Wild offensive collision bubble appeared!
On a side note, NinjaLink made a new video of this.
This is probably the best one so far.
Also, Innocentroads followed up on this, and made one for Snake as well. (*coughSnakeisBScough*)
Innocentroads is absolutely amazing for creating this method.
The amazing Doval made a little guide for making your own. (See below)
Also, a good tip to know before you start is to probably make sure to not use PSA v1.3 when making your file. Version 1.3 has a habit of adding on an extra 15-20 kb and causing a freeze at the CSS when selecting your character. I'd recommend using v0.21. (Just remember everything in 0.21 is in a factor of 60000.) You can use PSA 1.3 to "proofread" it, but you probably shouldn't save with it.
It is recommended that when you film your hitboxes, you use these codes along with the file replacement code.
I guess this is the help thread for this project now. If you have any problems, ask here.
Thanks NinjaLink for showing me this. Down taunt to activate the hitbubble effects.
On a side note, NinjaLink made a new video of this.
This is probably the best one so far.
Also, Innocentroads followed up on this, and made one for Snake as well. (*coughSnakeisBScough*)
I made the PSA.
http://www.youtube.com/watch?v=D9mak7FXmSY
Please press DownAppeal.
MK
http://www1.axfc.net/uploader/Sc/so/53386.pac&key=null
Snake
http://www1.axfc.net/uploader/Sc/so/53604.pac&key=null
Innocentroads is absolutely amazing for creating this method.
The amazing Doval made a little guide for making your own. (See below)
Also, a good tip to know before you start is to probably make sure to not use PSA v1.3 when making your file. Version 1.3 has a habit of adding on an extra 15-20 kb and causing a freeze at the CSS when selecting your character. I'd recommend using v0.21. (Just remember everything in 0.21 is in a factor of 60000.) You can use PSA 1.3 to "proofread" it, but you probably shouldn't save with it.
Also, if you were wondering how to do grabs, bob-e explains how to get the parameters you need for grabs.Succeeded in revealing the hitboxes on Ike's jab. The procedure was pretty straightforward:
1) Go to the character's Down Taunts (AppealLw) and add
as the first event in both Down Taunts (Main list). This is what switches on the hitbox graphics.Code:(120A0100) Bit Variable Set Memory Type: Runtime Longterm Type: Float Variable #: 100
2) Go to the character's Up Taunts (AppealHi) and add
as the first event in both Up Taunts. This is what switches the hitboxes off.Code:(120B0100) Bit Variable Clear same parameters are Bit Variable Set
3) Go to the attack you want to add hitbox graphics for. Switch over to the GFX event list. Whatever shows up there, encase it in an "Else" and "End If" (if there's nothing in GFX, just add the "End If.") Then add a
on top of everything.Code:(000A0200) If Requirement: Bit is Set Variable: (same as Bit Variable Set)
4) Inside the "If", we'll want to add a Sword Glow (11031400) for each Offensive Collision the attack has. Make sure to add the appropriate timers (look at the Main section) so the glows start at the same time as the collisions. Fill out 11031400 as such:
*Double click the Offensive Collision, click on Bone and use the number in the LEFTMOST FOUR DIGITS. The other 4 digits are the ID, which we don't need for this.Code:Parameter 0: Value (1) Parameter 1: Value (0) Parameter 2: Value (Offensive Collision's Bone*) Parameter 3-5: Scalar (0) Parameter 6: Same as 2 Parameter 7-9: Scalar (0) Parameter 10: Boolean (True) Parameter 11: Value (32) Parameter 12: Same as 2 Parameters 13-15: Scalar (Z, Y, and X offsets, respectively) Parameters 16-18: Scalar (0) Parameter 19: Scalar (Offensive Collision's Size)
5) Now we need to make sure we end the glows at the appropriate times. Look at the attack's info in Main again, and add the same timer that precedes "Terminate Collisions" to your If block, except subtract 1 from the frames on the timer. E.g. If the timer has 3 frames, use 2 in your If. If the original timer only has 1 frame, don't add a timer at all. Now add an event 11050100 and set Parameter 0 to Value (1).
6) Repeat steps 3-5 for the rest of the character's attacks, save the .pac, and put it in your SD.
In short:
Set Bit 100 in the Down Taunts
Clear Bit 100 in the Up Taunts
Set up an If-Else in the attack's GFX list, putting the original contents into the Else
Add the timers and sword glows that correspond to the hitboxes into the If.
End the sword glows 1 frame before the hitboxes end.
EDIT: Thanks a lot Innocent Road. This is really awesome.
parameter 1 - bone
parameter 2 - size
parameter 3 - z offset
parameter 4 - y offset
parameter 5 - x offset
It is recommended that when you film your hitboxes, you use these codes along with the file replacement code.
AMKalmar made a post on how to bypass the scaling issue that you might encounter. Read more of page 22 for a few more details.I recommend when people film their hitboxes to use these codes:
Infinite Replay (if not recording live)
040E5DE8 60000000
04953184 60000000
04953224 60000000
1 player matches
0468D420 2C060001
Random button goes to Result (Pitch Black) Stage
4A000000 81000000
3253CDDC 01010101
305E25C4 00000036
145E25DC FFFFFFFF
E2000001 00000000
305E25DC FFFFFFFF
145E25D8 00000028
E2000002 80008000
Unrestricted pause camera
040A7D60 4E800020
04109D88 38800001
Unrestricted Replay Camera
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890
How to deal with collision bubbles attached to bones that change scale
A collision bubble attached to a bone is unaffected by the scale of the bone. However, The scale of the graphic bubble we use to represent the collision bubble is the same as the x scale of the bone which it is attached to.
On Ness' up tilt we have 2 collision bubbles attached to bone 28 and bone 50 which appear on frame 5 (counts 4 frames from frame 1). The size of each bubble is 7.2.
This is what we get if we give each graphic a scale of 7.2. Ness is hiding in there somewhere.
Open any FitNess[#].pac in BrawlBox.
ModelData[0]\3DModels(NW4R)\FitNess00\...
We can see that bone 28 and 50 are LHandN and RHandN respectively.
Open FitNessMotionEtc.pac in BrawlBox or open any FitNess[#].pac with BrawlBox, preview ModelData[0], and load FitNessMotionEtc.
FitNessMotion\AnimationData[0]\AnmChr(NW4R)\AttackHi3...
Since scale is compounded we have to look at the entire chain leading to LHandN, all on frame 5. This chain can be seen in FitNess[#].pac. On frame 5 LHandN has an x scale of 1.363626 (shown), LArmJ has an x scale of 0.953555, and LShoulderJ has an x scale of 1.601241. All other scales are 1.
Therefore the new scale of the graphic attached to bone 28 should be:
7.2 / (1.363626 * 0.953555 * 1.601241) =
Much better. The right hand had to be calculated separately since the x scales leading up to it differ from those of the left hand.
I guess this is the help thread for this project now. If you have any problems, ask here.