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Author Topic: BrawlBox v0.78  (Read 202256 times)
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windhunter7
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Finished Part 2 of the Model Porting Tutorial!

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    « Reply #1020 on: May 21, 2017, 05:34:03 PM »


     It's been glitchy since at least .76 or earlier, and I think I even remember mentioning it; try using .71 and importing each polygon individually; it works sooooo much better, lol
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    Ricky (Br3)
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    « Reply #1021 on: May 21, 2017, 05:36:59 PM »


    Doing it one polygon at a time works.

    It's just not a good option when you're merging 300 models...
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    windhunter7
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    « Reply #1022 on: May 21, 2017, 05:40:26 PM »


    Yeah, I know what you mean, lol Tongue

    Btw, out of curiosity, any of you guys ever had random vertices poking out of the hip area in game on any model imports before?  Cause two of the guys I'm helping encountered this, and dunno if it has anything to do with Brawlbox, or if it's the rigging or bone data
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    « Reply #1023 on: June 20, 2017, 10:29:47 AM »


    (Sorry for the Necro, but hopefully this should warrant a bump.)

    There's a bit of an issue regarding exporting and replacing Material Entries in an SRT0 animation. Said issue is that the Keyframes from the Texture Entries don't import. There's a workaround, but it's very time consuming. This has been an issue ever since BrawlBox supported the SRT0 format.

    This is my current method at the time.
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    1.) Open FitFighterMotionEtc.pac, and go to their Texture Animations (SRT0).
    2.) Open up the SRT0 of your choice, and add a new Material Entry. Rename it to the material you want.
    3.) Export the Material Entry of the original material, and replace the new Material Entry you just made. Here, you'll see the Texture Entries of the Material ported over, but not the Keyframes themselves.
    4.) Export the Texture Entries from the original Material, and replace the respective Texture Entries in the new Material Entry.
    5.) Rinse and repeat and save when you're done.
    It's a very time consuming process, due to there being at least 100 or so SRT0 animations.
    If the keyframes actually ported over, then step 4 wouldn't be needed, which would save a lot of time.

    It would make things a lot easier if a way could be found to make the Texture Entry keyframes import without this workaround.
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    « Reply #1024 on: October 05, 2017, 07:21:28 AM »


    Is it possible to include the functionality that Ikuras was gonna have? The idea is still good.
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