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Author Topic: VILE's Vertex Box ~ *VERSION 0.2 OUT NOW* ~Read OP For Changelist~  (Read 44566 times)
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BlueBrain
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    « Reply #30 on: April 30, 2011, 12:49:52 AM »


    ok, and it doesnt matter which from the 2 i delete???
    or is there a specific polygon number?
    thanks for the help ^^
    if i get this good my next hack might by done with this fun box ^^
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    VILE
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    « Reply #31 on: April 30, 2011, 02:34:42 AM »


    ok, and it doesnt matter which from the 2 i delete???
    or is there a specific polygon number?
    thanks for the help ^^
    if i get this good my next hack might by done with this fun box ^^

    Delete all of the repeated vertex groups except the earliest one.
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    Zephiel:
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    « Reply #32 on: April 30, 2011, 06:09:24 AM »


    oh yeah, and does it matter what ais i use???
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    VILE
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    « Reply #33 on: April 30, 2011, 06:55:20 AM »


    oh yeah, and does it matter what ais i use???

    I use 1.1 but I don't think it should matter.
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    « Reply #34 on: April 30, 2011, 10:41:00 AM »


    was that the one from dasdonkey box or mariokart64n's method???
    sorry i dont have my stuff here...
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    « Reply #35 on: April 30, 2011, 11:01:15 AM »


    was that the one from dasdonkey box or mariokart64n's method???
    sorry i dont have my stuff here...

    I think that was 1.3...
    but the only change to that was the image conversion

    model conversion is the same as 1.1
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    « Reply #36 on: April 30, 2011, 11:17:15 AM »


    ok sounds good ^^

    i'll try it with some snake hack (he has way too much hair polygons to export one by one... ^^
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    « Reply #37 on: May 01, 2011, 09:11:17 AM »


    Okay so here's a question. What if I'm editing an already existing hack?

    To be more specific, I'm editing a hack of Peach. Do I use Peach's original model or the edited one?
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    « Reply #38 on: May 01, 2011, 10:17:36 AM »


    Okay so here's a question. What if I'm editing an already existing hack?

    To be more specific, I'm editing a hack of Peach. Do I use Peach's original model or the edited one?

    The edited one, original.mdl0 and original.obj should be the existing vertex hack.
    « Last Edit: May 01, 2011, 10:18:42 AM by VILE » Logged

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    « Reply #39 on: May 01, 2011, 08:53:29 PM »


    IT WORKS!! HUZZAAHH!! XD
    I made a quick vertex hack on bowser, and it came out pretty much perfect. It does have an issue involving a few things I edited, which I believe will be fixed if I bring it back into 3DS, and morph it back to it's original shape and export it again and run it through your program again.

    A double patch if you will. Would that work?
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    « Reply #40 on: May 01, 2011, 09:14:11 PM »


    IT WORKS!! HUZZAAHH!! XD
    I made a quick vertex hack on bowser, and it came out pretty much perfect. It does have an issue involving a few things I edited, which I believe will be fixed if I bring it back into 3DS, and morph it back to it's original shape and export it again and run it through your program again.

    A double patch if you will. Would that work?

    Yeh, just make a dae of out.mdl0, make an obj out of that new dae and name it original.obj, rename out.mdl0 to original.mdl0 and run the program again.
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    Zephiel:
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    « Reply #41 on: May 01, 2011, 09:25:29 PM »


    Thanks for the instructions! Now I can try exporting Do0m Joe, SSJ4 Gogeta and possibly G.I.R!
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    « Reply #42 on: May 03, 2011, 06:40:25 AM »


    Could be something on my end, but when I try to convert a Peach ModelData[0] from a vertex hack I exported from 3ds with the Vertexbox to a DAE for double-patching, the resulting DAE doesn't import properly. No actual verticies show up, even after using the MarioKart64n import fix.
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    « Reply #43 on: May 03, 2011, 07:34:32 AM »


    Could be something on my end, but when I try to convert a Peach ModelData[0] from a vertex hack I exported from 3ds with the Vertexbox to a DAE for double-patching, the resulting DAE doesn't import properly. No actual verticies show up, even after using the MarioKart64n import fix.

    Not sure, I haven't worked with peach before but I know that characters that have more vertex groups than face groups will not import (It's a fairly easy fix, but I plan to update this with more than just that feature).
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    Zephiel:
    You know what I really like on my stack smash?
    Texture updates.

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    BlueBrain
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    « Reply #44 on: May 03, 2011, 08:27:20 AM »


    u mean like ganondorf for example? who has only one face polygon, but has more vertex sets?
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