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« Reply #165 on: June 21, 2010, 06:46:54 PM » |
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can we use blender instead of 3d max?
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Never underestimate the power of the ass.
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« Reply #166 on: June 21, 2010, 09:03:05 PM » |
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sorry, I have no love for blender. how would a max plugin work in blender anyhow? your best bet is to read my maxscript and write your own py plugin for blender. then that would work for you. also, to anyone sending me their files. I never agreed to get your mods into the game for you. please stop sending your files. it does take a "long" time being the method isn't perfect. alot of trial and error has to be made, the trick about it is can you solve those problems to your advantage... thats why mods take me from 1week - 3weeks :\ lastly I'm making my script so that you won't need DasDonkeyVertexBox, or the DAE/Collada plugin. that means any version of max will work, and you will not get weird errors from DDVB but It'll have to wait, I've been busy at work, etc etc..
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« Reply #167 on: June 22, 2010, 01:37:11 AM » |
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I never asked you to do it for me. I was referring to anyone who wanted to help. But I'll post a new topic in the help section.
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« Reply #168 on: June 22, 2010, 05:03:42 PM » |
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I meant in general, but anyways the opening topic has been updated with the new script. the new script allows for injection into the MDL0. nullifying the need for DasDonkeyVertBox. now you can just use the "Script" and the name is alot easier to remember too
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« Reply #169 on: June 22, 2010, 05:16:50 PM » |
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Wait... So does that mean it'll work for max 2010?
Edit: Never mind the dumb comment. As much as it's going to kill me. I'll wait.
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« Last Edit: June 22, 2010, 10:25:11 PM by owned645 »
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« Reply #170 on: June 22, 2010, 05:29:26 PM » |
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Will there ever get to a point that we could simply open the DAE file in max, inject the vert, edit, and then eject to the mdl0 file for BB?
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Want to learn about my new project? Click here! Updated 1/18
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« Reply #171 on: June 23, 2010, 09:59:17 AM » |
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Uh, sorry, but I need some more help. :I
Its about double patching. It works fine when I dont have to use faceMorph, but when I DO use faceMorph, it doesn't seem to work. Lets say I just exported the morphed vertex set back into brawlbox and I see the side is messed up. I export the brres, convert to DAE, open in Max, patch with the patch I created earlier, Then copy/convert to mesh/use facemorpher/ yadayadayada, import the vertex set, morph it, anddddddddd......it doesnt fix. ;(
Lol disregard that, I fixed it. I was re-doing EVERYTHING while I was double patching.
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« Last Edit: June 23, 2010, 11:21:54 AM by Yoshiboshi3 »
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« Reply #172 on: June 23, 2010, 05:55:14 PM » |
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found this guy's blog entry in relation to my method; http://elitesmashhackers.wordpress.com/2010/06/21/for-those-having-problems-with-mariokart64ns-method/it tries to take another view on the method, and shows a slightly different workflow. I've also made a response to their video, to correct old information. however I'm pointing out their blog entry, just encase their video is in fact easier to follow. apparently my videos are too complicated for some to follow.
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« Reply #173 on: June 24, 2010, 10:05:39 AM » |
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MarioKart, so I'm a little confused. You converted to editable poly in your mewtwo video but you also say not too in your guide. I tried myself of course and it does not work. I just want to use the relax tool, that's all. Any work arounds?
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« Reply #174 on: June 24, 2010, 02:07:23 PM » |
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facemorph.. I think I describe it in the video.
the written was the first guide, and naturally takes a safe course of procedures.. but problems came up.. and in the video I had to change to editable poly. which makes the model incompatible with morph. so instead we use facemorph to get the mesh back to edit mesh.
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« Reply #175 on: June 24, 2010, 03:18:10 PM » |
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facemorph.. I think I describe it in the video.
the written was the first guide, and naturally takes a safe course of procedures.. but problems came up.. and in the video I had to change to editable poly. which makes the model incompatible with morph. so instead we use facemorph to get the mesh back to edit mesh.
He explains how to use it in part 9.
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« Reply #176 on: June 24, 2010, 04:58:10 PM » |
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Thank you guys. I have one other question though. Do you know of a way to merge to elements within the same object? I'm trying to make marth have no gloves but I can't seem to get the forearm and bicep to match up. Tips?
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« Reply #177 on: June 24, 2010, 07:46:28 PM » |
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i dont know much about normals, but that's one way you could hide that issue. that is if there was a method of editing them. right now I don't have a well enough understanding of how to replace them. but I'll try to import the normals into max over the AIS import. if that is successful, then export may be possible just add a Edit Normal modifier, and play around with moving the blue arrows. that'll give you and idea of what the normals will help you do, if we're able to edit but until then your stuck with that unsightly problem
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« Reply #178 on: June 26, 2010, 11:11:32 AM » |
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I tried ur latest script and was able to get it to work properly. I do however have a question.
I vertexed meta knights body using ur method but when I tried it out in game the colors in his visor were inverted. I checked the texture and it was still the same. The only thing I did between testing was use ur method. I don't get how the eye could've messed up since this method doesn't even touch textures. Do you know why this is?
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I DO NOT take requests, I make what I want to make
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« Reply #179 on: June 26, 2010, 03:20:45 PM » |
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no thats weird?
would you mind PMing your mod to me, maybe I could figure out the problem
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