didn't get enough development into dynamic collisions modifications for BrawlBox to be able to figure it out. Heck, this same issue with the windmill may also be the reason we probably can't restore Brinstar Depths (at least with rotation). Despite the amazing works stage hackers have put out, we still can't add or modify damaging environments and models (only remove) and we can't change collisions based on certain circumstances (like the windmill). I might've missed some other things we can't quite do. I know Mewtwo_2000 tried some Mute City-like things with the Mario Kart course that was really interesting, but I haven't seen anything since.
 

FrozenHobo

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Bingo, awesome work GW! You can bet this is going straight onto my SD card when its released.



I suppose we didn't get enough development into dynamic collisions modifications for BrawlBox to be able to figure it out. Heck, this same issue with the windmill may also be the reason we probably can't restore Brinstar Depths (at least with rotation). Despite the amazing works stage hackers have put out, we still can't add or modify damaging environments and models (only remove) and we can't change collisions based on certain circumstances. I might've missed some other things we can't quite do. I know Mewtwo_2000 tried some Mute City-like things with the Mario Kart course that was really interesting, but I haven't seen anything since.
its the same reason brinstar depths won't work with rotations, yes. there is no way to modify the properties of the collisions at specific angles/frames, so the collision remains static throughout the rotation. this means, you have a floor as a wall. at 90 degrees that causes teleportation. it may be possible through hex editing, but there are so many pointers i wouldn't even know where to start (assuming that hexing would even work in this instance).
 

GP&B

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I'm actually wondering if Brawl's stage engine is... incapable of it? Unless there's an example of a rotating dynamic collision in one of the stages, I really wouldn't know where to look. Of course, just because it's incapable doesn't mean we couldn't make something work. It's just as you said though, probably really difficult to start.
 

FrozenHobo

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there are plenty of examples (the windmill itself, the flyer on Big Blue...) the problem is that when viewed in bbox the specifier (whether its a floor/wall/ceiling) is blank, indicating a special instance. its recreating these special instances that are not possible with bbox in its current form, which makes me a sad panda...
 

SymphonicSage12

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So I guess that means for now no Brinstar Depths? :(

GW, awesome Falco!! I love it.

P.S: The game freezes when I try to choose the WWR on stage select... not sure why. I don't have any edits on it.
 

GP&B

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No rotating Brinstar Depths and that kind of defeats the purpose.

There are a couple of instances that would be particularly neat if we could use those special instances. You could make a fallthrough/one-way platform that would rotate (either always or on fixed intervals for a certain number of degrees) so that you can always jump through it regardless of which direction it is facing. That's only a simple example. There's definitely a lot of things you could do with it.

I'm partly more interested in adding/modifying offensive collisions and destroyable collisions though. That's what a number of stages lack in completion (especially MKII). It'd also be nice to just make the cars in Aero Dive less death-inducing instead of removing them all together (but even then, their path and the way the platform works is extremely annoying).
 

SymphonicSage12

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I have a feeling some magical will happen and all the sudden they will have full control over these special instances and rotating collisions and whatnot.
 

FrozenHobo

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hitboxes are a big deal when it comes to stages. they're like the holy grail of stage hacking. nobody knows where they're stored, but everybody has theories.
 

GP&B

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Wasn't bero getting into details on STDT (or whatever it is that I can't remember the name of) for some potential discoveries?
 

Eternal Yoshi

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I'm unsure whether STDT has a hand in offensive collisions, but it does play a hand in many other things. For example, you can lower the water in Jungle Japes, and slow it down.

You can also alter the rate at which the Klap Trap appears.
 

FrozenHobo

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yeah, i don't know (or think) that those have anything to do with the actual collision properties... would be great if they did, but it doesn't seem that way.

i will, however, not say that it doesn't as i could very easily be wrong on that matter (but i'm probably not).
 

GP&B

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Hey, another piece to work with right? A bit minor and sometimes not even applicable to some stages, but still nice to know.

No, the eyes look fine with the recent change. They're literally just a tiny bit off. Everything else is top-notch except for the bits at the back of his head and even that's a very minor complaint.
 

GP&B

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I think someone was planning to attempt that. I can't remember who but I hope he/she is still doing that.
 

GP&B

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Oh nice. Also, isn't there an issue with any costume over her... shoot, is it her sleeping hat that freezes the game with a texture on it?

@TL?
Bahahaha, yes! The process for replacing the hat is probably exactly the same.
 

FrozenHobo

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the green hat is the one that causes issues. they have, however, developed a way to load new models over it. unfortunately, they can only load over the sleeping hat.
 

Archangel

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Spam: Should probably be something separate from the base model, he should finish it and then as an alt the "scouter" could be put on him.
Vegeta what does the scouter say about his power level. i think you should make the scouter an alt
LOL! Perhaps you should ad the OVER 9000!!!!!! Audio in for Falco and Fox with scouters:chuckle:

on another note LOL at strong_bad's front page post! :laugh::laugh::laugh:


And as for Wario....forget about Wario. It's way more important that Pit is finally made into the overall best character in the game.
 
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