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211  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 12, 2014, 09:14:37 PM
[censored], that's probably it...

Yep. The texture is 1280 wide and 256 high.

Thanks for the catch, Nano

EDIT: aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaand it didn't work. Same problem.
Change it to 1024 and 256.... that really didnt make it work?
212  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 12, 2014, 08:56:11 PM
What are the texture dimensions?

Remember that they have to have the number 32, 64, 128, 256, 512, 1024, etc. No other numbers for the dimensions will work.
213  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 12, 2014, 08:44:53 PM
I'm sure I UV'd it correctly.

Maybe it's because I moved it under the skin modifier?
no everything should be under the skin.

Is the texture CMPR?
214  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 12, 2014, 08:04:40 PM
Alright, so Tabuu rigged up Nidoking to Bowser.

I put all the textures together in one PNG, and UV Mapped it so that all the parts of the model use that one texture correctly.

It shows up fine in BBox, but like this in Game:


I think it has something to do with the shaders, but Shader0's texturereference0 is set to true. I used BBox ver 0.68b, and my other imports have worked perfectly (no problem with shaders or anything). Just this one.

Maybe because it's all using one map?

Objects cant use multiple textures. You gotta separate the model so that each one only uses one texture.
215  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 12, 2014, 07:51:55 PM
Not really. This comes with 3 texture files. One for the head, one for the eyes, and then for the body. Not sure how to fix this as it uses a multimap method I have not seen before on any brawl mod. I have to separate the models...but the head will look odd detached.
How? just rig it to look normal once you detach it..
216  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 10, 2014, 11:08:28 AM
@Tabuu
That happened to me tons of times

Try this:
Edit Normals, check Vertices/by Vertex, then select all of them & rotate them in any  random direction,
then Normals-> Check Flip Normals, then Uncheck it, somehow it fixes the problem, if she looks too polygonal, go to smooth or Vertex Weld, if this doesnt work try smooth/Vertex Weld at first.

This method resets the Normals, its something weird i discovered by accident but this fixed each normal problem i had.
This works, but there is a much simpler.

Go to Edit Normals->Average Normals

Make sure the threshold is .01, and that you select all the normals before averaging.

If Unify didnt work, then that means the verts there probably aren't welded. Go in and manually weld them using the Edit Mesh or Edit Poly modifiers..
217  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 07, 2014, 04:43:28 PM
Its all good. The way you said it at first, you made it seem like you edited the model like that yourself, when its actually my edits.

But no worries.
218  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 07, 2014, 03:51:11 PM



So a little project I took up. I plan on creating all of the Koopalings over Bowser, using his body as a base. I cannot for the life of me Brawl-style her texture on her head. Would anyone be willing to help me do that?



You're not using Bowser's body as a base, but my Bowser Jr's body as a base.

Please don't lie about things like that. Makes you look silly.
219  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 05, 2014, 08:20:59 PM
Textures, shoulders, and thighs need more work. Though what's it supposed to be?

http://img1.wikia.nocookie.net/__cb20131110022309/deadliestfiction/images/1/1c/Dragon_Suit_Wario.png

From Wario: Master of Disguise
220  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 05, 2014, 09:10:21 AM
People are weird.
221  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.5 coming soon! on: December 01, 2014, 07:43:12 PM

Speaking of which, I'm curious and want to know (like jokekid asked in my thread) as to why P:M uses the pre-timeskip version of OoT Ganon as opposed to the post-timeskip version of OoT Ganon?
Because we wanted to? I don't know what type of answer you were expecting.
222  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.5 coming soon! on: December 01, 2014, 06:47:07 PM
That's weird, I haven't heard of that happening much. I'm lost in where to help you.

Maybe PM wiiztec and ask him?
223  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.5 coming soon! on: December 01, 2014, 06:39:25 PM

But about my question from before: All-star mode. How does it work and am I the only person that is having it freeze on them?

Dolphin or Wii?

Set your stock number, then select that number of characters. Example, 5 stocks, select 5 characters. Click on the CSP to reset your selections.

Make sure Random is NOT selected. You gotta go select all your characters, even for CPUs.
224  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 01, 2014, 11:35:25 AM
Soon, my loves.



225  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: November 27, 2014, 05:45:04 PM
Yes please
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