Kaye Cruiser
Waveshocker Sigma
- Joined
- Aug 11, 2009
- Messages
- 8,032
- NNID
- KayeCruiser
- Switch FC
- 0740-7501-7043
LolGoku XD *SMACKED*Hmm, I guess your right.
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LolGoku XD *SMACKED*Hmm, I guess your right.
Looking good.Better screenshot:
Is Shadow over an alloy? or just good timining?
I'd say good timing, but it's not really... I just set "Wait1" to Shadow's first standing animation frame, and "Wait2" to Sonic's first standing frame. Then I just waited until they where doing the right poses and took a picture.Is Shadow over an alloy? or just good timining?
Wouldn't it be easier to just place the modified animation data onto the Shadow texture alone?I'd say good timing, but it's not really... I just set "Wait1" to Shadow's first standing animation frame, and "Wait2" to Sonic's first standing frame. Then I just waited until they where doing the right poses and took a picture.
....That's it, I can't take it anymore. I demand a beta download. NOW. XD *BRICKED*
That's what's so weird about the fighter animation data. For instance, you see Fox's Blaster model and animations inside his texture files, and yet they're also in FitFoxMotionEtc.pac as well.Except you can't do that, because animations are in the Motion file, and independent of the texture/model file.
*shakes head*@carlpie, you can still rotate models. you press control and rightclick to rotate it like the earlier versions. took me forever to figure that out too XD
My guess for that is because Falco has the exact same blaster that Fox has, along with his reflector.That's what's so weird about the fighter animation data. For instance, you see Fox's Blaster model and animations inside his texture files, and yet they're also in FitFoxMotionEtc.pac as well.
Of course, the animations are part of the FitFoxEtc archive, instead of the FitFoxMotion archive.
shift right click works wonders*shakes head*
CTRL right click makes them rotate on a crazy circle for me, not on their central axis. I believe the rotation point is clipped to the viewpoint rather than the character model x_x
I can rotate the model like .59 when I zoom all the way in, but zooming out just makes the character fly around in a giant circle off the screen... perhaps it works differently with my operating system? *shrugs* I'm sticking to .59 as this doesn't seem any more convenient for .60c
not a big problem since all I do is texturing right now
late reply I know
I'd also like to know this, and the level where regular Ridley is located...ASKF I'm trying to replace a model, and I need to change the bones and stuff(like with an assist). How do I go about doing this?
Also, does anyone know which Adventure Stage contains the Meta Ridley battle? I've looked, but I don't feel like digging through 200 not named levels.
920701.pacAlso, does anyone know which Adventure Stage contains the Meta Ridley battle? I've looked, but I don't feel like digging through 200 not named levels.
Every single boss is in the last page of the All Brawl Files archive.I'd also like to know this, and the level where regular Ridley is located...
From what I've seen so far, a couple other characters like Ike do this as well. I noticed the one thing in common they usually have is that a) they are produced from nowhere, and b) usually get thrown or moved away from the character.That's what's so weird about the fighter animation data. For instance, you see Fox's Blaster model and animations inside his texture files, and yet they're also in FitFoxMotionEtc.pac as well.
Of course, the animations are part of the FitFoxEtc archive, instead of the FitFoxMotion archive.
I don't have an answer yet. I haven't had time to loot at the file in detail.Kryal you never helped me with the freeze >.>
He's already said he's doing this. That's why there are no left-click functions right now.alright, i'm not messing with this until bones can be edited with the mouse. please do this
Are you talking about the animations that are in the FitCharacter or FitCharacter00 files?DevilKiller said:From what I've seen so far, a couple other characters like Ike do this as well. I noticed the one thing in common they usually have is that a) they are produced from nowhere, and b) usually get thrown or moved away from the character.
A couple other examples of this funky file formating for fighters are Link, Toon Link (HOARDS of equipment), and Ike's sword (Up-B?).
That being said, I feel like I'm going to eat my words later.
The program uses look-at points to determine the camera position. I don't know why that would be happening, unless the framework is calculating the matrices differently than everyone else. I used to get bizarre camera movement when the matrices were bad, but now that they've been fixed it doesn't happen anymore.*shakes head*
CTRL right click makes them rotate on a crazy circle for me, not on their central axis. I believe the rotation point is clipped to the viewpoint rather than the character model x_x
I can rotate the model like .59 when I zoom all the way in, but zooming out just makes the character fly around in a giant circle off the screen... perhaps it works differently with my operating system? *shrugs* I'm sticking to .59 as this doesn't seem any more convenient for .60c
not a big problem since all I do is texturing right now
late reply I know
Yes, keyframe editing is advanced. I plan on implementing drag controls eventually. Keep in mind that the animation previewer hasn't even been out for a month yet.alright, i'm not messing with this until bones can be edited with the mouse. please do this
Probably not for a while, sadly. It's a lot of work making the MDL0 rebuilder, and I just haven't gotten around to it.Hey Kyral, not to bother, but when do you think the model importer will be implemented?
You're making good progress! You happen to know a lot about these files it seems, I hope you can fully implement everything you plan.Quick update: I've been able to successfully create a BRSTM file from scratch with the new audio encoder. No need for any RVL files or special steps for stereo. Just need to fix it up a bit and make the audio previewer.
Of course, the next step after this is BRSAR.
I'm glad Pharrox left it to you, I'm sure you'll get it done.Probably not for a while, sadly. It's a lot of work making the MDL0 rebuilder, and I just haven't gotten around to it.
Ah, alright. Please let me know so I can readd it to the new pac. I had to take it out. D,:I don't have an answer yet. I haven't had time to loot at the file in detail.
it makes the model fly offscreen even faster <_<shift right click works wonders
again it only rotates as if the character was on the outside of a spinning disk- it flies around an axis with a huge circlezoom out then shift right click then normal and ctrl clicks. helps you rotate FAST
Ok, hold on, it'll take me a few minutes to get them all...zoom out then shift right click then normal and ctrl clicks. helps you rotate FAST
also can someone zip me up all the assist/pokemon files??
or tell me what the file names for them are i'd love it
thank you. right now, this is WAY too advanced and time consuming for me.Yes, keyframe editing is advanced. I plan on implementing drag controls eventually. Keep in mind that the animation previewer hasn't even been out for a month yet.
Saved it as a jpeg accidentally, i'll get an ingame pic if it works lolThat looks like some bad photoshop lmao
ahh thx, i just found them... i was looking for models and animation lolOk, hold on, it'll take me a few minutes to get them all...
EDIT: Actually, every file in the "item" folder except ItemCommonBrres, ItemCommonParam and ItemParam and any file with Param in its name is what you're looking for.