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.
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..
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..
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.
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.