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Author Topic: How to edit UV Points ( the easy way )  (Read 1914 times)
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Dot
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    « on: October 23, 2011, 02:04:33 PM »


    Things you need:
    - A computer
    - 3DS Max 8
    - BrawlBox
    - Da Script

    Start:

    1.- Create .dae and export your MDL0 File
    2.- Import .dae
    3.- Load script and fix Ais import
    4.- Hide unselected
    5.- Click on the polygon you want to edit the UV
    6.- Go to modifiers, then UV, and finally Unwrap UVW
    7.- Click on edit
    8.- A window will appear, click on maps, then choose the texture
    9.- MOVE THE UV POINTS TO YOUR LIKINGS! you can look at the scene to see how the textures map
    extra step.- Remember to save your UV edits  Wink
    10.- Right-Click, then rotate
    11.- Select all and then rotate them 180°
    12.- Look at the number next to the texture map
    13.- In brawlbox, open your model, then go to UV Points and then export the one which has the number you found before
    14.- On the script, change the export options to Texture Cordinates
    15.- Export? select the UV set you extracted before
    16.- Select the MDL0 File you extracted before
    17.- VOILA! the uv should display correctly on brawlbox, if not, adjust them until they do.

    any questions just ask me
    « Last Edit: October 25, 2011, 08:50:31 PM by Dot » Logged

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    « Reply #1 on: October 23, 2011, 10:47:05 PM »


    I needed this a while ago. I'll try this tutorial next time I need UV editing. You´ll be my hero if it works Happy Face
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    « Reply #2 on: October 24, 2011, 01:15:53 PM »


    well, it should, if not, feel free to ask Wink
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    « Reply #3 on: October 30, 2011, 10:59:50 AM »


    Will this work for max 10 since we can import the daes into that as well?
    Not much has changed between 8 and 10 besides interface soo...
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    « Reply #4 on: October 31, 2011, 07:51:51 PM »


    I can't import the DAE without it crashing 3DsMax or BrawlBox. And i have the OpenCollada plug in :c what do? When I export SMD into PMD and import it the texture screws up BIG time
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    « Reply #5 on: October 31, 2011, 09:47:41 PM »


    I can't import the DAE without it crashing 3DsMax or BrawlBox. And i have the OpenCollada plug in :c what do? When I export SMD into PMD and import it the texture screws up BIG time

    which version of 3DS Max are you using? at which moment does it crash?

    Will this work for max 10 since we can import the daes into that as well?
    Not much has changed between 8 and 10 besides interface soo...

    it should, as long as you can import and fix the model on 3DS Max you´ll be fine
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    « Reply #6 on: November 01, 2011, 09:55:58 AM »


    im using Max 2009, OpenCOLLADA 3.0, and it crashes whenever I try to import the DAE into the brres. Im using the 65v of Brawl Box, and it'll import PMDs without crashing, but it screws the texture up royally
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    « Reply #7 on: November 01, 2011, 10:08:39 AM »


    im using Max 2009, OpenCOLLADA 3.0, and it crashes whenever I try to import the DAE into the brres. Im using the 65v of Brawl Box, and it'll import PMDs without crashing, but it screws the texture up royally

    oooo
    i think i know wats your problem
    are you following the tutorial carefully(using the PMD script with 3DS Max and all that stuff)?
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    « Reply #8 on: November 01, 2011, 10:10:39 AM »


    yes :c but sometimes he'll say "make sure to have suchnsuch unchecked/checked" and i dont have an option for those

    EDIT: it also seems to have a problem with exporting a DAE from a PMD and a PMD from a DAE
    « Last Edit: November 01, 2011, 10:12:00 AM by Ms Spinda » Logged


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    « Reply #9 on: November 01, 2011, 10:24:36 AM »


    that suchnsuch may be your problem
    what do you mean by not having an option for those?
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    « Reply #10 on: November 01, 2011, 10:53:17 AM »


    my pop up looks different than his when he exports ; - ;
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    « Reply #11 on: November 01, 2011, 04:16:05 PM »


    hey dot, i think i know why my UV edi doesn work, i just read that brawl only reads textures correctly if the size of the bitmap is a multiple of 8, so maybe my texture isnt... i gonna check it out now
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    « Reply #12 on: November 03, 2011, 08:17:39 PM »


    hey dot, i think i know why my UV edi doesn work, i just read that brawl only reads textures correctly if the size of the bitmap is a multiple of 8, so maybe my texture isnt... i gonna check it out now

     Mario Facepalm
    hope that´s the problem

    my pop up looks different than his when he exports ; - ;

    what´s the message that pops out for you?
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    « Reply #13 on: November 04, 2011, 07:55:03 AM »


    this is what i get when i try exporting SMD to DAE
    :c
    « Last Edit: November 04, 2011, 08:08:07 AM by Ms Spinda » Logged


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    « Reply #14 on: November 07, 2011, 07:29:19 PM »


    I can't get this to work. I edited the UVs then rotated them 180°. Exported verts (texture cordinates selected), selected the UV set i wanted to replace, then the MDL0 but when I preview it it looks the same. Any idea of what I may be doing wrong?
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