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Question: Should I stop making Fails of model imports?
Yes! I'd rather have it ready for Brawl!
No. I like what you're doing.
meh. what ever.

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Author Topic: Kit's Model Expo  (Read 70207 times)
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Ӄit ßallarɖ
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    « Reply #45 on: October 25, 2011, 09:39:36 PM »


    i have a program that can turn .GMO (PSP model Format) to SMD model format
    Unless you're using Source Files (MDL) and you'll need som'in called CannonFodder.
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    « Reply #46 on: October 25, 2011, 09:40:35 PM »


    Eh, in fact, the program is called Noesis, and it can turn .GMO into .SMD, and with the .SMD script for 3DsMax: easy cake.

    I've used it all this time with all the Dissidia models I've got stored.
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    « Reply #47 on: October 25, 2011, 09:41:30 PM »


    Eh, in fact, the program is called Noesis, and it can turn .GMO into .SMD, and with the .SMD script for 3DsMax: easy cake.

    I've used it all this time with all the Dissidia models I've got stored.
    ah really? well does Noesis work well with the stages of GMO and keep the bones in place?
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    « Reply #48 on: October 25, 2011, 09:45:37 PM »


    ah really? well does Noesis work well with the stages of GMO and keep the bones in place?
    I've no idea, I'm just naming programs that do that convertion.

    Another one would be mesh2rdm.
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    « Reply #49 on: October 25, 2011, 09:47:37 PM »


    I've no idea, I'm just naming programs that do that convertion.

    Another one would be mesh2rdm.
    mesh3rdm is what i use... but it seems to keep the skeleton structure for characters and not stages... which is why i asked ^^"

    mind if i send u a stage file and see if it works for u in Noesis?
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    Ӄit ßallarɖ
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    « Reply #50 on: October 26, 2011, 02:07:54 PM »


    added a new model to my list.
    edit: added a second one =p
    « Last Edit: October 26, 2011, 02:15:42 PM by §uper Ӄit ßallarɖ » Logged

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    « Reply #51 on: October 26, 2011, 02:38:07 PM »


    Digging Megaman Zero Zero Grin
    Same with that Lego Servebot.
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    « Reply #52 on: October 26, 2011, 03:27:58 PM »


    Added a poll.
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    « Reply #53 on: October 26, 2011, 07:23:56 PM »


    Added some weapons this time.
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    « Reply #54 on: October 26, 2011, 09:25:43 PM »


    Thanks Kit! Your tutorial helped tremendously!  I followed it with a test model I downloaded from The Models Resource, and I was able to rig it to Marth's bones and import it into Brawl Box.  Voila!


    Now I just need to learn how to get the dang thing into Brawl.  I suppose I'll wait for a slow and clean version of your tutorial.
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    « Reply #55 on: October 26, 2011, 09:32:16 PM »


    Thanks Kit! Your tutorial helped tremendously!  I followed it with a test model I downloaded from The Models Resource, and I was able to rig it to Marth's bones and import it into Brawl Box.  Voila!


    Now I just need to learn how to get the dang thing into Brawl.  I suppose I'll wait for a slow and clean version of your tutorial.
    Nice! and there won't be one ^_^'' That's awesome that you got the rigging! Load marth's motionect file and see if there's any problems. If there is, you'll have to ask someone with Rigging knowlage cause I dono how to make explosives rigs.
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    « Reply #56 on: October 26, 2011, 09:42:33 PM »


    Nice! and there won't be one ^_^'' That's awesome that you got the rigging! Load marth's motionect file and see if there's any problems. If there is, you'll have to ask someone with Rigging knowlage cause I dono how to make explosives rigs.

    Oh lol....I should have thought of that.  Yeah there are a handful of bones I need to add weights to...but that shouldn't be too much of a problem. It looks managable for now.  I'd like to first figure out how to get the thing into brawl before I iron out the glitchyness.  It just soft freezes whenever I pick marth :\  I suppose it has something to do with the shaders because this model only has one, whereas a normal marth has like 9.  I can add shaders to the model, but whenever I save they disappear.
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    « Reply #57 on: October 26, 2011, 09:44:01 PM »


    interesting.  Actually in order for it to brawl load properly you will have to fix the bone structure for it will wonk up when selecting him
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    « Reply #58 on: October 26, 2011, 09:44:15 PM »


    Thanks Kit! Your tutorial helped tremendously!  I followed it with a test model I downloaded from The Models Resource, and I was able to rig it to Marth's bones and import it into Brawl Box.  Voila!


    Now I just need to learn how to get the dang thing into Brawl.  I suppose I'll wait for a slow and clean version of your tutorial.

    Shredder?
    Holy [censored]. WIN.
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    « Reply #59 on: October 26, 2011, 09:49:43 PM »


    Eh? All the bones are the same as a default marth, and in the same order.  I don't know what else could be wrong.  It obviously has different amounts of polygons, materials, and textures than a default marth, but I don't think that would be causing the problem.  Oh well I won't ask for help in your thread, since this is supposed to be about your work...I'll take it to the help section.  I just wanted to thank you for the tutorial is all.  Nice imports btw.
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