Thanks man, good to hear good feedback.... people on YouTube don't like people going through puberty. Keep saying my voice sounds weird, oh well guess you don't want to hear me rant. Thanks again.
no... its for converting other models into OBJ's i believe.. such as models from Melee which r in .dat format.. and other games aswell.. not sure wat other games tho, i'd really like to see this support DS models since i have alot ripped
Excuse me if this a stupid question but what would the converter be needed for? We can already use 3ds max for importing into brawlbox. Will this just remove the need for 3ds max?
I hope that this will catch on so there will be a one stop Video Tutorial place. The tutorials I deem more important you can watch here, the others will be in link form under the "Other Tutorials" spoiler. Enjoy!
YOUTUBE CHANNEL HERE STAGE MAKING TUTORIAL THREAD HERE _________________________________________________________________________ NEXT TUTORIAL | | | | | | | | | | | v v v v v v v v v Clone Engine Series _________________________________________________________________________
Tutorials *New Stuff ------------------------
WARNING!!!! SOME TUTORIALS ARE OUT OF DATE!!! They Still Work But I Need To Update Them
No it wasn't checked, as I thought this guide said for importers NOT use "remap materials" since it allegedly caused problems I would also know if the bones weren't weighted properly, since every time they weren't, BrawlBox would crash after I import it, but after I weighted the bones/vertices, it worked fine. I'm not sure how TokoyamiTheDark imported the textures for his Esper over Sheik hack, I tried asking him but I haven't gotten a response yet. Will try keeping that check box and give a report.
The Palette shows up just fine (both the .png and palette share the same names) in Brawl Box, but not in Brawl. Does it have to do with how I exported the .dae from 3DS Studio Max?
If you could see the textures in max and exported the way that was shown it should work. I'll take a closer look. Edit: I can't open the max file. What version did you use? Edit2: I also can't export the model from brawlbox with out brawlbox crashing. Let me check some things. Edit3: What I can determine is that you didn't include all the bones in the skin modifier. That and/or the vertices weren't weighted right. Was remap materials checked when you imported? That's really important.
When you imported the textures did you change the format. Because occationally the texture may have a pallet and if you change the format the pallet will dissapear
D'oh! Didn't know that, what's the size limit? Once I import the two files, what do I do with the previous textures (that were use for Peach's old model)?
Don't know the size limit but with only two textures and one model no need to worry
Yikes, I didn't realize that the hair wasn't quite rigged all the way on the model, will fix right away! Still have one problem, I just realized, is that one png contains the body textures, and the other contains the hair textures, and since I can only import one file at a time for the .brres, it kind of poses as an issue.
Simple answer for simple question. In the .pac file (and maybe .pcs) you added the textures in max so brawlbox recognized they're there, but you need to include them in the the texture node. So in FitPeach05.pac and .pcs go to TextureData[0] right click the .brres(the red node) and click in the pop up menu inport texture. I'm assuming you know how to import models because you got your model in the file. Also you might want to look at that line coming out of the chest.