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Quick Question: Are Hitboxes and HurtBoxes Able to be Seen Yet?

GimR

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I'm working on some stuff and I'd really like to be able to see hitboxes and hutboxes in order to do this.


Someone told me that It was done while they were making Brawl+.


So is there any code, or is there anyway to make a code where hitboxes and hutboxes would be viewable over the characters?
 

Mattnumbers

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Sadly, there is not, and making it possible would be very very hard and time consuming.

Or at least that's what people said last time someone made a topic about this.
 
D

Deleted member

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well, no.
but you can PSA to at least make the centers visible by placing GFX over it
 

Shell

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Sure. It would be helpful if someone found a roundish effect and compared it's units of size to a hitbox's units of size.

If that's unclear, I mean that a 1.0x sized flash or explosion etc. will not necessarily be the same size as a 1.0x hitbox -- if someone could develop a formula (1.24x explosion = 1.00 sized hitbox) then it'd simply be a matter of attaching that effect to the same bone on the same frame as the attack.

A short enough effect (1-2 frames) could applied multiple times to make the duration more visible.

If someone has the time to work this out it'd be quite useful.
 

GimR

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could you define PAS and GFX for me?

From what I remember in Melee there was a
debug mode and in that mode you could make the hitboxes visible.

the hitboxes, once visible, were color coded. Yellow was your hurtbox. Blue meant that you were invincible. I think Red was the color of the hitboxes, etc.



I mean, is there anyway you guys could find the alpha channel of the hit boxes and change it from 0% to 100%?

I don't know much about coding so please don't flame me, lol
 

Shell

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PSA = project smash attacks. It let's you open a character's .pac (data) file and look at the attacks. There's a guide on these boards. Once you've read over that, ask additional questions at either #SA (preferable) or #BrawlPlus.

Editing alpha channels is an interesting idea, but I have no idea whether they're even drawn to begin with and made transparent at all. Most of our coders have retired from coding, but you might want to send a PM to Paprika Killer and ask him if this sounds like something worth investigating.
 

MK26

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PSA = Project Smash Attacks = the thing that allows us to edit just about anything about a character, including attributes, strength and duration of moves, and even animations used in each move.

GFX = graphic effects = what it says

EDIT: :/ semi-ninja'd
 

Shadic

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If that's unclear, I mean that a 1.0x sized flash or explosion etc. will not necessarily be the same size as a 1.0x hitbox -- if someone could develop a formula (1.24x explosion = 1.00 sized hitbox) then it'd simply be a matter of attaching that effect to the same bone on the same frame as the attack.

A short enough effect (1-2 frames) could applied multiple times to make the duration more visible.
Better yet, just make it last until you manually end it, and do so when the hitbox changes/goes away.

It'd be great once we can replace effects via codes. (Or can we now)
 

Shell

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GFX don't disappear, to the best of my knowledge. If you call for one on frame 5, and the GFX lasts 10 frames, it won't stop until it's finished drawing on frame 15. If I'm wrong about this then I'm pleasantly surprised.

And I'm not sure what you mean by when we can replace effects via codes, because that is exactly what we're talking about with PSA. Perhaps you mean automate the process? I don't think that will ever happen, but who knows.
 

IndigoFenix

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It's a little tricky to do the GFX thing, because slight differences in size can grow if you try to expand them too much. However, you might want to know that hitbox sizes are based on the radius of the circle, using a constant unit of distance (1 is one unit of distance, 2 is 2 units, 3 is 3 units, etc.). I'm not exactly sure how big one unit of distance is, but it is the same as the unit for offset distances, which is useful to know if you want to, say, make a 'ruler' out of graphics to figure out how long a given distance is. This is useful if you're making really big hitboxes or fake projectiles, not so useful for small ones (but then, for small hitboxes you can just attach them to a bone and take a guess.)

I'm talking about PSA, by the way.
 

SymphonicSage12

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If the shield bubble is a gfx, that would probably be the preferable GFX to use, seeing as how it is (nearly) perfectly spherical. Although figuring out a formula to help us (if one would exist) would be a top priority as well.


Edit: sorry about the random rant..... I'll go delete all of those now...
 

Criosphinx

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If the shield bubble is a gfx, that would probably be the preferable GFX to use, seeing as how it is (nearly) perfectly spherical. Although figuring out a formula to help us (if one would exist) would be a top priority as well.

**** you people who say I have no thoughts in my posts and make fun of me. JUST **** YOU. and say I have no social life. For your info, I do. so **** you. **** **** you. I'm sick of your trolling and baiting and all that ****. Just ****ing stop. Just ****ING STOP.
Whoa there buddy.

Relax.
 

Plum

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If the shield bubble is a gfx, that would probably be the preferable GFX to use, seeing as how it is (nearly) perfectly spherical. Although figuring out a formula to help us (if one would exist) would be a top priority as well.

**** you people who say I have no thoughts in my posts and make fun of me. JUST **** YOU. and say I have no social life. For your info, I do. so **** you. **** **** you. I'm sick of your trolling and baiting and all that ****. Just ****ing stop. Just ****ING STOP.
Angry SS12 is angry.
Honestly, calm down... The internet is a fun place to be in when you want respect, especially when a large amount of posts contain poor grammar, or seem to be posted on a whim.
 

Jiangjunizzy

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right now there is no easy way to do it, but theoretically, yes, you could use phantom wing's program to have it display a graphic everytime a hitbox came out.

ahem. I said sorry D:
maybe you need to stop posting indefinitely. almost every post you make is edited out because you said something ******** and realize how stupid it was and then take it back later.

just a suggestion.
 

MK26

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right now there is no easy way to do it, but theoretically, yes, you could use phantom wing's program to have it display a graphic everytime a hitbox came out.



maybe you need to stop posting indefinitely. almost every post you make is edited out because you said something ******** and realize how stupid it was and then take it back later.

just a suggestion.
aww, dont be mean like that

hes just frustrated at what he sees as him getting no respect

and for future reference, sage, you've got a text box for a reason. Think before you click the 'submit' button.
 

IndigoFenix

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Okay, this is just getting ridiculous. Stay on topic or close the topic, okay?
 

GimR

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Okay, this is just getting ridiculous. Stay on topic or close the topic, okay?
I agree, please stay on topic guys.

Anyone tried my Alpha channel theory yet?


I got the PSA program but I can't seem to get it to work.
:/
 

Xyless

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I'm almost certain the alpha channel won't work, because the hitboxes wouldn't be drawn in the first place. Using PSA would be a great idea, but would be very tedious.
 

Shadic

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GFX don't disappear, to the best of my knowledge. If you call for one on frame 5, and the GFX lasts 10 frames, it won't stop until it's finished drawing on frame 15. If I'm wrong about this then I'm pleasantly surprised.
There's a function or whatever in PSA where you can end graphic effects. That's what I'm talking about.

And I'm not sure what you mean by when we can replace effects via codes, because that is exactly what we're talking about with PSA. Perhaps you mean automate the process? I don't think that will ever happen, but who knows.
I mean replace the graphic effects in-game with custom ones. Like instead of a smoke cloud, you get a permanent red bubble with a size of a 1x hitbox.

It would require not only new graphics, but to be able to change how they behave.
 

Shadic

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Crap. I swear I had seen it. Maybe I had it confused with "End SFX." ...Anybody have any ideas?
 

Eldiran

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Crap. I swear I had seen it. Maybe I had it confused with "End SFX." ...Anybody have any ideas?
Yeahhh, I'm betting that's it.

However, if you use an External Graphic Effect and set the Boolean to be True, you can use otherwise permanent graphics (they disappear at the end of the animation).

But that's the closest thing I can think of to ending graphics.

Let me know if you find it.
 

Dantarion

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I HAS AN IDEA!

There are only several actions that create hitboxes, right?
Using a USBGecko, it should be possible to detect whenever the game reads one of the hitbox creating actions, and with some work, we could inject a graphic action with the same parameters as the hitbox :p
 
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