Home Gallery Resources The Team Rules chat Login Register
Poll
Question: What should be my first vertex?
Female Marth
Female Lucas
Bendaroo over Beam Sword
Dende (DragonBall Z)

Pages: [1]
Author Topic: Testing Textures in 3DS Max 8  (Read 481 times)
0 Members and 1 Guest are viewing this topic.
bfoxinsox
Advanced Kitten
***
Offline Offline

Posts: 22

I'm a super saiyan 2!!!!!

  • Awards Tutorial Writer

  • View Profile Awards
    « on: February 19, 2011, 08:06:21 AM »


    I don't just insert my textures into BrawlBox... I always test them in 3DS Max first. Here's my method...
    What you'll need...
    BrawlBox 0.63d http://www.mediafire.com/?bs9pokq4aaghsuz
    AiS 0.1.3 http://www.mediafire.com/?jqqa13q16n86e7e
    3DS Max 8 (sorry you're gonna have to get this on your own... if you don't already have it)
    The .pac of the character you will edit http://www.mediafire.com/?h11qpyo72kq9w8t
    MarioKart64n's Script http://www.mediafire.com/?tk3raczd17ty0a2
    First, open your folder with all the fighter folders.

    I'll be editing Mario, so ill open his folder.

    Export all the textures from the .pac

    Export the ModelData[0]

    Save in the same folder as the textures

    Convert the ModelData to .dae using AIS.

    Edit the textures to your liking and save.

    Import the dae to 3ds max using collada and use the following options.

    Run MK's Script

    Press Fix Ais import on MK's script.

    This is the Model all textured you don't have to do anything else.

    If you like it, you can just replace the texture in BrawlBox like usual. AWESOME 2.0! Happy Face Awesome Face
    Major credit to MarioKart64n for the script!
    « Last Edit: February 19, 2011, 07:59:19 PM by bfoxinsox » Logged

    Kirby Dance Kirby loves you.


    Pages: [1]
    Print
    Jump to: