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Author Topic: Vertex Hacking: Advanced Techniques  (Read 43375 times)
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Hamzr Bruh
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    « Reply #465 on: October 08, 2010, 10:05:14 PM »


    Need help with the Dae thing!
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    Naruto200Man
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    « Reply #466 on: October 09, 2010, 12:33:58 PM »


    Hey, I downloaded 3DS Max 11 trial version and I didn't get a key code to activate the product. It won't install 3DS max at all. I can run the installer now, but it won't do anything past that....?
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    Quanno
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    « Reply #467 on: October 10, 2010, 03:04:42 PM »


    Need help with the Dae thing!
    You need to use a unedited .pac file. Try dragging the pac on ais or try  'open with'.

    Hey, I downloaded 3DS Max 11 trial version and I didn't get a key code to activate the product. It won't install 3DS max at all. I can run the installer now, but it won't do anything past that....?

    Nothing illegal at all? Tongue

    3ds max 2011 was known not to work good with vertexing, i saw somewhere (i think). Try 3ds max 2010.


    Now, as for my question:
    I can't seem to make this right... I have the same problem as MarioKart, with Marth's right leg, but double patching doesn't seem to fix it. I have this problem for about a month right now. How'd you fix that??


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    GentlemanPotato
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    « Reply #468 on: October 10, 2010, 06:00:19 PM »


    Need help with the Dae thing!
    You need to use a unedited .pac file. Try dragging the pac on ais or try  'open with'.

    Not true, you just need to use a model that hasn't had any polygons removed.
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    alexhall
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    « Reply #469 on: November 01, 2010, 10:32:25 AM »


    I can't seem to make this right... I have the same problem as MarioKart, with Marth's right leg, but double patching doesn't seem to fix it. I have this problem for about a month right now. How'd you fix that??

    I have the same problem. For things like heads or other things that don't involve arms or legs, I can get them to brawlbox with no errors, but when it comes to exporting arms, legs, feet or hands, the right part of the model (left part if the model is facing towards us), gets messed up, like in the videos, so I "double patch" and it gets even worse ._.

    Anyone knows how to solve it? D:
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    Naruto200Man
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    « Reply #470 on: November 01, 2010, 11:13:13 AM »


    Would it be possible to port ZSS's 'model" over to zelda through vertexing Cheesy if so can someone tell me how

    IE: I mean the actual model for the character, not just reshaping zelda, though I'd have to add a polygon for the dress...
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    DrPanda
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    « Reply #471 on: November 01, 2010, 11:45:38 AM »


    I can't seem to make this right... I have the same problem as MarioKart, with Marth's right leg, but double patching doesn't seem to fix it. I have this problem for about a month right now. How'd you fix that??

    I have the same problem. For things like heads or other things that don't involve arms or legs, I can get them to brawlbox with no errors, but when it comes to exporting arms, legs, feet or hands, the right part of the model (left part if the model is facing towards us), gets messed up, like in the videos, so I "double patch" and it gets even worse ._.

    Anyone knows how to solve it? D:
    Keep patching?
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    Quanno
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    « Reply #472 on: November 01, 2010, 03:57:03 PM »


    If it makes it worse, it probably won't help at all, as i had the same problem.

    Then I found this video by MarioKart, i followed it exactly and got it to work  Grin


    But now I'm at a new problem... see this thread to see what I mean...
    http://forums.kc-mm.com/index.php?topic=15714.0

    Anyone?
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    MeleeMaster500
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    « Reply #473 on: December 08, 2010, 04:08:37 PM »


    Jigglypuff's body didn't have any work put into its uv map and i'm trying to change it, to give a little more control over the texture. the main issue is jigg's foot's coordinates (and hands and mouth) are occupying the same space as the body.

    I'm just wondering if the script has implemented editing the uv coordinates via unwrap uv instead of importing the coordinates themselves ever since the tutorial was made for uv editing. cause it's much easier to isolate the feet coordinates when you can select them from the model itself. If not, that's still good to know.
    « Last Edit: December 10, 2010, 10:00:17 AM by MeleeMaster500 » Logged


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    Weyard
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    « Reply #474 on: December 29, 2010, 07:17:40 PM »


    Do textures not show up on 3DS MAX 9? Everything else seems to work fine, but the textures won't show up for me. I have exported every texture into the same folder with my dae, yet it still ignores them, leaving me with a randomly colored model in 3ds rather than the textured model. It isn't really stopping me from vertexing, but it would really speed up the process if I could get textures to show.
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    Beyond
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    « Reply #475 on: December 29, 2010, 07:19:59 PM »


    Do textures not show up on 3DS MAX 9? Everything else seems to work fine, but the textures won't show up for me. I have exported every texture into the same folder with my dae, yet it still ignores them, leaving me with a randomly colored model in 3ds rather than the textured model. It isn't really stopping me from vertexing, but it would really speed up the process if I could get textures to show.


    You could always just drag the texture directly onto the model. Or press "M" to bring up the Materials editor and drag it into it's material slot.
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    Weyard
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    « Reply #476 on: December 29, 2010, 07:52:17 PM »


    Do textures not show up on 3DS MAX 9? Everything else seems to work fine, but the textures won't show up for me. I have exported every texture into the same folder with my dae, yet it still ignores them, leaving me with a randomly colored model in 3ds rather than the textured model. It isn't really stopping me from vertexing, but it would really speed up the process if I could get textures to show.


    You could always just drag the texture directly onto the model. Or press "M" to bring up the Materials editor and drag it into it's material slot.
    I tried that, but it just seems to throw the texture on incorrectly. Wolf's arm's for example, it places the texture on them backwards it seems.
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    Chibikowskie
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    « Reply #477 on: January 13, 2011, 06:12:02 AM »


    HEy i´ve have a question about this vertex methode, is there a way, for example to mirror  one half of the model to the oder side ? im mean for example a shoe that should seen the same like the other shoe? or must i do every part extra??
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    Quanno
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    « Reply #478 on: January 13, 2011, 07:49:13 AM »


    I think not, as most (all) of the models are asymmetric.
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    MeleeMaster500
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    « Reply #479 on: January 13, 2011, 10:03:08 AM »


    If anyone wants, I organized every character so that they're already imported and textured into 3ds 9. I also imported every vertex set into the appropriate files, had them renamed to include their offsets (for really easy exporting with brawlscript), and applied to the morpher modifier of some main objects.

    basically an organized collection of every character where you dont have to import anything (besided double patching) and exporting is made easier too.

    http://www.mediafire.com/?wt5saboyovvdbmn (all characters)
    or http://www.mediafire.com/?mrqt54mml3jj3 (individual characters)

    (in total, all the files extract to nearly 900mbs, so watch out)
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