What happens is that the textures are missing, so the models are entirely white. The reason is because 3DS Max tries scanning Dot's computer and folders to find the images that form the textures, but can't find them since I use a different PC. As a result, the models CAN be exported, but everything will be white.
I have a request that someone might be interested to answer, and that would be importing a GameCube model. I've seen lots of 'GameCube imports' in the Vault,, and I was wondering what should I do to use GC imports in Brawl and have them working in Brawl. Can anyone answer this? Thanks.
EDIT : I have a DAE of a character, but he has no bones and wherever I give him bones then open-up BrawlBox, it crashes. Must I directly rip the MDL0 from the GameCube game?
Mine don't have 1 bones, they have at least 30 bones, and the full body can be animated via 3ds Max. So... that would mean I can't export my character?
Can we use this program to change a character's victory music? I have lots of Terra hacks over Zelda and Peach, but I don't wanna hear the Mario or Zelda victory theme when I win with them, because they don't suit Terra at all.
Menu CSPs : open BrawlBox, expand the 'sc_selcharacter_en', go to 'char_bust_tex_lz77' and you'll se a bunch of BRRES files. Link's Menu CSPs are in 'MiscData(2)'. Just right click on one, replace it by the image you want, save, and voila!
Thumbnails Menu CSPs: They are found in the 'MiscData(70)'. However, you can only use 1 image for each character, so choose wisely or put your favourite one.
Stock Lives CSPs : They are found in the 'MiscData(90)'
Have fun now editing CSPs! NOTE : The folder MUST be called 'system' and placed in the 'pf' folder.
its not a DAE file, its a 3DS MAX scene, do you know vertexing? thanks, i will be inmensly grateful
Yes, I can do it! But not in MDL0, though. It would be a DAE. I do know a few things about vertexing, and if your models has no bones, I could gladly create some, though I don't know how to rig them, so the DAE file will have both the model AND the bones (the bones would be inside the model when viewed with 3DS Max) Is it OK?
I'd love to see Young Link in Majora style. I liked it beter than the OOT style. The Great Faerie Sword was a pain in the ass to obtain in the Stone Tower Temple, as the last Faerie my brother and I have found was in the NORMAL Stone Tower Temple because we left the temple without beating the Laser Eyed Monster when due to obtaining the Light Arrows(there are one Laser Eye Monster in each version of Stone Tower, one guards a Faerie, the other one protects the Giant's Mask)
Hey would this work for a DAT file? I know I've suggested this in the past, but with these major breakthroughs...
No, BrawlBox only accept DAEs and MDL0s. See if there is a converter on Google. That's all I can help.
I've followed Justin's tutorial about rigging bones, but the thing is, the model doesn't wanna move along with the skeleton, so I'm seeking how to fuse the model with the bones. Does anyone know how I can do this?
BJ, how's the BrawlBox's project going? Did you fixed the Wii crash problem? Did you tried the model over someone else or exported another model?
I'm currently working on a project that involves a GameCube model to replace a Brawl model. For this project, I chose a random character, and it is Wes. For those who don't know him, here's a picture :
What I did was to make a T-Posed model, just like below to make creating bones easier ;
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and then, I need to fuse the bones to the model, otherwise BrawlBox won't accept it (error message pops-up). If anybody knows how to rig/fuse the bones with the Model, please post-it here, as I dunno how to do it. He's gonna be over Snake (NOT Pokemon Trainer, there's enough custom Trainers out there) and would come with a nice Ocarina code ; throw Poké Balls rather than grenades! I can give the Ocarina code right away, for those who wanna test it.
No, because we have no word if it works or not - the file size was instantly way too large to see.
I understand. I was wondering about my own textures ; Will they be be too large or not? But they aren't very big in size and has almost no weight in volume. Too heavy as MDL0s or not? Only time will tell.
...So the game froze when I picked ZSS. I looked at the filesize of the pac. It was over 6,000mb. The model alone is larger than ZSS's original pac file. Sooooooo I think I need to group primitives as tristrips and do anything else possible to reduce the filesize.
Have you tried porting the model over another character? Did you try to reduce the size of the model via 3DS Max to suppress weight? I have some models, and, to be honest, they arent that big or voluminous. Oh well, can the new BB be released at least for the MDL0 exporting?