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Done. Sorry about that.How come you didn't put that I am working on a bulblorb on the first post?
Added. About the texture, do you have both .pac and .pcs? Are they named correctly?Huh. When I try starfy the texture isn't changing. He still has the red alloy texture. Anyone know how to fix this.
Also: requesting to be added to first post
Specials cannot be given to Alloys yet. I'll add you to the OP. To reduce size, open the FitZakoGirl file in PSA and change the value in Attributes below weight.I'm new to this board and I'm working on Lyndis right now and I need some help on things. I'm not sure if this is the right board to ask but it relates to character creation and a little bit on brawlbox and smashattacks. I got her model working on Zakogirl. The trouble I'm having is getting her running right. She seems to lag at the end of the second step everytime so it looks awkward. I replaced her running with sheiks and copied almost everything exactly except for a few parts. I think running speed and animation is determined by TransN and some attribute details in smashattacks since that's what seems to make it move. Any help would be appreciated. And she is pretty tall and I think that's because of Zakogirl's size. To reduce her size, should I look at the FitZakogirl file or the texture file.
And giving alloys Special is possible right since their stuff is empty and you can just add it if you want right?
I uploaded her onto sendspace if someone wants to help test her out and comment.
http://www.sendspace.com/file/3l2isq
Here's a pic of her running. It's not perfect yet since animating her skirt is still kind of weird
That's a great idea. If there are any code-makers who see this, can you please try to make this code, if its possible.Ok I've got an important code request...
You know how there's the code to enable the win and loss poses for Alloys?
Well, I'm sure it worked because the Alloys already have the Wins and Losses sub actions in their PAC as seen through PSA, but the game was never set to read it, which I'm assuming the code changes.
Well, the Alloys have a bunch of other things in their PAC as well that isn't enabled, such as all the subactions already setup for grabbing items, holding items, etc. While they don't have an animation for them in their Motion file (they didnt have wins or losses either), provided that you manually add one (what I did for wins and losses), can another code be made to enable some of these actions for Alloys?
-Everything to do with items (don't have to do every single one I suppose like the screw attack animation, but everything dealing with holding and throwing items, there's 35 of them iirc)
-Taunt up down and side
-His specials
For instance, I put a command in his neutral B action on PSA but when I go into the game and press B nothing happens. I'm not calling any routines which I thought wasn't the problem.
My idea to give him a "special" was I just have one line of code in my Down B and that is to go to SubAction39. I chose 39 because it was blank for Alloys. I think it had something to do with gliding originally, which he obviously doesn't need. Then to test a special in 39 I had him pull out an item (and I used a SpecialLw animation (that I inserted myself) on the subaction. Nothing happens though.
try putting what you want's X, Y, and Z at 0 then change them to the size you want for the attack.I'm fed up with the odd textures and no specials, ledgegrabbing, or shielding!
I'm going to try out the devil on non-alloy chars.
Oh, and how do you make model parts invisible until you tell them to be visible, like Lucas's stick or Pokemon Trainer's ball.
There's an event for PSA that removes certain parts of a character's model. Link, for example, has two swords and shields, but the moveset tells him which ones to have out at what time.I'm fed up with the odd textures and no specials, ledgegrabbing, or shielding!
I'm going to try out the devil on non-alloy chars.
Oh, and how do you make model parts invisible until you tell them to be visible, like Lucas's stick or Pokemon Trainer's ball.
I'm pretty sure Squirtle is the same size as Hammer Bro, so just use his animations on HBK i need help with tthat same invisible thing because im still trying to find a way to delete the arms and legs of hammer bro's for the shell spin when he is running
Those are Articles, and are called from the Etc.pac, but what knux said should work. You can also manipulate the articles as you would a normal model, though. If you don't want the part you want to make invisible part of your body, you can make it an article. You're trying to make the bat form of the Devil invisible and visible at times, right? You could model swap it with an existing article and give it its existing animations and use PSA to make you invisible and call the article when you want to be in bat form.I'm fed up with the odd textures and no specials, ledgegrabbing, or shielding!
I'm going to try out the devil on non-alloy chars.
Oh, and how do you make model parts invisible until you tell them to be visible, like Lucas's stick or Pokemon Trainer's ball.
That should work.Tsuyoshio: Try what I recomended to Mr. Weegee. Im not sure if you can do that but its worth a shot.
Do ya know the PSA code? because I don't want to scale down the bat for every subaction I don't want him in.There's an event for PSA that removes certain parts of a character's model. Link, for example, has two swords and shields, but the moveset tells him which ones to have out at what time.
Although I don't think that can apply to PT, as his moveset won't open with PSA, so the actually values are unknown. So, as was said before, the easiest way would be scale them down for animations where they aren't needed.
I've seen articles, and I don't think Lucas's bat is one. It's part of his model, like attached to his hand in every animation (when you preview in BrawlBox). I think PT works the same way, but I haven't checked to make sure.Those are Articles, and are called from the Etc.pac, but what knux said should work. You can also manipulate the articles as you would a normal model, though. If you don't want the part you want to make invisible part of your body, you can make it an article. You're trying to make the bat form of the Devil invisible and visible at times, right? You could model swap it with an existing article and give it its existing animations and use PSA to make you invisible and call the article when you want to be in bat form.
You are just going to have to fiddle with it. I have no idea what I am doing myself.Intresting data you have thunder it comepletely has my attention and im willing to try if i can get some help of course
You are a genius. (And ThatGuyYouMightKnow, Dantarion, and Shanus.) As long as it doesn't freeze the game, then you have saved the world of Model Swapping (kinda). All we would have to do if this works is find a way to do the same thing with the MotionEtc and we will have fully new fully new characters... (Yes, I meant to say that twice.)Well, I certainly have confirmed that this little bit of information is true. I am currently looking at Red Alloy's PAC, but it is all of Mario's data. I am going to do a bit of testing, and tell you all how that works out.
Um, no child bearing please and thank you. I am just testing it now. The only issue is that the filesize is nearly twice as large... But hopefully it still works.If this works, Thunder, I will bear your children and love you forever
Did the parts where I mentioned possible issues with Mario's entrance tip you off on that? XDEDIT: I think it was the pipe. Alloys have no props or articles you know.
Try Training Mode: there are no Entry's.>:C
Alright, good news and bad news here. The bad news is, the game froze.
The good news? I made it past the SSS. The match began, it was against Peach, in Smashville. I got to see Peach say "Hi", but when it came to my Red Alloy Mario, the game utterly failed with utter failure. But I did not get a beep, which I found weird. I have multiple theories as to why it froze.
1. Graphics - It might not have been able to call upon Mario's tube. I'll delete this and try again.
2. SFX - The game might not have been able to call upon Mario's "LETSA GO!".
3. Brawl seriously hates me - Self explanatory. It likes watching me fail.
I use a failure GCT where only fourth player can be Red Alloy. Since I don't feel like compiling a bunch of stuff, I am going to stick with what I have, since it needs to work anyways.Try Training Mode: there are no Entry's.
You want the GCT I've got, just for the initial test?I use a failure GCT where only fourth player can be Red Alloy. Since I don't feel like compiling a bunch of stuff, I am going to stick with what I have, since it needs to work anyways.
Fine... I guess I won't die without B+. Thanks man.You want the GCT I've got, just for the initial test?
Here, I don't have B+, though. Its Eldiran's CSS. Find the second Captain Falcon.Fine... I guess I won't die without B+. Thanks man.
Maybe, maybe not... : PDid the parts where I mentioned possible issues with Mario's entrance tip you off on that? XD
Wait, did you only modify the Character.pac, and not the Motion.pac? You might have to modify the Motion file, the normal .pacs are just Hitboxes, and not animations. Maybe the two are conflicting. What happened in-game? Did it freeze again the same way?Alright then, I guess it isn't the animation.The issue here may stem from somewhere totally different. But just for fun, I am going to also put Mario's graphical effects into the files and see what happens. Perhaps Alloy's glowy effects are messing him up.
Ok, so what I have done is essentially replaced Zakoboys PAC with Mario's, while still having it load on Zakoboy. I am also using Marios animations. I am currently testing what happens if I also import his graphics.Wait, did you only modify the Character.pac, and not the Motion.pac? You might have to modify the Motion file, the normal .pacs are just Hitboxes, and not animations. Maybe the two are conflicting. What happened in-game? Did it freeze again the same way?
So, you replaced the Misc. Data in Zakoboy's pac and then what did you do to the Motion.pac? Don't tell me you just put Mario's Motion.pac in Zakoboy's folder...did you?Ok, so what I have done is essentially replaced Zakoboys PAC with Mario's, while still having it load on Zakoboy. I am also using Marios animations. I am currently testing what happens if I also import his graphics.
Even with the graphics, it froze the exact same way.
Alright, I might take a look at it.EDIT: Well, I am done for tonight... This is really starting to annoy me. I'll upload what I have to my mediafire (mediafire.com/Thunderspam), and if you feel like looking at it, go for it. I am going to bed.
Dude, clearly I renamed it. It works too, I checked beforehand, and it used all of Mario's animations fine (Except it froze on his jab combo since it tried to call on an animation that wasn't there).So, you replaced the Misc. Data in Zakoboy's pac and then what did you do to the Motion.pac? Don't tell me you just put Mario's Motion.pac in Zakoboy's folder...did you?
I knew you renamed it, I just was told that it doesn't work. I didn't know you tried it beforehand, though. Well, if that's not your problem, then I don't know what is. I just downloaded your files, I'll check them out right now.Dude, clearly I renamed it. It works too, I checked beforehand, and it used all of Mario's animations fine (Except it froze on his jab combo since it tried to call on an animation that wasn't there).
Aren't you making Hammer Bro. over an Alloy? Well, to answer your question, it would be the same thing as the answer to the walk bug: either add momentum in PSA or do the new thing Eldiran found out. I think there are many other ways, but the easiest might be character momentum.same problem happened to me hey btw do you know how to turn a side b move into a run anim
Yes how do i add momentum i've never done psa b4Aren't you making Hammer Bro. over an Alloy? Well, to answer your question, it would be the same thing as the answer to the walk bug: either add momentum in PSA or do the new thing Eldiran found out. I think there are many other ways, but the easiest might be character momentum.