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1  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.78 on: December 04, 2017, 06:24:36 AM
I've recently started getting back into MKWii modding, and when I import a model from 3ds Max using Brawlbox v0.78 it adds a null bone that needs deleting, is there a way to prevent this?

Also is there a way to set default material and shader settings when importing a model? I always have to add lm_0 and lm_1 to the material list and change the shader to 3 stages to match the MKWii models and this becomes particularly time-consuming when importing a lot of models.
2  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77 on: June 27, 2016, 08:02:04 AM
For the current Mario Kart Wii character I am working on I've editted the boneset in 3ds Max 2015 as the proportions weren't right and as a result I've had to edit the animations so the character looks correct. The animations look fine in BrawlBox v0.77 but when testing in game, on the Wii, if for instance the character finishes his jump animation before he hits the floor when falling, it will go into a random, deformed pose for the remainder of the fall. Is this an issue with BrawlBox or am I missing something when editting animations?
3  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77 on: June 23, 2016, 05:46:31 PM
Is there a way to define what settings the model will have for materials and shaders as a default? I'm importing characters into Mario Kart Wii and everytime I make a change to the model in 3ds Max I have to set them again and after a while it get's quite tedious, especially if making a lot of iterative changes.
4  Help & Tutorials / Help / [MKWii] Shader Issues on: January 01, 2016, 03:47:10 PM
I've created a custom Shade the Echidna model and successfully imported it into Mario Kart Wii, however when I've tried to match the shaders to the other characters I've ran into an issue.

Under the shaders option in Brawlbox the normal models have stage 0,1 and 2. My model only has stage 0 when I import it and it looks too light in-game, adding in stage 1 gets the star item effect working and the model looks ok, but without proper lighting, when I add stage 2, which seems to be related to the night time lighting such as on Moonview highway this happens:

If I add the materials lm_0 and lm_1 like the other characters it looks corrupted. I added both the shaders and the materials on my Black Mage import a few years back and didn't encounter these issues.

Does anyone know how to fix it?

Note: I've imported the model with and without vertex colours and the same issues arises.

Post Merge: January 02, 2016, 07:13:38 AM
If it helps, this is what the model looks like in BrawlBox v0.76b:

These are my settings in Brawlbox

Shade Texture:

Shader 0:
Stage 0: (this is unchanged from being imported but I have the same issues when I change it.)
Stage 1:
Stage 2:

Peach's Stage 0 for reference:

Post Merge: January 02, 2016, 02:46:46 PM
Problem Solved. All I had to do was rename the material and it worked.
5  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Newest: Bowyer on: January 08, 2013, 03:40:06 PM
Do you do low* poly models at all? I'm sure there would be at least someone who'd be interested in importing these into Mario Kart Wii as well.

*By low poly I mean around 600-1000 faces.

Fantastic models by the way. It's quite a rare sight to see high-quality custom models.
6  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox Development on: September 20, 2012, 11:01:56 AM
Does Brawlbox write any unedittable/non-obvious brawl-specific data when importing via .dae. When I use Brawlbox to import a custom track into Mario Kart Wii it is invisible in-game even when I change the material and shader settings to that of a .bress made by CTools (which isn't invisible in-game).
7  Super Smash Bros. Brawl Hacking / Stages / Re: ::Oizen's Brawl Hacks::STAGES; Sonic vs Shadow final release Resembool preview on: September 06, 2012, 05:48:54 PM
I'm not a particularly big fan of anime but my friend got me watching Fullmetal Alchemist Brotherhood which I've just finished watching and it's brilliant. I'm looking forward to your Resembool stage and I hope you do more FMA themed ones Smiley
8  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox Development on: September 01, 2012, 07:24:17 AM
BJ, i remember you saying something about a script that transfer the weights from one bone to another, i'd love to have that atm, since i screwed up and need to make the hipN's weights be bustN on a model im working on...

You can do that manually in 3ds Max using the weight table.
9  Super Smash Bros. Brawl Hacking / Model Imports / Re: Demon's Model Shack -Services up! Couple resources added + Recycle Bin- 8/15 on: August 29, 2012, 10:15:10 AM
Are you still ripping models for people to use?

If you are could you rip some models from Sonic Adventure 2: Battle for me, specifically the
Light/Neutral Chaos, Hero Chaos and Dark Chaos Chao, and if you could rip an Onyx Light Chaos Chao for me I'd really appreciate it.

EDIT: And could get a normal Chao for me, and a red one with tiger arms/legs/tail with a Watermelon hat on (with a gold chao medal if possible) if that's not too much trouble that is Cheesy.
10  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: August 19, 2012, 01:13:41 PM
Somehow when i import a material from one Model to another one the texturedata gets pretty much [censored]ed up please fix it :c

That happened to me with 0.67b. It worked fine with 0.67 though.
11  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: August 19, 2012, 09:51:48 AM
Well how did you even save with no edits? BB won't even save if you don't change anything lol

All the versions of Brawlbox ask me if I want to save when I close the program regardless if I've changed anything or not.
12  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: July 30, 2012, 07:19:14 PM
God forbid this thread should have a post that isn't smiley spam.

I have noticed the excess of that throughout the thread, however BlackJax joins in/starts it so that's acceptable.

It does irritate me when people advertise their hacks in someone elses (more popular) thread, especially when the main idea behind it could have been done over pm (directed at the feedback section).

Anyways I do agree about the BRSAR if it'll be quick and easy (and already known).

Implementing that could hopefully mean soundpacks for MKWii Characters Smiley
13  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: July 29, 2012, 04:01:39 PM
does anyone even look at my thread when I post an update??
I've only gotten 2 views since last night D: (excluding me)

I've released my MDL0 template and could really use some feedback on (important) stuff I should change/fix...

prbly should've mentioned that before posting... heh >.>

my thread: http://forums.kc-mm.com/index.php?topic=27625.0

And advertising your thread inside Blackjax's isn't rude at all... [/sarcasm]

Anyways, the way I see it implementing RSAR and REFF affects a range of games as opposed to just one (I know it's Brawlbox but still).
14  Super Smash Bros. Brawl Hacking / Programming / Re: Brawlbox v0.67b Released on: July 25, 2012, 06:26:33 PM
v0.67b doesn't like importing materials that have been exported from 0.67b. I tried it and it changed most of the settings + values. The older versions work fine though.
15  Super Smash Bros. Brawl Hacking / Model Imports / Slawter's Runescape Imports on: July 03, 2012, 08:26:56 AM

Current W.I.P:

I've still got to add the gloves and boots, I'm just waiting on a release of the combat beta item models which I'm hoping won't be too far away.

Oh and a big thanks to RandomTBush who helped me with a texture(less) issue.

Planned imports:

I've got more imports planned but unfortunately I can't export some of them to a format readable by 3ds Max, but when I can I'll definetly do them.

Also, I've got over 70000 Runescape models (every item up to the 4th June 2012) although the order has no clear structure, so if anyone wants to import any then just send me a message and hopefully I'll be able to save you searching through 70k models for the one(s) you want.
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