You have probably changed the format of the texture when importing it back into brawlbox... make sure you leave the format and Mip Levels as they were at default. that should fix it.
Certain characters have 'shiny' textures, these are overlays on the model to give it a shiny effect in-game. You can easily turn them off by unticking the boxes labelled something like "SamusRef" in the preview windows texture tab.
I have one question that seems to fall udner this ctegoire. When I edit any of the textures that apply to effectsor weapons, they shwo up fine, but in game they are fuzzy and have a type of gltichy code-box thing around them. How do i fix this?
I have never edited anything like that so I don't know, Sorry
I tried to edit Snakes taunts before... they are a bit different to other characters taunts. When I tried to change them as soon as the animation finished it automatically went to the in-box animation. I'm no PSA expert but thought I'd give a heads up on this incase anyone does try new taunts.
I got this idea from my Twin Snakes Snake texture because I used the textures from the actual game. So, I was thinking about making a Twin Snakes Shadow Moses Island IDENTICAL to the one in the TTS... How could this be done? I could take the Heliport Model and textures from the actual game.
Do you have the textures for Meryll per chance? I'm working on a Military Samus which could easily be retextured for her
Yeah it is far from perfect, and looking at Mariokart's new vid I'd say I won't need to continue using it. I would check out the vid you posted to see if I can help, but my comp is uber slow and it will probably take half a day for the vid to download
So are you following Vish's method, but just having problems when you get to the morphing step?
Or are you doing it by patching and using DDVB?
Ok
Explaining this for the millionth time
I'm following vish's meathod. I morph it the first time, ok. I export the verts and see that it's messed up on the right side. So I export the brres again and make a new DAE and import it and attempt to morph the morphed model into the messed up one, but when I do, it screws up. Mariokart does some weird thing in the video that I can't follow as he's going too fast and provides no voice or text prompts as to what he's doing.
Wait, why are you making a new DAE, just to morph it into an already messed up one?
Nevermind, I got it. But now I've patched the edited model section, and I keep going to export the Verts, I put in the offset for the vertices, which, in my case is -153760, and when it tells me to select an MDL0 file, I keep getting "ERROR! Wrong Offset?" when I try to export. The offset is absolutely correct, so I don't know what the issue is!
I'm editing Wario's face, by the way.
Don't put the - in the model offset, Just put the number.