That's the best news I've heard all day. Thanks!Export MiscData30 from this pack, and insert into your info.pac.
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That's the best news I've heard all day. Thanks!Export MiscData30 from this pack, and insert into your info.pac.
You are very welcome. Just be careful about the file-size.That's the best news I've heard all day. Thanks!
I did. All of the player cards are slightly different colors (well, minus player 2; That one is drastically different). CSS stage 1 should be up tonight. Everything but CSS portraits will be changed, and I'll include some alternate CSS Icons for Melee Fox/Ganon for those of you who use them (like me).
Also, my new HUD will also be up. These images will be in the OP and I'll post again when I upload 'em
Eventually.Awakening Marth?
Please?
Yes I am. An SJS CSP pack will be prepared sometime later.I like the look of the new menu, are you planning to make a CSP pack for Project M like you did with this not long ago? http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28645
Just to be clear, you're talking about the "P4" in the top right of the player card, right? If so, that is not supposed to be there. If you're talking about the "Player 4" title, that's odd. Looks fine on my screen, but if you brought it up I'll double check it.Tilting the CSS causes the character tiles to glitch out. In-game, the P4 is very hard to read and does not look as vibrant as what the theme would indicate. Other than these two things, It's pretty awesome.
Eventually.
Yes I am. An SJS CSP pack will be prepared sometime later.
@Amaze - Which CSPs do you mean exactly? The icons or the CSPs themselves I release with the textures?
Just to be clear, you're talking about the "P4" in the top right of the player card, right? If so, that is not supposed to be there. If you're talking about the "Player 4" title, that's odd. Looks fine on my screen, but if you brought it up I'll double check it.
I'm aware of the tilting glitch. Got no idea how to fix it (or rather, I haven't tried to). I figured it wouldn't really matter too much at the moment. I'll probably look into it (much) later.
I'm probably going to update my Peach pack next, then move on to some other character (Lucas?) before I get back to CSS/HUD editing.
Derp. I don't know what the heck I was thinking when I asked that.Umm both? I know how to make CSP's, but I can't make them look as vibrant as yours do.
Oh, in the HUD. That I can fix up pretty easy...I think. Thanks for pointing it out.Sorry, should have been more clear. The P4 over the character's head ingame (assuming the player doesn't have a name) is really dark and out of place.
Ah yes that would be much appreciated. I'd like to be able to make better looking CSP's for hacks and such to match dat awesome CSS. I have a few OoT Link CSP's that I'd like to improve and possibly post here once I know how to make them look better.Derp. I don't know what the heck I was thinking when I asked that.
Anyway, what I do is take a finished CSP and edit the contrast and vibrancy in photoshop. I'll post a process of a basic Falco picture sometime to better illustrate what I do.
Though, for Luigi's case, the textures SJS based the CSP on were already vibrant.
Oh, in the HUD. That I can fix up pretty easy...I think. Thanks for pointing it out.
Really, now? Post it here. I'll use it as an example, if you don't mind.Ah yes that would be much appreciated. I'd like to be able to make better looking CSP's for hacks and such to match dat awesome CSS. I have a few OoT Link CSP's that I'd like to improve and possibly post here once I know how to make them look better.
Simple Tutorial here, I'm actually about to change up my methods to make mass CSP production a lot easier. This method is only good if you want a quick csp adjustment.
Har it be!
Simple Tutorial here, I'm actually about to change up my methods to make mass CSP production a lot easier. This method is only good if you want a quick csp adjustment.
So, we have our base CSP here
Looks alright, but it could be better.
step 1 Brightness/Contrast
I usually stick with those settings, but you'll need to adjust as you go. If the CSP is detailed enough, this is all you'll need to do. If it's not, dodge/burn tool are the "quick" fixes to getting that detail you want.
Dodge tool
Burn tool
Using them, I'll add some highlights and shadows little by little.
See the shield? Looks a bit more reflective, right? It takes some good judgement to get this stuff looking right (it would take me too long here to go into it, but pick a direction that the light comes from and have at it).
After editing it that way, I eventually get this:
From this:to this:
EDIT: I forgot to mention I use a tablet for this stuff. Gives me much more control.
what is utcp?Will your texture pack work with cBliss once it's done?
I really want to use 10 costumes for every character but being a lazy leecher I don't want to deal with all the team color shifting shinnanigans lol. Can't wait to use the UTCP without replacing the default colors.
what is utcp?
ohh okUniform Team Color Project aka Project Minty, Maritime, and Mars.
Will your texture pack work with cBliss once it's done?
I really want to use 10 costumes for every character but being a lazy leecher I don't want to deal with all the team color shifting shinnanigans lol. Can't wait to use the UTCP without replacing the default colors.
That's precisely what I was going to do.To mass produce CSS stuff, you need to utilize actions. I won't go into to too much detail but it basically allows you to replicate modifications on as many different images you want.
Google Photoshop actions tutorial and I'm sure you'll figure it out.
Seeing that, made me stop and pause. Now I have additional slots for the entire cast and little idea how to fill 'em all! But, I probably will include a cBliss compatible pack at some point.Will your texture pack work with cBliss once it's done?
I really want to use 10 costumes for every character but being a lazy leecher I don't want to deal with all the team color shifting shinnanigans lol. Can't wait to use the UTCP without replacing the default colors.
That's precisely what I was going to do.
Seeing that, made me stop and pause. Now I have additional slots for the entire cast and little idea how to fill 'em all! But, I probably will include a cBliss compatible pack at some point.
It kinda works, there are a few issues though:...Now has anyone actually tested it to confirm that it does work with Project M?
Pretty sure I have an idea on how to stop those freezes from occurring. I'll try it out later on.It kinda works, there are a few issues though:
- The Pokemon (Squirtle, Ivysaur, Charizard) can't select their extra colours
- Characters who have had their default team colours moved (Marth, for example) freeze the game when selecting their moved team colour (in Marth's case, his purple colour)
That's about all I've tested, if anyone wants the modified ProjectM files that work with this, I could upload them.
I believe that these issues could theoretically be fixed if the Project M team wanted to integrate the codes into P:M themselves. In the cBliss thread where he explained the codes, he had to manually change something about the offsets for each character to match Wario's. The PMBR would have to modify the codes so they matched the IDs of the new characters and modified costumes as changed in P:M's codeset.- The Pokemon (Squirtle, Ivysaur, Charizard) can't select their extra colours
- Characters who have had their default team colours moved (Marth, for example) freeze the game when selecting their moved team colour (in Marth's case, his purple colour)
Well, that's still their official stance. They haven't released a text code list for Project M, they keep many P:M-original codes private, and they still discourage attempting to edit the code file. But there's nothing that they can do to prevent people from adding new codes into the code file, especially since now there are tools that can add codes automatically, without you even having to decrypt their own codeset.Speaking of which, what the heck happened to the "don't edit the code-set" mindset?
How could I resist trying out such a tempting code?Speaking of which, what the heck happened to the "don't edit the code-set" mindset?
Hopefully they can implement it in the next release, but for the time being, I guess we're stuck with what we have.I believe that these issues could theoretically be fixed if the Project M team wanted to integrate the codes into P:M themselves.
I'm digging this, it's been dug.I was thinking, can we import Brawl Textures onto Melee models of All the Melee vets? I love the new Ganondorf from apples and I'd love to see more vets get that awesome treatment. By the by, thanks for the Marth.
I'm digging this, it's been dug.
I'm liking the Sonic preview too..Does he have rim lighting as well Shun?
I was thinking, can we import Brawl Textures onto Melee models of All the Melee vets? I love the new Ganondorf from apples and I'd love to see more vets get that awesome treatment. By the by, thanks for the Marth.
It's possible. It'd take some work though. I might try it out on Falcon or Marth at some point.I was thinking, can we import Brawl Textures onto Melee models of All the Melee vets? I love the new Ganondorf from apples and I'd love to see more vets get that awesome treatment. By the by, thanks for the Marth.