Hack Development - Inferno Match In The Works.

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Blitz64

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Can you manually change the password to Blitz64 to something else and PM me that password? It prefer that account because it's the original (and so I can edit the main topic) :)
 

chikaraboy

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My god. Dude you are a fucking legend. A working U-X match? Downloading now, and going to have some fun. :bb:
 

Blitz64

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It's only a beta code that isn't complete. Not sure when I'll get around to fixing it. The climbing itself took 2-3 hours of straight hacking just to get that far...


As for my inferno plans. Those V-bars on the tanks will be done in the end. Not sure what to use for them now (table legs, barricade, book, etc.). Next will be creating flames (tomorrow or this weekend).

Edit : After reviewing an image of the match, I've decided to scrap what I have and start over. I prefer to focus on the details to make it close to the real version as possible. This will now include fuel tanks attached to the posts, with maybe 1-2 fuel boxes (with pipes?) on the sides. Fuse box I can pull from the Garage. Curved pipes... boiler room.

inferno1.jpg

;)

 

AKI Man

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Sounds good to me Blitz. Very exciting!!

Also, I know Ulitmate X was a real long code man. You did a awesome job with the BETA! Im looking forward to a update on that in the near future. :yes:
 

DegenerationX69

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Calvanater said:
That's how people make indy rings. But that'll be sick. Wasn't D-Gen69 working on a HiaC and Cage?
It's no secret that I was as they are previewed in a few threads regarding texture mapping and 812's but I know I'll never get it satisfactory enough to get to release in fact I have to start the code from pretty much scrap. Thing is I'm stuck on the idea of 812's because of precise polygon placement etc. Blitz can perfect such structures using only the movement maps combined with texture hacking. Cart and console days showed you the extent of my creation in that category. Hell Jeff Hardy Rules created the final structure that was seen in Hell in a Cell V3 which is majorly glitchy and not up to emulator standards.

I'd love for Blitz to do either , so I could actually play it instead of booting my game up each time and burning myself out to no end result. Basically I have been coding/recoding for personal use but do not even have a playable match yet hell I don't even have a final structure as all those I have shown were memory editor edits then screenshots. PJ64 1.7 is so easy to overwrite codes on and when that happens I discourage myself because of not wanting to recode certain items.


Onto Inferno, I'm looking forward to seeing that develop and it is a code that I would use .

 

CalvTheHedgehog

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DegenerationX69 said:
Calvanater said:
That's how people make indy rings. But that'll be sick. Wasn't D-Gen69 working on a HiaC and Cage?
It's no secret that I was as they are previewed in a few threads regarding texture mapping and 812's but I know I'll never get it satisfactory enough to get to release in fact I have to start the code from pretty much scrap. Thing is I'm stuck on the idea of 812's because of precise polygon placement etc. Blitz can perfect such structures using only the movement maps combined with texture hacking. Cart and console days showed you the extent of my creation in that category. Hell Jeff Hardy Rules created the final structure that was seen in Hell in a Cell V3 which is majorly glitchy and not up to emulator standards.

I'd love for Blitz to do either , so I could actually play it instead of booting my game up each time and burning myself out to no end result. Basically I have been coding/recoding for personal use but do not even have a playable match yet hell I don't even have a final structure as all those I have shown were memory editor edits then screenshots. PJ64 1.7 is so easy to overwrite codes on and when that happens I discourage myself because of not wanting to recode certain items.


Onto Inferno, I'm looking forward to seeing that develop and it is a code that I would use .
It's a shame to hear about the HiaC, but I didn't really care about the door.
Hell, I was mostly pumped just for the texture.

Inferno: I liked the Stevewiser as the tanks, it looked cool. What was wrong with it?

EDIT: Didn't see above post. LOOKS F*CKING SICK!
 

Blitz64

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Not really important, but after looking at the ref pic, the fuel box was moved down in the correct position.

Tired. Flames tomorrow, and exploring properties.
 

AKI Man

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Looks awesome Blitz man!! Im sorry I can not offer anything more constructive in a sense of the hacking side as this is way out of my league. Great stuff!
 
D

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I like how when you go to hack something, you want it to be as accurate as possible.

So far, even without the flames, this looks so much better than previous attempts at this match.

Good work.
 

Blitz64

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It's all about planning properly. With the use of textures, a hacker can "cheat" the game a little better these days. Though now that I am learning more about the game, I am able to create a hack without having to use textures as much. Though in this one, I wlll need to texture flames.

I scanned some of my "blue prints" i draw up before I hack. These are always done at work, just to kill time and make the day go by faster.

A new cage match
scan0003.jpg


An advanced arena hack... the Philadelphia streets from Rocky V
scan0002.jpg


And... Not sure if I'll get to this one....
scan0001.jpg


;)
 

WldFb

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Blitz64 said:
It's all about planning properly. With the use of textures, a hacker can "cheat" the game a little better these days. Though now that I am learning more about the game, I am able to create a hack without having to use textures as much. Though in this one, I wlll need to texture flames. I scanned some of my "blue prints" i draw up before I hack. These are always done at work, just to kill time and make the day go by faster. A new cage match
scan0003.jpg
An advanced arena hack... the Philadelphia streets from Rocky V
scan0002.jpg
And... Not sure if I'll get to this one....
scan0001.jpg
;)
Streets? Two rings?? Wow, that would be awesome :B-)


 

Blitz64

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Step 2 - Flame Placement - Complete
IF2.jpg


Had to lose a pipe from the fuel box. Layering wasn't working on a planned piece. Next is the animation sequence. Textures are not 100% final, but merely placeholders until the whole thing is released.
 

Blitz64

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This is just an example using a 8fps animation on the flames. They are just mirrored, and not really made to be animated. Trying to hammer down the animation before actually making wavy flames.

<iframe type='text/html' width='600' height='400' src='
' frameborder='0' allowfullscreen=''></iframe>

The maximum animation frame rate I have been able to get up to is 28 frames per second in the game. It moves EXTREMELY fast. I might go with the planned 16.


 

jcsix

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Now that looks really awesome, along with the "blueprints" you drew.

Just a quick question, will the tunrbuckles be like the ones in normal matches since in the cage there different?
 

DegenerationX69

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Even with those being placement it looks sweet.
Love that it is not using the clock either.
 
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