Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 2 [3] 4 5 6 ... 26
31  Super Smash Bros. Brawl Hacking / Model Imports / Re: DSX8 stuff! Skyloft Released.. Sacred Grounds/Temple > Atlantis soon?! 09/23 on: October 11, 2014, 09:58:28 PM
mega pokes any1? :3
*images*
Glad to know that script at least works in 2014. So it's just 2015 that has to be the pain in the arse (which is a shame, I like the hierarchy window on the side).
32  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: The Waluigi PSA. Last ALT shown. on: August 23, 2014, 08:55:08 PM
I'm pretty sure Apoc Hedgie would appreciate it if you mentioned that he was the original creator of Walurambo.

http://forums.kc-mm.com/index.php?topic=35389.msg1238481#msg1238481
33  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: September 07, 2013, 07:34:57 PM
No, they're by Apoc Hedgie. The textures are just resized versions of the standard textures from Mario Galaxy and then put into one image file, and then a custom made spec-map by him. It's not the same.
I'm pretty sure I know I'm talking about considering I'm the co-creator of Apoc Hedgie's Garry's Mod pack (see for yourself) which has the Source Filmmaker link in it. I supplied the original models and the better textures for him (which aren't from Galaxy, they're from Mario Super Sluggers), and he essentially upscaled the Olympic Winter Games textures, putting the Sluggers textures in the respective locations. The mapping is still the same, and you could see that by taking the original textures from MaSatOWG and replacing the ones on your model with them.
34  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: September 07, 2013, 06:58:41 PM
Well this is Mairo from Source FIlm Maker, and yes there are enough differences to make me want to import him.
Source Filmmaker? You mean the one that's just the model from Mario and Sonic at the Olympic Winter Games with higher-resolution textures?
35  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 08, 2013, 02:08:51 PM
I forgot what that is. But I had a toy figurine of it... I think you could swap out parts with others
That would be Metabee, from Metabots. I've still got some figurines from the series somewhere.
36  Super Smash Bros. Brawl Hacking / Model Imports / Re: Spex130's Roadside Model Shack: Wii Fit Trainer Preview on: July 07, 2013, 04:49:40 PM
I didn't forget it, I thought it looked cool.
That could be fixed by changing the material properties to "Clamp", since that's how it was on the original model.
37  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68d Released on: June 23, 2013, 01:23:31 PM
Gah, never mind what I said earlier. For some reason, all of the DAE files I export are buggered in the sense that disabling the "skin" modifier makes the models rotate 90 forward.

Thankfully I know how to fix that, I'm gonna have to slap 3DS Max upside the head as it didn't do that for me earlier.

(Though I'm pretty sure that all these problems come from me using a combination of 3DS Max 2009 with the 2011.3.1 Autodesk DAE plugin, and that 2010 wouldn't have any of those problems. Still, it has been a long time since I last used BrawlBox, so...)
38  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68d Released on: June 23, 2013, 01:01:46 PM
It's probably just the way I was exporting them, but here's a normal DAE and a imported/exported DAE for the same model which I showed earlier. The re-exported model has the normals problem, but the regular one doesn't.

As for how to re-create it, all I did was scale the model up to 100% (it always imports at 39.37% for some reason), exported it as an SMD file (mainly a quick way to convert the dummies into bones since BrawlBox seems to hate it when I export a model with dummies), and then re-exported it as a DAE.

...am I just supposed to change the export axis from Y-up to Z-up?
39  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68d Released on: June 23, 2013, 12:40:42 PM
Fixed it and updated the download (the file, not the entry). I was re-writing some primitive stuff and forgot to remove an exception when a facepoint didn't have a node id because the mesh wasn't weighted.

Do the normals import okay now?

And that's good, I kept hearing model conversion didn't work for some reason.
Yep, the object imported now. Normals are still broken, though, where importing a model into 3DS Max and re-exporting makes it turn out like this:


...instead of being like this:


Maybe add an option to not recalculate the normals on an imported DAE file?

But yeah, the model builder itself seems to be working a-okay right now, according to the little cheaply-rigged test I did.
40  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68d Released on: June 23, 2013, 11:58:34 AM
Got a new error with 0.68d when importing a single-bind object which I didn't get with 0.68c:

Code:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Exception: Exception of type 'System.Exception' was thrown.
   at BrawlLib.Modeling.Facepoint.get_NodeID()
   at BrawlLib.Modeling.PrimitiveGroup.CanAdd(Triangle t)
   at BrawlLib.SSBB.ResourceNodes.MDL0ObjectNode.OnCalculateSize(Boolean force)
   at BrawlLib.SSBB.ResourceNodes.ResourceNode.CalculateSize(Boolean force)
   at BrawlLib.Wii.Models.ModelEncoder.CalcSize(Collada form, ModelLinker linker)
   at BrawlLib.SSBB.ResourceNodes.MDL0Node.BuildFromScratch(Collada form)
   at BrawlLib.Modeling.Collada.ImportModel(String filePath)
   at BrawlLib.Modeling.Collada.ShowDialog(String filePath)
   at BrawlLib.SSBB.ResourceNodes.MDL0Node.FromFile(String path)
   at BrawlBox.GenericWrapper.Replace()
   at BrawlBox.GenericWrapper.ReplaceAction(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

And it still seems like the normals for models don't import correctly, the right side always looks much darker than the left side, kinda like the previewer used to be originally.

(EDIT: On the positive side, though, writing v11 models doesn't make games crash anymore, at least compared to how v0.68c worked.)
41  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [15?] on: June 22, 2013, 08:18:07 PM
That's probably because Tourney uses its own sel_character stuff, doesn't it?
Either that, or the "menu\common\StockFaceTex_en.brres" needs to be updated, as that's another file that has stock icons in it (which could make Tournament crash).
42  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 15, 2013, 05:32:40 PM
Most of my models consist of the MDL0-based games that I listed over at Smash Boards. Not everything, but I'd approximate about 90% of them are. Then there's other games like Blade Kitten, the Hyperdimension Neptunia series, Kingdom Hearts II and Marvel vs. Capcom 3 that I've also got, but mostly Wii games are the bulk of my model library.

There's Xbox exclusive game models I would like aswell, sucks there isn't an emulator. I bet someone like RTB could figure it out though.
Eh... not sure. I only know of a couple of model formats, I'm not quite an expert at decoding yet.
43  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 15, 2013, 04:24:21 PM
So you're like me, huh? I should show you my archive sometime, lol.

In any case, would it be too much to ask for the male trainers as well?
Well, I've got 87.6 GB worth sitting on my hard drive. How much have you got?

Anyway, the archive has been uploaded with the male trainer. Just re-download it, and the BRRES files will be there.
44  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 15, 2013, 04:08:07 PM
What other assets do you have from the game?

Are there any other characters/stage model types you can think of?

And isn't there a male version as well?
I've got everything from 'em. Figured I'd gather them because I knew someone would want them at some time (especially after the SSB4 announcement), and because I'm a model collector. And yeah, there is but I didn't think of uploading as I figured there was only a demand for the female one. :V
45  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 15, 2013, 03:56:26 PM
Did you already grab the character models, RTB? I was considering borrowing Wii Fit from a friend to rip out the characters myself.
Yep. Both the regular and Wii Fit Plus ones are there. Keep in mind there's three hair polygon groups per model, you'll want to delete the other two.
Pages:  1 2 [3] 4 5 6 ... 26