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Author Topic: Noobs guide to model swapping and glitch fixing :Update 7-28: Re-write for BB.67  (Read 99595 times)
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TheShyGuy
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    « Reply #210 on: January 10, 2011, 02:08:15 PM »


    @snoopy - yeh you can edit them, just edit the 2nd tree
    @vontower - cant you already change the index with tabuu? or plain hexing?....or my old bone tree editor?
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    vontower
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    « Reply #211 on: January 10, 2011, 02:16:58 PM »


    I thought that with the old bone tree editor, it would move the polygons around with the bones.

    maybe i'm misunderstanding how the bone tree editor works
    « Last Edit: January 10, 2011, 02:21:01 PM by vontower » Logged

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    TheShyGuy
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    « Reply #212 on: January 10, 2011, 02:19:43 PM »


    nope...id have to figure out how to attach polygons to bones..which i somewhat know...It only allows you to rebuild the tree anyway you want.  The polygons will still be attached to the same bones tho...
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    Snoopy
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    « Reply #213 on: January 10, 2011, 03:33:23 PM »


    edit the second tree...  this will require some testing, but if what i'm thinking is correct, this could be a huge jump for model porting. 
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    Fliptocat
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    « Reply #214 on: January 14, 2011, 03:12:15 PM »


    Alright, I have a question. During some animations my import flickers to the center of the stage for a frame or two, then flickers back.... It's annoying, any way to fix it?
    Here's a picture of what I mean:
    Oh, and while I'm at it, is there a way to fix the glitch where the character turns black? His cape is the only thing that turns black, but I'd still like to fix it if I can. :/
    « Last Edit: January 14, 2011, 03:18:17 PM by Fliptocat » Logged


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    « Reply #215 on: January 14, 2011, 03:26:21 PM »


    Hey snoopy, got a question if u got the time. I am doing an import over ivysaur. It shows up in game ok. HOWEVER, the textures dont show up at all. It just stays black with red stripes for some reason.....???
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    Snoopy
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    « Reply #216 on: January 14, 2011, 05:07:17 PM »


    Fliptocat, i'm not sure about the flickering back and forth between the center and back.  i wish i knew the exact reason, that seems to be a problem with quite a few swaps.

    but Fliptocat and xxmasal22xx, for the textures, it's most likely that they're not in the correct format.  try this.  look at the original character's texture formats (I8, RGB252, or whatever they are) and make sure the imported character's texture formats match.  sometimes it because pallets don't match up (some formats don't have textures while others do), or just how one format is different from the next.  make them match up and report back.
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    « Reply #217 on: January 15, 2011, 06:21:00 PM »


    ^I did that, but his cape is black at the start of the match. Maybe I did it wrong or something......
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    « Reply #218 on: January 16, 2011, 12:32:04 PM »


    didn't work?  hm, then the only other thing i could suggest is to keep trying different texture formats for it until it works, or until there's none left to try.  other than that, i wouldn't know why it does that.
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    « Reply #219 on: January 17, 2011, 07:18:51 PM »


    didn't work?  hm, then the only other thing i could suggest is to keep trying different texture formats for it until it works, or until there's none left to try.  other than that, i wouldn't know why it does that.

    havent had time to test it yet, but ill letchya know snoopy...
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    « Reply #220 on: February 20, 2011, 03:54:03 PM »


    Hello,
    I'm having some trouble. I'm making a model import with jolteon.
    I need the shield to work, and for that I need a separate bone, so I tried to change the bone with index 1 so it no longer is a parent for the following bones.
    When it resizes the rest of the bones do that as well.
    So I thought I might need to put it below the other bones (not as a child).
    But when I do that (and change index for all the bones) I can't save it.
    Can I do something else? or could I perhaps fix it so I can save it?
    I think I can't save it because of the added bones. They need to be the last bones (if I'm not mistaken) yet they need to be child bones to where they initially were...

    (Now that I think of it... maybe I could add those bones AFTER I move the index 1 bone...)
    EDIT: It's not 'cause of the extra bones (at least not only 'cause of them). I changed it's index and could save but I couldn't move it below the other bone.
    « Last Edit: February 20, 2011, 04:13:16 PM by Ghork » Logged

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    « Reply #221 on: February 20, 2011, 04:12:28 PM »


    Hello,
    I'm having some trouble. I'm making a model import with jolteon.
    I need the shield to work, and for that I need a separate bone, so I tried to change the bone with index 1 so it no longer is a parent for the following bones.
    When it resizes the rest of the bones do that as well.
    So I thought I might need to put it below the other bones (not as a child).
    But when I do that (and change index for all the bones) I can't save it.
    Can I do something else? or could I perhaps fix it so I can save it?
    I think I can't save it because of the added bones. They need to be the last bones (if I'm not mistaken) yet they need to be child bones to where they initially were...

    (Now that I think of it... maybe I could add those bones AFTER I move the index 1 bone...)

    Same thing with my vaporeon(no shield).
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    « Reply #222 on: February 20, 2011, 05:55:27 PM »


    I'm having some trouble. I'm making a model import with jolteon.
    I need the shield to work, and for that I need a separate bone, so I tried to change the bone with index 1 so it no longer is a parent for the following bones.
    Same thing with my vaporeon(no shield).

    Assuming that both models are from PokePark, they suffer from the same problem Umbreon does: They both lack ThrowN bones. Therefore, the shields cannot function properly.

    I am unaware of a fix for this, unfortunately.
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    « Reply #223 on: February 20, 2011, 05:58:02 PM »


    For some reason whenever I port a Pokepark wii model over Ness, I can't fix the grab freezing.
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    « Reply #224 on: February 20, 2011, 05:59:51 PM »


    For some reason whenever I port a Pokepark wii model over Ness, I can't fix the grab freezing.

    Again, there is no ThrowN bone, so there is no throwing. /:
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