As ForOhFor said, the bone adder just give the model bones, to let it think it has bones, they are not attached to anything... As for now, using .obj is really pointless...
Do you know if anyone is working on this problem?
Cuz the site i get models from, 90% of em are .obj and they are all from games and stuff.......theres ALOT of the ones everybody's been asking for too....
You would have to either open both of their textures and an image editing program and manually place different portions of Aquas textures on their respective parts on Peachs texture and there's also UV editing but it's difficult and limited to use.
Theres no way to just have it automatically be in the right place. lol
DAMN! about this UV editing, what is it and how is it done?
UV editing is basically editing what areas of a texture map out onto parts of a polygon. You're gonna need 3DS Max to do it. It's good for minor fixes, but I doubt you can completely alter it effectively enough where it maps exactly like Aquas actual model since they're set up different.
You would have to either open both of their textures and an image editing program and manually place different portions of Aquas textures on their respective parts on Peachs texture and there's also UV editing but it's difficult and limited to use.
Theres no way to just have it automatically be in the right place. lol
DAMN! about this UV editing, what is it and how is it done?
They are, but they wouldn't have bones and they can't be too complex... so, your model would be way too complex and if that worked, it would probably be pointless, as it wouldn't be able to move any more.
Is there any way to fix that? Or just use the Bone Adder from Fortwaffles, then use PSA or OpenSA/Tabuu to re-assign the bones?
from what I heard...that ability to do so is in the works, if it's sucessful, we can import models from other consoles...on the other hand...recreating the bones so that the model can move is extremely tricky.
To make the bones movable again, what would you have to do?
I know. I read all of this. I used the .rel you posted here. I was just asking why people dont make rel packages. I wasnt annoyed or anything, it was an effect i put in my post, XD
I guess I'll make one in my spare time...when I get access to a computer.
I know, I know, this has probably been asked way too many times before, but I have a Riku model from kingdom hearts. I have the textures in .png format, the model in .obj format, and some other file that came in the .rar file. That other file is a .smd file.
SO! My question is, are .obj models useable for imports? I know they need to be converted or something but can't this type already be converted?
just one day ive been out, and its already completely off topic!!!!!!!!
first of all, this is not a mdl0 thread, of coure they can be accepted, but this is not a place to anounce about ur mdl0 converter...
and thanx ssjcerious for ur collaboration...
and i'll add KH to the requests...
if u guys were so kind to remove ur posts, as it just got 2 whole pages of off-topic stuff...
sorry for being rude, but it just got a little too far...
Yay for KH models! if anyone wld like i have ALL of the pokepark wii brres files....(pokemon).....they have ta be hexed with fortwaffles programs but....
*EDIT* sorry for not specifying which models from Kingdom hearts, but can someone please get axel, riku(with blindfold from 358/2), zexion, marluxia, xion, siax, and even riku fromkh1/2?
I know. I read all of this. I used the .rel you posted here. I was just asking why people dont make rel packages. I wasnt annoyed or anything, it was an effect i put in my post, XD
OH ****! I am SO sorry! I completeley misinterpreted! lol looks like iam the one who needs to give an apology.....ive always wondered tht too....
DUDE! CHILL! if you looked at the previous posts, u'd c a battlefield over warioware link that Mid-Boss was nice enuff to make and post JUST FOR YOU!!!!! Now i think you owe Mid-Boss an apology and a giant thank you. Im not tryin to b a jerk im jus annoyed when people ask for somethin anddont even read.
this is only the edited .MDL0 file. i made it so all you have to do is put a 2 after the texture names, and it will only load the ones with a 2 at the end.
but if you want to know how to do it yourself, load the model in a hex editor, go to the end of the file where all the manes are, find the texture names, and change them to whatever you want.
so for example, the regular texture names are like this, FitPokeZenigame_Face, and with my edit, name the shiny textures like this, FitPokeZenigame_Face2. then they will work the way you want.
Using "Save As" instead of "Save" should make it so you never get those file compression fails, I think.
I did that with the Dedede file, and I still got terrible memory inflation. Maybe that only works with the PT, I don't know
Aight, heres the deal, fitdedede00.pac opens and saves fine with brawlbox modset 4.0, If i port gengar from pokepark onto dedede, i need someone to rename the bones and fix the animations, in other words, make him use dedede's animations.