He he. Nothing very surprising about what you say br3compactor. Anyway, here is the content of the readme.
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VILE's Vertex Box
1. Convert any MDL0 you want with AiS. 2. Remove all repeated vertex groups (in Brawl Box you look under the polygons and see which ones use the same vertex groups). 3. Save as "original.obj" in the same directory as VVBox. 4. Edit original.obj however you please and save as "new.obj" in the same directory. 5. Put the MDL0 file you converted with AiS in with the OBJ files and VVBox and name it "original.mdl0" 6. Run VVBox. 7. Your vertex hack will be named "new.mdl0" (you may have to convert this file and repeat the process to patch it).
I have a request about a tutorial, I would like to know how we can attach a graphical effect specific to a character to a precise bone.
For example, if I recall correctly, Marth's sword graphic of his neutral B move, if we replace it with something, how can we attach it to a precise bone? If someone can post a tutorial about this, it would be a good thing, because it would probably be useful!
Excuse me I said multiple polygons, I meant attached to multiple bones. Anyway, thank you for the answer, I have nothing more to ask you, thank you very much!
I understand much more what you were saying about the mdl0 offset. When you use hxd, you make the numbers appear like it does in brawlbox (in decimal), this is why you don't convert the mdl0 offset in hexadecimal, I didn't knew it was possible to do something like this.
Last question, and after that I will leave you alone (it's probably about time ), can you know in advance if a polygon is attached to multiple bones?
What you say Beyond interests me a lot, maybe in fact I would be able to vertex what I want to move to an other bone after the moving in fact.
Anyway, DrPirako: Good tutorial, that is very useful, one thing though, the mdl0 offset, you use it like this? You don't even convert the number in hex by using calculator?
I didn't really understood what GSlasher said, but still, it seems he wants to opened again an argument that was over... Pff... It's annoying... And I don't say this only for those who follows this topic but also for the project itself... You should put more energy to work on your project that needs a lot of work, instead of putting your energy to something that is already over...
Absolutely no problem, but my problem now, is that I don't know if I went closer of the fix or if I went in the opposite direction...
As I said you, I managed normally to put all bones to brawl length, and also managed to change the mdl0 offset. But in brawlbox, it doesn't seem to have so much change, worse, I only see at least 13 bones now... And it didn't change after the changes of firstchildoffset etc. I will send you the model that I tried to change by private message. Don't hesitate to send it to Snoopy, you have my autorisation.
If all the bones have a value of 208, as I already said, it's not enough to make it playable in brawl, the bone tree is still screwed up even after that...
And for the others things to do to make the model work, I suppose you need to change a lot of offsets, the mdl0 offset because you changed the value of the bones, it is easy, but not enough, the string offset, and here I'm completely lost, and also some offsets like firstchildoffset, next offset, previous offset and parent offset, but for these 4, I don't know if I did it right... The only one who can probably answer us correctly is RandomTBush...
Oh? It seems my idea of Thunder Blade pleased you, glad to know that it will maybe be the solution of the problem of this spell!
But, again, take your time to make the updates. And don't hesitate to send me private messages if you want to have feedback but don't want a release, or sending to someone other too.
If this value is changed to 416, it means you didn't removed all the extra properties of the bone, so it's bad. Brawl doesn't like to have bones with values other than 208.
Divine Overlord: I think he posted this topic so that you know what animations are screwed up.
According to him.
Anyway, I just don't understand why it is so screwed up, it's really strange because when you use the normal costumes of Marth, all is normal, excepted the arms that are not in the "rings". But the animations themselves works perfectly, he does the up smash correctly, same for side smash. It probably means that you will have to fix them according to a precise vertex, I just hope that you won't do this for a too great number of vertex...
Divine Overlord: Good luck for fixing the glitch Omega Malkior describes, because I took a look at it with marth's normal costume, and it seems there is NO glitch at all... So if you're forced to fix this for all vertex, it will never be over...
Using a Roy vertex that summons magic of light, of water, of wind, and even of thunder and does other things completely unrelated on Roy? It's really above realism... You do what you want of course, but still, I find it really weird... It was as if I used Sephiroth's moves to fit Hazama of Blazblue...
Anyway, about the first type of vertex of Kratos, the animations would probably look weird too, I suppose, I'm not sure of course but as the spikes are missing there too... I don't care at all that you don't know Kratos though, you can't know all characters of video games after all.
Divine Overlord: You're nice, Omega Malkior is lucky that you will do this, it's probably not all psa'er that would do this.