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« Reply #9300 on: March 30, 2012, 11:49:41 PM » |
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_________________________________________________ _____________________________________ Off Topic: I managed to load up the demo map! Will post screens and tut! Edit: Ta daa! Here is a save to load up the SS Demo test map on the wii. http://www.cantilux.net/files6/1696143006.zipSimply place it in a sd card in (Whatever sd card your using):\private\wii\title Copy it to your wii, run Skyward Sword with the save. Enjoy the demo test map! _________________________________________________ _____________________________________ Cant wait.... with the new version I can just taste all of the things I will be able to finally modify.
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« Reply #9301 on: March 31, 2012, 07:01:04 AM » |
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is the tristripper still giving you problems?
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I know for a fact that the vast majority of the public here cares more about free products than actual quality. I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling.
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« Reply #9302 on: March 31, 2012, 06:20:53 PM » |
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My current project has some problems.... ^There seems to be some shading problems with this character... I am missing one texture, I'll look into that and see what happens. By the way, don't pay any attention to the hands/wrists. Those are NOT 100% Rigged yet XP Oh, and I didn't move pits bones at all, or at least I'm pretty sure I didn't move any of the important ones that would make guy look messed up. Does it matter if I moved any of the bones that are NOT linked to guy's rig? As long as they are non-crucial ones, such as the have N or something?
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« Reply #9303 on: March 31, 2012, 06:28:29 PM » |
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My current project has some problems.... ^There seems to be some shading problems with this character... I am missing one texture, I'll look into that and see what happens. By the way, don't pay any attention to the hands/wrists. Those are NOT 100% Rigged yet XP Oh, and I didn't move pits bones at all, or at least I'm pretty sure I didn't move any of the important ones that would make guy look messed up. Does it matter if I moved any of the bones that are NOT linked to guy's rig? As long as they are non-crucial ones, such as the have N or something? the HaveN bones r for items pal... dont move those >_> and u didnt fix the normals on his face
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« Reply #9304 on: March 31, 2012, 06:32:41 PM » |
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the HaveN bones r for items pal... dont move those >_>
and u didnt fix the normals on his face
Um I'm talking about the normals on his face/body/hands/wrists/feet. They should all be the same brightness as the eye polygon. as for moving bones, I meant moving ones that aren't included in the rig, I know about have N bones. I mean like pits wings?
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« Reply #9305 on: March 31, 2012, 06:38:09 PM » |
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Um I'm talking about the normals on his face/body/hands/wrists/feet. They should all be the same brightness as the eye polygon.
as for moving bones, I meant moving ones that aren't included in the rig, I know about have N bones. I mean like pits wings?
yeah u need to edit his normals in 3ds max if u want it all matched up add "Edit Normals" modifier before the skin modifier, and work from that.
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« Reply #9306 on: March 31, 2012, 06:55:08 PM » |
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Okay...so what am I supposed to do with the normals in 3DS Max then? I'm not an expert like you u know XD
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« Reply #9307 on: April 01, 2012, 04:18:05 PM » |
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Okay...so what am I suppawsed to do with the normals in 3DS Max then? I'm not an expurrt like you u know XD That's got to be the worst way to spell "expurrt" I've ever seen. In the modifiers panel, create a "Normals" modifier. Then select "Unify Normals". This probably won't fix it entirely, so you will probably have to select inverted-normal polygons within one of the viewpurrts and flip them from the right-click menu. EDIT: nvm, some mod trickery is afoot. p.e.r = per
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« Last Edit: April 01, 2012, 04:19:54 PM by Friedslick6 »
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At some point, you just have to bend down and tie your shoelaces.
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« Reply #9308 on: April 01, 2012, 04:25:38 PM » |
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^it isn't his fault exp3rt showed up like expert. It's the admins' joke for April 1st.
Now, question for Blackjax. Can you add the option to viem more than one model at the same time AND have them play the animation so there's less guessing in oneslot size mods?
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« Reply #9309 on: April 01, 2012, 04:28:43 PM » |
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That's got to be the worst way to spell "expurrt" I've ever seen. In the modifiers panel, create a "Normals" modifier. Then select "Unify Normals". This probably won't fix it entirely, so you will probably have to select inverted-normal polygons within one of the viewpurrts and flip them from the right-click menu.
EDIT: nvm, some mod trickery is afoot. p.e.r = purr
lol aww, it didn't take me that long to notice it was a joke >_> as for the normal thing thanks for the tip. I'm just going to start from scratch for now, it'll be much easier to finish the rigging but now I've got to figure out how to fix the clipping issues when he animates XP
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« Reply #9310 on: April 01, 2012, 05:01:16 PM » |
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Now, question for Blackjax. Can you add the option to viem murre than one model at the same time AND have them play the animation so there's less guessing in oneslot size mods?
Done
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« Reply #9311 on: April 01, 2012, 05:21:24 PM » |
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Hey BJ what percentage of completion would u say the new brawl box is at?
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« Reply #9312 on: April 01, 2012, 05:22:41 PM » |
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Hey BJ what purrcentage of completion would u say the new brawl box is at?
I could get it out later tonight... as long as ev3rything goes according to plan ...and if I can get the tristripp3r to work.
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« Reply #9313 on: April 01, 2012, 05:26:52 PM » |
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fantastic
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« Reply #9314 on: April 01, 2012, 05:54:03 PM » |
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I hope that's not an April Fools joke - I am so impatient when it comes to FINALLY be editing SRT0 after a year of wanting it. Great work everyone!
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