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Author Topic: [Collab] - Imported characters list (fix info in #73 & #81)  (Read 12235 times)
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Mewtwo2000
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    « Reply #75 on: January 29, 2012, 01:10:18 PM »


    I'd be willing to comply, but I need one issue to be solved first - Why is it that when I try to import .dae files into 3dsmax 2010 made from BB, I get lots of errors upon importing and it's like the skin modifier no longer exists..........

    Anyone know why? Or rather, is anyone with a functional 3DS Max 2010 Autodesk Collada importer willing to PM me their plugin?


    http://www.mediafire.com/?6rko1yckim572dk
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    « Reply #76 on: January 29, 2012, 01:25:16 PM »


    Cool, your new method fixed Raiden's left leg shader. Now to investigate why certain parts of his face aren't visible.
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    « Reply #77 on: January 29, 2012, 01:36:46 PM »


    oh yay, easy fixes =D thanks blackjax/mewtwo
    « Last Edit: January 29, 2012, 01:42:39 PM by StarWaffle » Logged


    Mewtwo2000
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    « Reply #78 on: January 30, 2012, 04:47:21 AM »


    Updated the OP.
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    DemonBoy
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    « Reply #79 on: January 30, 2012, 08:34:51 AM »


    forgot to add this one,

      Toon Vivi | SOURCE: DQ & FF in Itadaki Street Special | WIFI: Unknown | LAG: No | RESIZED: No | EYEYELLOW: Yes | METAL: No | SHADERS: Perfect

    and here here is my new one

      Batsu | Tatsunoko vs Capcom | WIFI: Unknown | LAG: No | RESIZED: No | EYEYELLOW: No | METAL: No | SHADERS: Perfect
    « Last Edit: January 30, 2012, 08:35:55 AM by DemonBoy » Logged

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    « Reply #80 on: January 30, 2012, 10:08:30 AM »


    http://forums.kc-mm.com/index.php?topic=40732.0
    Life can be so cruel sometimes.
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    Mewtwo2000
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    « Reply #81 on: February 01, 2012, 05:55:50 AM »


    Gonna use the thread again to showcase something important xD

    You character importers should know about the metal textures. They're something to be added to the imported character once it's in brawlbox, and ready to go, so when that character gets a metal box, it gets metallic, just like standard characters.

    Some of you (like me) have enabled manually some fake metal textures by changing some values in the extra materials you manually added and such. Some of you have never tried to include metal textures to your characters. Blackjax96 implemented some button in brawlbox 0.65b beta in order to automate this. Some people reported this to cause model glitches, explosions or whatever.

    I personally didn't test this feature until a few days ago, just cause I didn't know where it was. So, the first step is knowing it. Here's the feature:



    Now, if it makes models explode and such, why telling you this?

    Well, just because the 'model exploding' isn't random. It happens under some conditions.

    I'll explain. Blackjax is a very clever guy, and when the importer was released, it automatically wrote the UV, normal and vertex values in a format or another, depending of the values themselves, in order to save space. This means that big models can fit the brawl because some values can be written shortly, resulting in a smaller file. Anyway, he programmed that 'please wait' thing in 0.65b beta and 0.65b. I bet many of you just ignore it, and you should know more about it.

    These are important:



    What do they mean? Instead of looking for the shorter possible format for the values, the UV, normals and vertices are forced to be in the 'float' format.

    Well, Blackjax96 said that the automatic metal materials feature did work well in some brawl models he tested, but people reported those exploding issues that made him remove the feature in 0.65b. So the model has to be from brawl or something?

    Well, I suppose that you know what I mean at this point:

    IF YOU FORCE THE FLOAT FORMAT FOR UV, NORMALS AND VERTICES, THE AUTOMATIC METAL MATERIAL FEATURE WORKS FLAWLESSLY.

    This sentence is exactly as is. If any of them isn't forced, the model will have issues, in vertices, in normals, or in UVs. It may be fixed from now on, now that this fact is known, but in the meanwhile, this is the solution.

    Also, if you force floats, the coordinates will be more exact for sure. If some values was, for example, 1.6321 in 3dsmax, not forcing float values may result in having 1.63 in brawlbox, losing the 0.0021. If two vertices that are supposed to be in the same place, but from different objects, lose precission like this, they may get separated and a small hole would appear in the character. So, unless forcing results in a too big file, I highly recommend to use those boxes before importing.

    Well, with this said... Get your imports and fix your metal materials nao!! xD

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    « Reply #82 on: February 01, 2012, 06:00:43 AM »


    Nice topic title Awesome Face

    With this info I shall update all of my hacks.. eventually

    edit: Forgot to add this

     Polimar | Tatsunoko vs Capcom | WIFI: Unknown | LAG: No | RESIZED: No | EYEYELLOW: No | METAL: No | SHADERS: Perfect
    « Last Edit: February 01, 2012, 08:54:48 AM by 8-BitDemon » Logged

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    « Reply #83 on: February 01, 2012, 08:53:37 AM »


    nice to know. i will use this in the future Cheesy
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    « Reply #84 on: February 01, 2012, 08:56:30 AM »





    Ok so in what case would you NOT use these buttons on your model?  Seems like they're really helpful.
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    Mewtwo2000
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    « Reply #85 on: February 01, 2012, 09:03:51 AM »


    Mmm... when your model is too big with the buttons selected, and you don't matter if metals are perfect or not.

    I personally use them since they exist. I even asked for them the day before they were released, only that Blackjax96 had already planned them before I told him. He read my mind, basically xD
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    Spex130
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    « Reply #86 on: February 01, 2012, 10:10:12 AM »


    This is beautiful.

    I need to fix all my stuff more than ever now!


    Also, does this mean that Dark Textures, Envs, and Cell-Shading can be perfected as well?


    EDIT: Also, if the floats are forced, does that mean I can still Manually add those Dark Textures, Envs, and Cell-Shadings, and have them work?
    « Last Edit: February 01, 2012, 10:13:12 AM by Spex130 » Logged


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    « Reply #87 on: February 01, 2012, 02:33:22 PM »


    This checks out, even for fixing up models you made in 3DS Max yourself.
    Works perfectly on Waluigi.

    Now I want to investigate shadow models and how they work(NOT The Hedgehog).
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    Spex130
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    « Reply #88 on: February 01, 2012, 02:38:34 PM »


    This checks out, even for fixing up models you made in 3DS Max yourself.
    Works perfectly on Waluigi.

    Now I want to investigate shadow models and how they work(NOT The Hedgehog).

    I have some files you can use for that, if you want.

    I rigged Fox's shadow to Fox. One came out pretty trippy because I forgot to add the shader. I haven't tested out the other one I added the shader to yet. Do you want them?
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    « Reply #89 on: February 01, 2012, 04:08:50 PM »


    Hm. I think he's going to keep the float system though, especially if that's what prevents model bone from being moved from (0,0,0) to (5.9273e-16,0,0)
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