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Author Topic: VILE's Vertex Box ~ *VERSION 0.2 OUT NOW* ~Read OP For Changelist~  (Read 44215 times)
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Protoman.EXE
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    « Reply #45 on: May 03, 2011, 02:48:57 PM »


    Wondering, what parameters should i save the OBJ files with?
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    « Reply #46 on: May 03, 2011, 02:59:30 PM »


    Alright Vile, last few questions. Basically, I have a Peach hack imported into 3DS. I edited it, and exported it as an .obj into the VVbox folder.

    I then used the option in 3DS to remove all changes on the model and exported that as the original.obj file.

    I then exported the .mdl0 of the hack from BB, and named it "original."

    Now when I try to use the program, I get a failiure. I have a few reasons as to why this is. Choose what one you think is most likey, and if possible, state some sort of possible solution please.

    1) I created the original .obj file from the already edited one, even though I had all edits turned off before I exported it

    2) Peach's crown may have something to do with it, seeing as it runs off the same vertex set as the one in her hand used during her forward air. I removed it on both files, but the same problem.

    3) Possibly an issue with the MDL0 file itself, seeing that it had to be edited to show up in 3DS at all... >.>

    4) Possibly another problem you caught on to since the beginning of this post. Tongue
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    « Reply #47 on: May 03, 2011, 04:51:22 PM »


    Has anyone used this? Call me dumb, but I didn't really understand some steps.
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    « Reply #48 on: May 03, 2011, 04:54:12 PM »


    Everyone, I intend on updating this to fix things and add normals and UV support.
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    « Reply #49 on: May 03, 2011, 04:57:26 PM »


    Great.

    But can you please make a detailed tutorial while you're at it? Like Miacis' one to MK64n's Method.
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    « Reply #50 on: May 03, 2011, 05:42:05 PM »


    Personally, I don't see what's so hard to understand. Must be something I'm missing, but for the most part:

    - Take the model you want to edit. Export the MDL0 and ModelData of it to the same directoy as Vile's Vertexbox. Name the MDL0 "original.mdl0".

    - Convert the ModelData to a DAE with either version of AiS and import it into 3ds Max, then do the import fix with MarioKart64n's script as usual.

    - Before you do anything else, check the MDL0 in Brawlbox for any polygons that share a vertex set. If any do, delete the ones that come after the first in 3ds. Say, if Polygons A, B, and C of a model all use Vertex set X, delete Polygons B and C but keep Polygon A.

    - Immediately after that, export the model in 3ds to a .obj format in the same folder as Vile's Vertexbox and name it "original.obj". The default options seem to work fine for me when I tried it out.

    - Now you can make your vertex hack. When you're done, export the finished model to .obj and name it "new.obj".

    - Run Vile's Vertexbox. It'll compare the .obj files and produce a "new.mdl0" with the changes between the two objs applied to "original.mdl0". It basically just took out all of the work of exporting each polygon individually.
    « Last Edit: May 03, 2011, 05:44:07 PM by Lost Saltshaker » Logged


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    « Reply #51 on: May 03, 2011, 05:45:15 PM »


    Personally, I don't see what's so hard to understand. Must be something I'm missing, but for the most part:

    - Take the model you want to edit. Export the MDL0 and ModelData of it to the same directoy as Vile's Vertexbox. Name the MDL0 "original.mdl0".

    - Convert the ModelData to a DAE with either version of AiS and import it into 3ds Max, then do the import fix with MarioKart64n's script as usual.

    - Before you do anything else, check the MDL0 in Brawlbox for any polygons that share a vertex set. If any do, delete the ones that come after the first in 3ds. Say, if Polygons A, B, and C of a model all use Vertex set X, delete Polygons B and C but keep Polygon A.

    - Immediately after that, export the model in 3ds to a .obj format in the same folder as Vile's Vertexbox and name it "original.obj". The default options seem to work fine for me when I tried it out.

    - Now you can make your vertex hack. When you're done, export the finished model to .obj and name it "new.obj".

    - Run Vile's Vertexbox. It'll compare the .obj files and produce a "new.mdl0" with the changes between the two objs applied to "original.mdl0". It basically just took out all of the work of exporting each polygon individually.

    I'm adding this to the OP Tongue
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    « Reply #52 on: May 03, 2011, 06:02:58 PM »


    That's really useful. Thanks a lot.
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    « Reply #53 on: May 03, 2011, 06:24:03 PM »


    Everytime i export the model it creates a infinitely long line with the model the size of TL's sword with any character export, even on un-edited yet program ran models. but its different for each Character, fixxy?
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    « Reply #54 on: May 07, 2011, 08:54:07 AM »


    I'm having trouble.

    I can't export the ModelData[0] to a .DAE file, and I AM using AiS.

    Aside from that, when I run VVBox, which I have the MDL0 and the two .OBJ files in, it will automatically close out with an error and produce no new MDL0 file.

    What exactly am I doing wrong?

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    « Reply #55 on: May 07, 2011, 08:55:33 AM »


    TRY USING 0.1.1, IT WORKS by dragging the .pac file on it ^^
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    « Reply #56 on: May 07, 2011, 09:00:31 AM »


    TRY USING 0.1.1, IT WORKS by dragging the .pac file on it ^^

    I did that already. My problem is making the ModelData[0] into a .DAE file. I'm dragging and dropping, but nothing works.

    All I have is the original.obj, original.mdl0, and new.obj. And when I run it in VVBox, It says "Index was outside the bounds of the array" and closes out.
    « Last Edit: May 07, 2011, 09:13:35 AM by EarthwormJames » Logged

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    « Reply #57 on: May 07, 2011, 10:50:18 AM »


    I suggest changing the name of this program to AllVerts or the like, for impact Awesome Face
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    « Reply #58 on: May 07, 2011, 04:54:32 PM »


    This is very buggy and doesn't work on every character (characters with more vertex groups than objects will not work at the moment, but I will implement it soon).
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    « Reply #59 on: May 07, 2011, 06:13:44 PM »


    Is there a problem with deleting the polygons I don't want to edit, together with the repeated ones?
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