*This tutorial doesn't work and is out-of-date because it's too complicated anyways. I'm going to release a version that WILL work in the future.*
Method 1 assumes that you know the basic controls in Blender; if you do not, feel free to ask me how.
Method 1: Follow this tutorial( http://forums.kc-mm.com/index.php?topic=49133.0 ), but with these added steps.(First spoiler)
This spoiler here is for step 1 inside the first spoiler.
Method 2: Iwvi and I are still testing whether or not you can rig in Blender, email it to someone who has 3DS Max(like Iwvi, for example) and then they can just export it from there without having to rig it or anything. If this works, I will tell how by editing it into my main post here.
Method 1: Follow this tutorial( http://forums.kc-mm.com/index.php?topic=49133.0 ), but with these added steps.(First spoiler)
1) This tutorial is for using polygons to make new meshes, so to do this easier, it would be
smart to choose a vertex that has a simple shape, so you can easily tell how the dots connect. I have
examples of good ones(including the MDL0 offsets) to use below in the second spoiler.
2) The tutorial accidentally forgot to say that when you export the vertex from the vertices
folder, you MUST name it "Vertex.ddf", or else Das Donkey's Vertex Box won't recognize it to convert.
3) When in Blender, after importing the .3ds, do steps 4-9 below.
Note: For steps 4 and 5, you can use http://www.models-resource.com/ to import the model, instead of BRRES Viewer.
4) Open up the character.pac that has the vertex you're editing with BRRES Viewer, and
export the model as a .psk.
5) Import the .psk into Blender, and then delete the parts of the model that aren't the
vertex you're using, so that you're left with the one vertex that you're editing.
Note: Step 6 is not required, but it greatly reduces time and confusion.
6) Resize the object that isn't dots(the .psk/models-resource.com model) to match the dots
and position it next to it, with the correct rotation. This allows you to associate the dots with the
shape much easier.
7) Now comes the part with your custom model or import(If it's a full character, it would
have to be made up of separate parts, like knees being different objects than feet, etc.) Import your
custom model into Blender, positioning the model on the other side of the dots(The side that isn't the
solid polygon; make sure that it's a specific number you can remember away from being directly over the
dots[Like, for example, if they were identical clones, the second clone would be invisible and then
transformed, or moved, 10.0 on the X-axis]), and resize it to exactly the proper proportions to the
vertex you're editing.(For example, if I were to vertex a Bowser statue full-size out of a sphere the size
of Meta Knight, I would resize it to be a lot larger than the vertex being edited)
8 ) Now comes the tricky part; transform(move) the vertex points to the locations(as exact
as you can get them) on the new model, while retaining the edges, so that you don't have unplanned
stretching from vertices or anything(Like if you were to shape a sphere into a cube, you would make
sure to do it that way)
9) The number you remember in step 7 is for this; move the dots as a whole(without
changing their positions in relation to each other) back where they originally were by moving them that
exact number over.(In reverse, so the opposite, i.e. negative becomes positive, positive becomes
negative)
10) After replacing the MDL0 with the new object, you can go to the objects folder, and
export the object.(If you have an older BrawlBox, you won't have a preview, so you can figure out
which polygon it is by previewing the model, and the left panel, expand it, unselect all, then check each
one to figure out if it's the correct one.)
11) Repeat the previous steps for each object you're making.(Characters would need many,
and if you run out of vertices for any objects, you may need to use something with a higher number, or
make multiple objects.)
12) When you're done exporting all the objects you created, you can then open up a
character and in the objects folder, you can "Replace" each object with yours.(Captain Falcon is one of
the good characters to do this with, as he has many objects.)
13) The UVs should now be stretched differently after the vertex hack, and if you want to
replace some textures in a single object, just do it in Paint.
14) Now save the .pac/.pcs, and you are now done!
smart to choose a vertex that has a simple shape, so you can easily tell how the dots connect. I have
examples of good ones(including the MDL0 offsets) to use below in the second spoiler.
2) The tutorial accidentally forgot to say that when you export the vertex from the vertices
folder, you MUST name it "Vertex.ddf", or else Das Donkey's Vertex Box won't recognize it to convert.
3) When in Blender, after importing the .3ds, do steps 4-9 below.
Note: For steps 4 and 5, you can use http://www.models-resource.com/ to import the model, instead of BRRES Viewer.
4) Open up the character.pac that has the vertex you're editing with BRRES Viewer, and
export the model as a .psk.
5) Import the .psk into Blender, and then delete the parts of the model that aren't the
vertex you're using, so that you're left with the one vertex that you're editing.
Note: Step 6 is not required, but it greatly reduces time and confusion.
6) Resize the object that isn't dots(the .psk/models-resource.com model) to match the dots
and position it next to it, with the correct rotation. This allows you to associate the dots with the
shape much easier.
7) Now comes the part with your custom model or import(If it's a full character, it would
have to be made up of separate parts, like knees being different objects than feet, etc.) Import your
custom model into Blender, positioning the model on the other side of the dots(The side that isn't the
solid polygon; make sure that it's a specific number you can remember away from being directly over the
dots[Like, for example, if they were identical clones, the second clone would be invisible and then
transformed, or moved, 10.0 on the X-axis]), and resize it to exactly the proper proportions to the
vertex you're editing.(For example, if I were to vertex a Bowser statue full-size out of a sphere the size
of Meta Knight, I would resize it to be a lot larger than the vertex being edited)
8 ) Now comes the tricky part; transform(move) the vertex points to the locations(as exact
as you can get them) on the new model, while retaining the edges, so that you don't have unplanned
stretching from vertices or anything(Like if you were to shape a sphere into a cube, you would make
sure to do it that way)
9) The number you remember in step 7 is for this; move the dots as a whole(without
changing their positions in relation to each other) back where they originally were by moving them that
exact number over.(In reverse, so the opposite, i.e. negative becomes positive, positive becomes
negative)
10) After replacing the MDL0 with the new object, you can go to the objects folder, and
export the object.(If you have an older BrawlBox, you won't have a preview, so you can figure out
which polygon it is by previewing the model, and the left panel, expand it, unselect all, then check each
one to figure out if it's the correct one.)
11) Repeat the previous steps for each object you're making.(Characters would need many,
and if you run out of vertices for any objects, you may need to use something with a higher number, or
make multiple objects.)
12) When you're done exporting all the objects you created, you can then open up a
character and in the objects folder, you can "Replace" each object with yours.(Captain Falcon is one of
the good characters to do this with, as he has many objects.)
13) The UVs should now be stretched differently after the vertex hack, and if you want to
replace some textures in a single object, just do it in Paint.
14) Now save the .pac/.pcs, and you are now done!
This spoiler here is for step 1 inside the first spoiler.
MetaKnight: Polygon4-Shaped like a perfect sphere, has many vertices, but small enough to
be able to see the shape; MDL0 offset[-165728]
MetaKnight: Polygon5-Shaped kind of like a bat-shaped curved surface, has a medium
amount of vertices; MDL0 offset[-169536]
MetaKnight: Polygon16-Shaped like a curved surface, has a small number of vertices; MDL0
offset[-196384]
Toon Link: Polygon1-Shaped like a curved surface, I believe it has many vertices, but small
enough to be able to see the shape; MDL0 offset[-142368]
Toon Link: Polygon8-Shaped like a curved surface, I believe it has a small number of
vertices; MDL0 offset[-154592]
Zako Ball: Polygon0-Shaped like a perfect dome, or hemisphere, has many vertices, but small
enough to be able to see the shape; MDL0 offset[-44736]
be able to see the shape; MDL0 offset[-165728]
MetaKnight: Polygon5-Shaped kind of like a bat-shaped curved surface, has a medium
amount of vertices; MDL0 offset[-169536]
MetaKnight: Polygon16-Shaped like a curved surface, has a small number of vertices; MDL0
offset[-196384]
Toon Link: Polygon1-Shaped like a curved surface, I believe it has many vertices, but small
enough to be able to see the shape; MDL0 offset[-142368]
Toon Link: Polygon8-Shaped like a curved surface, I believe it has a small number of
vertices; MDL0 offset[-154592]
Zako Ball: Polygon0-Shaped like a perfect dome, or hemisphere, has many vertices, but small
enough to be able to see the shape; MDL0 offset[-44736]
Method 2: Iwvi and I are still testing whether or not you can rig in Blender, email it to someone who has 3DS Max(like Iwvi, for example) and then they can just export it from there without having to rig it or anything. If this works, I will tell how by editing it into my main post here.