What version of BB are you using. The newer ones have the option to export as .dae "I really hate to ask this but I'm a total noob"everyone has questions so don't hesitate to ask, no one will judge you. Everyone starts somewhere.
I've been following your guide, but I just can't get the .DAE to import correctly. I've tried different plugins, even the ones you linked to. I'm using 3DS Max 2010. Whenever I import my Ganondorf looks like this:
I've tried both Ganondorf and Wolf (Wolf looks even WORSE! ) I tried the .DAE creating progress with both Brawlbox 0.65 and 0.67. I really don't know what I am doing wrong. I downloaded a .DAE model from a different game and it imports just fine.
It would be great if I could get some help so I could get started!
A few post up says the answer. You need to reset the scene for importing brawl models.
Also note that "LightSet" and "FogSet" in MDL0 Materials are the RealIndex of the LightSet and FogSet it uses.
Lighting2ConstantAlpha is what I believe to be the same alpha value for all light entries in the array. I think that because whenever the alpha values are always 0 in the entries, that value is used, and vice-versa.
Wait until v0.67b is out, I've got every looking nice and tidy for editing in that version. I'll probably release it today.
For the filesize reducing step, how do you know which objects have which textures? I know the names of the textures being used, but I can't find them anywhere in 3DS Max.
Another question: On the model I'm importing, the highest-index object is a sort of blocky outline that covers the entire model. If I leave it in when exporting, the model gives a "given key was not present in the directory" error when imported into BrawlBox. If I delete it the model imports fine. What is it and should I be worried about it?
EDIT: Whoa, is that the shadow? If so, that's really convenient. I can just make a model out of it and rig it to FitSzerosuitShd...
Also, the screenshot of export settings shows Inches for units, but that screws the model up (makes the objects lie on the floor as the wrong size, while the skeleton is unaffected). It should be centimeters.
The name of the texture should be in the objects name. Ex. Object name = head Texture name = head+ some numbers It's usually something like that.
Its a really good tutorial. I also could not understand naruzeldamaster's tutorial. And about that youtube stuff. It's only one person who comented about it. That would be me. Sorry if it sounded mean, I was just wondering why you coughed and sounded weirdly. I was thinking you may have a respiratory dissease (cough or whatever it is called) at that moment or a weird mic problem. I was not trying to offend you, if I did, I'm sorry. I actually came here cause I was using this method and remembered I did not thank you for the video
Thank you for the tutorial, and sorry bout the comment on youtube. That was just me being curious.
That's alright, I was more referring to the people that had the nerve to PM me about that. But I did find out that I was out of shape at camp so I've been exercising. I am making a new tut this weekend because I have been gone a while because of vacation and camp. So I'll be back and more energetic then ever.
I took down the poll for the time being due to a long break filled with camps and beach trips. I get back from camp friday afternoon so then the tut airs that weekend. Checked my email for the first time in a while and was surprised with a lot of questions. Wasn't it you that found the Sony Vegas Method? If so do you mind if I use that way instead of Super?