Mewtwo_2000
Smash Lord
@Shadic
What's the final size you need for Hyrule Castle? Did you calculate it? 80% maybe?
What's the final size you need for Hyrule Castle? Did you calculate it? 80% maybe?
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right click on the brres, new>animation, then right click on the animation and add>new bone.I may sound like a NooB, but how do i add animations to a brres? Like i import a model but i need an animation to move it.
Maybe 85%. You're in the ProjectM Backroom right? Just make sure most of the characters can jump up the center tower platforms with a full-jump.@Shadic
What's the final size you need for Hyrule Castle? Did you calculate it? 80% maybe?
need help?resizing is confusing ...
No i mean like if i made a stage from an Imported model and there was more than one animation needed. how would i make the created animations work in-game?right click on the brres, new>animation, then right click on the animation and add>new bone.
If you tell us what you do, we'll tell you what's wrong with it.Has anybody been able to get collisions to follow models? I really need help with it, I can't get it to work.
I've watched it numerous times and I've followed it step by step and it was unsuccessful.See the WackaAlpaca's tutorial on youtube to learn how to attach collisions to models.
Reposting for help.Hi, I fixed all of my textures on my smashville norfair. I still need help on two things. I still have not been able to move the main stage model. I have made the Y translation many numbers and none of them move the model at all. The second thing i need help with is the lighting of the stage. It is too bright, the main stage and moving platform are all really bright and I wanted to know if it was possible to darken the lighting a bit. If so, How do I do this?
If someone could help me move the main model and fix the lighting that would be great. Here is the stage so far. http://www.mediafire.com/?72i25dy7ybphxwh
Ditto.I've watched it numerous times and I've followed it step by step and it was unsuccessful.
@Mewtwo2000 - Basically I add a model to a brres, put coordinates in it's non-animation state, go to the collision editor, add new collision, attach it to the model's top bone (or only bone for most cases), make a collision around the model, go back to the model viewer, put the model's non-animation back to normal and give it an animation.
Then, it could be you're using the wrong modeldata. Doing this in models in the modeldata[101] doesn't work. And other modeldatas don't work either, depending on the stage.I've watched it numerous times and I've followed it step by step and it was unsuccessful.
@Mewtwo2000 - Basically I add a model to a brres, put coordinates in it's non-animation state, go to the collision editor, add new collision, attach it to the model's top bone (or only bone for most cases), make a collision around the model, go back to the model viewer, put the model's non-animation back to normal and give it an animation.
I usually use the modeldata where the main platform is (modeldata2 for FD and modeldata10 for pirate ship etc.) I don't think I've ever put any models in 100 or 101. If I'm want my collisions to follow a model I put in FD, which modeldata would be best?Then, it could be you're using the wrong modeldata. Doing this in models in the modeldata[101] doesn't work. And other modeldatas don't work either, depending on the stage.
Models and Collision:
When your making your collision data, If you've changed the stage/background position in it's animation, remember that you need to have the exact same data in it's non-animation state (you can change this when your already in an animation by going to frame 0), otherwise, it won't show the same in the collision editor..
How long has Other M been leaked? >.>For anybody who cares to know, Metroid Other M's files can be opened with Brawlbox. Havent been able to access the models yet, but the textures are there, in stunning awesomeness. :3
i think last nightHow long has Other M been leaked? >.>