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16  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Syrus63's MDL0 edited characters: First Up, Wolf Link. on: December 09, 2009, 03:23:50 PM
Oh man. That Captain Falcon is a godsend for texturers. No more eyes!  Happy Face
I hope it gets used by other people, that was the point of making it. I'll have some others up soon, such as a Falco without his headgear.

Edit: I've uploaded it. I'll do a few requests if people have them, and if they arn't too hard.
17  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Syrus63's MDL0 edits: And Now for something completely different. on: December 09, 2009, 06:05:32 AM
Well, after the event of reliable vertex hacking making my hexing skills obsolete and University work looming, I lay down my brawl tools in favour of the Neverwinter Nights 2 toolset and the Unreal Tournament 3 Editor.

On the cusp of developing a new type of hack, I had to abandon them due the sheer amount of work required to make them... I always regretted not making that one last hack I planned. With some C language understanding now under my belt, I have now made the aforementioned hack.


Looks normal, right? From this angle, yes. Otherwise, no way Tongue.

I took the cutest character and gave him a disfigurement (even if the texture is not that great).
If the point of this hack isn't apparent, this is a UV hack of all 8 body pieces of Kirby to make him load a 128*256 texture to remove his symmetry. I'll have some technical details after the pics.

You might notice that the Final Smash eye textures aren't very high resolution, this is because if they were larger than that, brawl crashed due to the file size limit.
Due to the way that Kirby was originally UV mapped, there is a small stretch of texture space that isn't used and the two halves aren't quite properly aligned at the seam. These things are present in normal kirby textures, but here they are more apparent.
Download here: http://www.mediafire.com/?g0fchwu15vicevf
EDIT: I advise not putting the .pac with the .pcs if you want to use this texture as it can cause crashing. the reason it's there is so other people can use this hack to make their own asymmetric kirby hacks.

Some extra information:
The UVs of a mesh come in floating point information pairs, stored as single precision hex. After I got the UV data out of each individual body mesh piece (much thanks to 3DS Max and the .DAE format Tongue), I wrote a small C script to modify the UV floats and write them to a file as hex strings, and another C script to format the data so it could be pasted into a hex editor.
What I have done here has very little use in other characters (except maybe Lucas) but the point of this hack was to prove that UV hacks are possible, if anyone requests my small Float to Hex converting program I'll put it up here.

---------------------------------------------------------------
Below is all the old stuff from last year.
---------------------------------------------------------------

First up, I don't make texture hack much anymore and of those made, I feel that only a few may be good enough to post (almost all of them are just custom textures, i don't really make stuff based off other characters).

My texture hacks:
Visor Kirby
About a month ago I made a custom kirby texture (albeit two versions, one normal, one on a 'Dark" .pac) and I finnaly fixed them. The major problem with them were the FS eyes so I removed the right side ones from the normal texture and both sides form the 'Dark' texture.
         
http://www.mediafire.com/?52mzqndjwym                                  http://www.mediafire.com/?mzmzimmnyyf

Wolf Link
A while back, I made and released a Wolf Link Lucario. Recently, I learnt to make minor MDL0 edits (i started by removing sonics nose for a texture). Anyway, I present to you my Wolf Link Lucario 1.1, without those annoying spikes.


There's only a .pac and .pcs to download because I never got into CSP stuff.
It's available here: http://www.mediafire.com/?dnlzz5n1wwm

Model edits for others to use in texture making:
Here's a Captain Falcon .pac without those triangle eyes:

http://www.mediafire.com/file/jzilinjgzmy/CaptainFalconWithNoTriangleEyes.pac

Falco without his headgear:

http://www.mediafire.com/file/jtt5ncywozd/FalcoWithoutHeadgear.zip

Snake without his ammo packs:

http://www.mediafire.com/file/li5jjh1k3zy/SnakewWithoutAmmoPacks.zip
18  Help & Tutorials / Help / Re: Is it possible to increase the size of a texture image? on: December 09, 2009, 03:44:33 AM
Thanks, but I have to say that what I know isn't much at all. In fact I wrote a quick guide for Stuff2o based off some information off Smash World Forums.
Also, turns out that BrawlBox can increase picture size by itself.
19  Help & Tutorials / Help / Re: Is it possible to increase the size of a texture image? on: December 07, 2009, 03:12:20 PM
He most likely used a hex editor to modify the Vertices of the visor eyes.

Yeah. I did. It only took me about 3 minutes to do. I'd post the MDL0 of it but I removed the shoulder pad with hexing too.

Edit: I just made a new MDL0 of it and i'll host the .pac on mediafire. I can't test it however at the moment.
20  Help & Tutorials / Help / Re: Lucario's Face on: December 07, 2009, 04:05:05 AM
Lucario has always been a problem. I had to maually hex my Wolf Link Lucario. You could always give maual hexing a try, it's not to hard but it does take some time.

Edit: I'm an idiot! >.<
This thread is very old.
21  Help & Tutorials / Help / Is it possible to increase the size of a texture image? [Solved] on: December 07, 2009, 04:01:35 AM
I'm making a Captain Falcon texture and after getting rid of his visor and triangle eye effects it became aparent that his face texture is quite small and low detail.

I have an image to show what I mean:

By the way, this was taken during some testing of the face texture parts.

Edit: Alrighty, a .pac without the triangle eye effects is hosted here: http://www.mediafire.com/file/jzilinjgzmy/CaptainFalconWithNoTriangleEyes.pac
22  Help & Tutorials / Help / Re: question regarding Zelda hair on: October 22, 2009, 07:05:51 PM
If you're using Photoshop CS4 the process should be that different than in CS3. you need to go tho the "Channels" Tab that should be  next to the "Layers" tab. In the channels tab there will be a channel called "Index 1". The black on that channel represents where the transparency will be.

Edit: I took a screenshot of my channels tab for my almost invisible zelda:
23  Help & Tutorials / Help / Re: I some questions on some files i'm encountering. on: October 04, 2009, 05:09:15 AM
Thank you for the explanations VILE. I guess that it means i'll just have to mess around with a hex editor for a bit.
24  Help & Tutorials / Help / I some questions on some files i'm encountering. on: October 04, 2009, 04:53:05 AM
I'm editing some of kirby's effect files and i have a bunch of VIS0 fiels and a few CLR0 files.
Can anyone please tell me what these files are and, if possible, how to edit them? I do know that i'll have to edit them with a hex editor.
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