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Author Topic: GBC and Dot's Derp: Arena Ferox  (Read 873130 times)
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GBC
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    « on: November 03, 2011, 02:45:22 PM »


    Hey guys, this the official thread and poll of chars im planning to make. Vote so i know which char to make next or which char not to make at all. You can suggest char ideas here and who knows your choice may end up on the poll...also post questions and concerns here

    Since Dot does the textures for the chars any questions or concerns about what and how the textures will be just ask him

    Dot's recolor thread:
    http://forums.kc-mm.com/index.php?topic=28506.0





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    Dots UV editing tutorial
    UV Editing Tutorial

    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
    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 ( Dot )

    xxgbcxx’s new way to fix models in 3ds 8 without patching

    VERTEX TURORIAL BY XXGBCXX

    Start:

    getting started youll need:
    -brawlbox
    - the .pac or .pcs(well call this our model)
    -your models modeldata[0] (to get go into brawl box and right click your modeldata and press export ),
    -your model vertex set
    -the mdl0 offset of the vertices your editing
    -ais 1.01
    -3ds max 8
    -mariokart64n script

    1.-Create .dae(right click your modeldata[0] and press “open with” and then select ais 1.01),export the vertex set as is and the mdl0 file

    2.-import .dae in 3ds max 8

    3.- load script and press “fix Ais import”(heres how the script should look like
    )

    4.-right click the section youll be working on and press “hide unselected”

    5.-EDIT your model(preferably by verts)

    6.-Clone polygon you are working on(right click press clone and check the copy button then ok)

    7.-Uncheck the Light bulb next to "edit mesh"(only on the copy)

    8.-On  maio64nscript, select “import verts” and select you vertex set

    9.- On the polygon you are editing( not the copy) go to morpher, select first channel (press pick from scene) and click on the copy, then second channel, right click and then press “pick from scene” and then press the “h” key on your keyboard and select the vertex set

    10.- Up both channels values up to 100 in(heres what I channel looks like
    the morpher (un check read offset from file on the scipt and scale) and then on the script export verts, then choose the MDL0 file

    NEW WAY TO FIX YOUR MODELS INSTEAD OF PATCHING IT:

    1.-View your export in brawl box.. If you edited the arms or legs on a model you’ll notice the left side is messed up

    2.-Normally you would patch and patch and patch but don’t patch at all just go straight back into 3ds max 8

    3.-Now that your there change the channel with vertices back to 0

    4.-Click on your edited model in 3ds8 and press modify and then the vertice symbol now make your edited model in 3ds 8 look like the messed up model in brawl box

    5.-now click the arrow icon and click your model and click the morpher tab and set the vertice channel back to 100 and close brawl box

    6.-Now export your model over your mdl0 file again and load in brawl box

    7.-Now if done correctly you should have tricked 3ds 8 into thinking the messed up model is the perfect model and in brawl box it should be fixed

    8.-That’s it!! you just saved days of patching in a few minutes!!!  Awesome Face
    (NOTE you may have to play around with the model in 3ds 8 until all vertices are in the correct positions.. I recommend if both arm and leg/foot is messed up you edit 1 of them at a time)

    any questions ask me [signed xxgbcxx]

    how to import models (from start to finish)

    How to import models

    Things youll need

    -   3ds max 10
    -   .obj model(or any other format
    -   newest brawl box
    -   the character your going to import over bonesbones can be found here http://forums.kc-mm.com/index.php?topic=35219.0)

    where to get models??

    -themodels resource
    -free3dmodels

    getting the model into 3ds max

    1.   open 3ds max and open your chars boneset
    2.   import your model and resize to the chars bones(WARNING DO NOT EDIT THE BONES AT ALL!!!)
    3.   if char is not in T pose then just vertex it to tpose(if char is already in tpose then skip this step)
    4.   after your model is fitting the bones now you press “M” on the keyboard and drag and drop the texture of your char onto the spheres
    5.   now drag and drop the sheres onto the models polygons
    6.   select each polygon and add a skin modifier(press the modify tab”looks like a square”  and select the drop down box  and press “skin”)
    7.    scroll down and press add then select all the bones on the list(Note the polygons will be the list also…be sure not to select those)

    Rigging the model

    1.   now in the skin modifier  press edit envelopes and check the vertice check box
    2.   youll notice some things are highlighted…blue etc well…those aren’t rigged correctly
    3.   now select any region…for example…. the top half of the body(not the head or neck)
    4.   now press F4 and youll notice you slect some verts(which are indicated by a white boxes)
    5.   now to rig those verts….now you go back to your bone list you added in step 7 of importing the model….then select the bone for the top half of the body and change the weight to 1.0(for most chars this is bone “BustN” )
    6.   now scroll your skin modifier and press the wrench looking tool and make sure that “BustN” is set to 1.0 and should turn or be dark red
    7.   now that are is rigged!!!…but that’s a simple bone..lets get into more advanced bones like the waist or the arms

    Advanced bones

    1.   just like the top half of the body select another area of verts…for example the right arm
    2.   now youll want to look at arm…the lower part of the arm will be rigged to “RARMJ” and the top part of the arm will either be rigged to “RshoulderJ” or “RshoulderN”
    3.   now that you hae rigged the weight of those verts to 1.0 slect the region where the arm and elbow meet
    4.   you now want to weight these to 0.5 to the “Rarmj” and 0.5 to the “RshoulderJ or N” notice the color changes to a greenish color
    5.   youll want to do this to all areas that connect..joint areas if you want to give it a name…. like the hand to the arm or the waist to the bust…etc(but rig them to there correct bone of course)

    checking the model

    1.   after an hour of so of rigging select the list icon(located at the top of the screen)
    2.   select a bone you rigged such as the arm and move it using the rotate tool
    3.   if rigged correctly things should be fine and move like an arm should
    4.   if not and half the arm is connecting to somewhere else then pres “ctrl+z”  and then just go back into the skin modifier and press edit envelopes again selct that region and press the wrench tool
    5.   you might see something like Rarmj= 0.5746 and r shoulder=0.325 and a whole list of other bones you never riged??
    6.   to fix you just slect the bones you never rigged or the incorrect bones and set there weight to 0 and go back to the bones that are suppose to be rigged and rerig them
    7.   now that that’s all done go back to your bone list and press xrotn and move it forward…if you did the previous steps then the model will follow this bone as a whole(be sure to press ctrl+z so the bones back to where its suppose to be)
    8.   if not and you see things lagging behind then just repeat steps 4-6


    getting the model into brawl box

    1.   now your done rigging!!! Now time to export
    2.   press export in the drop down green box thing
    3.   export it as a .DAE file
    4.   now a box will show up…check these boxes
     -animation
    -deformation
    -skins
    -convert geometry as bones
    -triangulate
    -single matrix
    -   y-up

    5.   then press ok and now it should export with no errors

    Brawlbox

    1.   press file-> new -> brres
    2.   right click the bres and press import then model
    3.   select the .dae you just made
    4.   now go back up to the bres and press import and then texture
    5.   now import your textures and make their format CMPR
    6.   now go into the mdl0 file and go to shaders and replace their shader with this one
    http://www.mediafire.com/?616odckzgqrp0cg
              
    7.   now press save and then close out of brawlbox
    8.   re open brawl box and open your bres
    9.   export the mdl0
    10.   now download a random texture hack of a char and replace its mdl0 with yours
    11.   delete any palwettes it has in the texture tab and any oher textures and Import your textures again as a CMPR format
    12.  preview the model
    12.    now save a .pac first and then save it as a .pcs
    13.   done


    « Last Edit: December 22, 2013, 09:14:58 PM by GBC » Logged

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    the idealist- a visionary or impractical person.

    GBC
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    « Reply #1 on: November 03, 2011, 02:47:16 PM »


    *reserved*
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    « Reply #2 on: November 03, 2011, 02:55:18 PM »


     Smiley good luck with rigging Zidane  Wink

    I voted for E123-Omega. I believe you said something about him being over DK... that sounds pretty cool  Smiley
    « Last Edit: November 03, 2011, 03:39:36 PM by Christian_CAO » Logged

    ^3^

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    « Reply #3 on: November 03, 2011, 02:57:41 PM »


    whos zidane gonna be over?
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    « Reply #4 on: November 03, 2011, 02:58:50 PM »


    what happened to the topic? all pages gone? but that doesnt matter now  ssj2 gohan FTW and will you ever release the vertex you have of him o CF?
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    Zikkh
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    ok ok

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    « Reply #5 on: November 03, 2011, 03:04:12 PM »


    whos zidane gonna be over?

    ^this
    good luck with rigging Smiley
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    GBC
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    « Reply #6 on: November 03, 2011, 03:18:03 PM »


    zidane = pit

    the other thread got blocked by administration due trolling and spam Im srs here dont do that here Im srs here just keep your comments to yurself i am capable of seeing my mistakes myself

    EDIT: updated megaman x so the leg wouldnt cave in on itself as well as other errors i noticed.....anything else that i messed up is not the rigs fault but the models fault because the model wasnt built for brawl it was built for megaman x8 so yea.....enjoy it
    « Last Edit: November 03, 2011, 03:50:58 PM by xxgbcxx » Logged

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    DoctorFlux(Mariodk)
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    « Reply #7 on: November 03, 2011, 06:53:52 PM »


    voted majin Buu(super buu)

    remember best to have Super buu and kid buu over lucario cuz of moveset Cheesy
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    « Reply #8 on: November 03, 2011, 06:58:13 PM »


    Super (Majin) Buu FTW
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    « Reply #9 on: November 03, 2011, 08:02:36 PM »


    i´m still amused Im srs here

    y was i collabed on megaman x if i did nothing?
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    GBC
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    « Reply #10 on: November 03, 2011, 08:21:05 PM »


    i´m still amused Im srs here y was i collabed on megaman x if i did nothing?

    just in case you wanted to make a retexture for it

    zidanes done...yes i looked at it....yes everthing looks great
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    « Reply #11 on: November 03, 2011, 08:25:29 PM »


    zidane....
    dont know who that is Tongue

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    « Reply #12 on: November 03, 2011, 08:41:15 PM »


    I'm still gonna post commentary if I see any flaws.. Have you fixed X the model yet? o: Just wondering. And who do you plan on doing next?
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    GBC
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    « Reply #13 on: November 04, 2011, 12:25:20 PM »


    zidane release in 5 mins...turns out i had a corrupted shader :/ so i redownloaded it and now its fixed  AWESOME 2.0! so let me take some pics and be on to the next hack..

    EDIT: sorry cant make sephiroth....either the models of him are to high in poly or his swords in the wrong hand to rig him over marth  Im srs here so who should i make?? eggman generations? tails generations? or knuckles generations?

    eggman generations
    -modern eggamn= ganondorf
    -clasic eggman= wario

    knuckles generation
    -modern knuckles= lucario
    -classic knuckles= mario

    tails generations
    -modern tails= ness
    -classic tails= olimar
    « Last Edit: November 04, 2011, 07:55:54 PM by xxgbcxx » Logged

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    « Reply #14 on: November 04, 2011, 02:30:13 PM »


    Can you post some screenshots of your Zidane rig? I need to see if I should still do my own or not.
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