Hello everybody, this is yet another tutorial about vertex hacking. :)
I don't know about you, but I've always found Vertex hacking ... very complicated and not really user-friendly. Lots of steps, easy to miss something or don't click on the right thing ... At least until now.
Two new ways of vertex hacking have been made and released recently. The DD Vertex Box 2 a few days ago, and mk64n's method without patching in June, for which he released a video tutorial (http://www.youtube.com/watch?v=OYXeXMmzlsk&feature=player_embedded) some days ago too.
So, right now, anyone can get into Vertex hacking, I guess. It's still more tedious than some other forms of hacking, but it's very bearable.
I'm going to make a written tutorial about MK64n's last method, and giving a few beginner tips on how to 3DS MAX for some simple manipulations. The goal of this tutorial is to reach even the most newbie of the beginners, and is very detailled, especially for someone who has already used other methods of vertexing.
If you desire a tutorial about DDVB 2, search in this section, there are a few for different 3D softwares.
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You will need 3DS MAX 8 ! Not 2008, not 2009, not 2010, not 2011.
3DS MAX 9 apparently works too (Thanks br3compactor for that info ! <3 )
1- Download AIS (http://cid-c59ea3c98a300f31.skydrive.live.com/self.aspx/.Public/Programs/ais0.1.3.zip) and install it.
Effect : Will transform your BRRES files into DAE files, usable by 3DS MAX.
2- Download COLLADA (http://sourceforge.net/projects/colladamaya/files/COLLADAMax%201.4.1%20plug-ins/ColladaMax_FREE_3.05C.exe/ColladaMax_FREE_3.05C.exe/download) et install it as well.
Effect : Let's 3DS MAX import DAE files.
[Note : If the Installer can't detect 3DS MAX 8 on Windows 7 x64, try the 3.04 Installer (http://update.multiverse.net/downloads/third_party/ColladaMax_FREE_3.04C.exe).]
3- Open the PAC file you need to edit, with BrawlBox. Myself, I'll take Zelda and ... make her boots bigger, give her a bigger bust and put a comb on her head.
You can try and just follow the same steps as me if it's your very first time. :3
Click on ModelData[0] => 3DModels => FitZelda00 => Right-click and
Preview.
(http://a.imageshack.us/img338/1848/29446164.png)
Find the polygon you need to edit by checking/unchecking the polygons on the left side. Myself, i'll take polygon0.
4- Now, we need to get the Vertex Set of this polygon.. Go to FitZelda00.mdl0 => Polygons.Find your polygon, and look for its
VertexSet in its Properties.
(http://a.imageshack.us/img130/2516/74897600.png)
Close the Polygons folder, and look into the Vertices one, for a file whose
ID is the number you've just noted down.
(http://a.imageshack.us/img195/2554/55295812.png)
Right-click, and export this file in a new folder you have made just for this vertex hack, where we'll put all our stuff. :P Note down the
MDL0 Offset too.
(http://a.imageshack.us/img12/9696/3bis.png)
Now, let's export more stuff ... Exportz the
FitZelda00.mdl0 file, the
ModelData[0].brres file, and finally
all the textures (TextureData[0] => Textures).
Textures are not necessary, but it's better to see them in 3DS MAX. :3
(http://a.imageshack.us/img444/6905/50974863.png)
5- Double-click on the .brres file and AIS should convert it and create a DAE. If not, try to drag-and-drop it in AIS.exe.
6- Start 3DS MAX 8. You should ease your life by enlarging as musch as possible the view you have on the bottom-right.
Click on MAXScript in the taskbar, and on
New Script. Then copy MK64n's Script :
Sorry but you are not allowed to view spoiler contents.
Save it with a pretty name (
vertex ?), in a folder that you access quickly. Then do MAXScript =>
Run Script and choose your
vertex.ms file. A window will pop out.
http://a.imageshack.us/img831/5205/41130057.png
7- Put this window aside, we'll get back to it later. :3
In 3DS MAX itself, do File =>
Import and choose COLLADA in the file types. Load the DAE, making sure that the next two options are checked.
(http://a.imageshack.us/img72/6132/41580397.png)
(http://a.imageshack.us/img228/6118/98020545.png)
[Note : it has been reported that the COLLADA plugin might have problems under Windows Seven ... try to run it as XP if nothing shows up here.]
Your character will look quite weird, so click on
Fix AIS Import in the script's window, making sure that
Scale is checked.
(http://a.imageshack.us/img9/8329/12012342.png)
8- Select your polygon, then Right-click =>
Hide Unselected.
(http://a.imageshack.us/img69/9660/28292036.png)
9- Now, let's start with the vertexing. :3
Camera Controls : Use the Mouse wheel to zoom in and zoom out.
Hold the "Mouse-wheel button" and move your mouse around to translate the camera. Hold the Alt button + the "Mouse-wheel button" to rotate the camera around your object.
Select an item (polygon, vertex, group of vertexes, "element" ...) and click on the little white cube in the bottom-right of the window, and the camera will now turn around that item.
(http://img204.imageshack.us/img204/3021/sansreql.png)
Select your polygon, then click on the sort of blue rainbow on the top-right, and on
Edit Mesh. Activate the button with the three red dots if it's not already done.
(http://a.imageshack.us/img338/7710/29906094.png)
10- Modify the position of each vertices to make your hack ! :D
(The next three appendix are the detail of the three typical modifications that I'm going to make, and their goal is only to help you learn to use 3DS MAX better. Don't hesitate to skip them if you have mastered the sofware of course. Otherwise, I highly suggest you to take a look at those.)
Sorry but you are not allowed to view spoiler contents.
11- Once you've finished all the tedious editing ...
SAVE YOUR WORK !!!File =>
Save to do this.
12- Now, you need to conform your model to the game's polygons. Right-click on your polygon (not a vertice, but your polygon) then
Clone.
Choose
Copy in the window that pops up and name it
mod as an example.
(http://a.imageshack.us/img295/2748/23995305.png)
Right now, the copy is overlapping your starting polygon. Move it aside (check that in the top-right, above the
Edit Mesh, that you're indeed moving the
mod).
(http://a.imageshack.us/img97/2231/68677758.png)
Let's undo the modifications of your initial polygon0. For that, just click on it, then on the little bulb next to the
Edit Mesh.
(http://a.imageshack.us/img843/8807/68521916.png)
(Clicking on the bulb again will put back your modifications. :3 )
From now on, the light bulb near the "Edit Mesh" of the model that you've edited should be OFF all the time !! You need to remove the edits on your base file before morphing it with the copy and vertex set. Always.
13- In the script's window, click on
Import Verts and select the Vertex Set you had extracted in the beginning of this tutorial. It appears at the feet of the polygon0, but invisible.
14- Now, it's time to "patch" ! Click on the
polygon0, and on
Morpher (under
Edit Mesh).
Right-click on
-empty- then
Pick From scene, and click on your
mod.
Right-click on the second
-empty-, and
Pick from scene. The vertex set being invisible, just hit
H on your keyboard to see all the elements of the scene. Choose the vertex set and then
Pick.
(http://a.imageshack.us/img180/9783/41575021.png)
Up the number near the
mod box to 100. Your polygon0 should take the shape of your mod.
Now up the number near the vertex set to 100. Your polygon0 will start looking like a melted blob.
Don't panic, it's normal !(http://a.imageshack.us/img685/1392/84178341.png)
15- DIn the script's window, uncheck
Read Offset from file, and just under it write the MDL0 Offset you had noted in the beginning. :3
Make sure that the polygon0 is still selected,
close all your BrawlBox windows and click on
Export Verts in the script's window, then choose your
FitZelda.mdl0.
(http://a.imageshack.us/img840/4409/76005448.png)
DONE ! It will lay the polygon0 on its back but it doesn't matter. XD
16- Open your FitZelda00.pac, go to the mdl0 and right-click =>
Replace with the shiny mdl0 from your folder. Then
Save As ... to get your modified PAC.
And if we preview it ...
(http://a.imageshack.us/img837/9996/59197455.png)
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Double patching :
(http://a.imageshack.us/img204/9212/76070892.png)
17- 17- But if we look at her feet ... something's wrong, baby. Modifying the legs/feet or arms/hands will cause a distortion on the left side. You'll need to re-patch to correct this.
Of course, there's no need to double-patch if you don't have any issue. :kdance: Just like in the beginning of the tutorial, you ned to extract the mdl0, brres and textures of your new PAC. (Create a sub-folder for the double-patching, you wion't get lost, that way. :-\ ).
Convertyour new .BRRES into a DAE (which i'll just call "the new DAE" from now on).
18- Back into 3DS MAX, click on your melting blob and
Hide Unselected.
Import the new DAE, push OK in all the windows saying there's an
Import Name Conflict.
19- In the script's window, check
Selected Only and click on
Fix AIS Import.
(http://a.imageshack.us/img6/5711/33504807.png)
Click on the polygon you're working on, hold CRTL and click on the melting blob. Do another
Hide Unselected. There should be only the
polygon03 (fron the warped new DAE) and the blob.
Move the
polygon03 aside.
20- Click on the blob, go to
Morpher, right-click on the
mod box =>
Delete Channel, then right-click =>
Pick From Scene and click on the
polygon03.
(http://a.imageshack.us/img801/4796/78824675.png)
Up its value to 100. Leave the vertex set's box as it it : at 100.
21- Click on the blob again, again
Export Verts (with the same MDL0 Offset). And select the mdl0 of your modified PAC (the one with the one-legged Zelda).
DONE !
22- Open your modified FitZelda00.pac, replace its mdl0 with your shiny doube-patched mdl0 that is in your sub-folder. Just
Save As ... to get your final modified PAC.
End result :
(http://a.imageshack.us/img192/7836/95225257.png)
A wonderful big-breasted Zelda, with a comb and giant boots. Definitely a great piece of art. :af:
Well, that's it. You can use it in your game if you want.
Have a good day. And I hope you enjoyed. :)
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ADDENDUMS : Triple/Quadruple/Multiple patching : If double patching still doesn't work, you may have to keep patching it again and again and see if there is any improvement.
BEWARE: NEVER TOUCH THE X BUTTON OR THE O BUTTON WHEN USING 3DSMAX (Thanks to br3compactor again for testing this himself. :P)
I'm sure this will help alot of people, least now they can't complain about there being no written guide. lol
thanks
-mariokart64n
thanks this is what i did from this method ^^
(http://i1003.photobucket.com/albums/af158/123kiro456/pein2.png)
Just wondering. Let's assume I'd like to make a more complex vertex hack which requires remapping the model; is there any way to do so? If yes, would you mind linking me to a tutorial or sth?
Thanks in advance and great tutorial!
Quote from: Miacis Kusanagi on August 15, 2010, 01:14:48 PM
[Note : it has been reported that the COLLADA plugin might have problems under Windows Seven ... try to run it as XP if nothing shows up here.]
*Is crying in addition to having an angry face.*
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=ufsf_-a_H9Q
but I'm using win7, so thats not true. and that tutorial up there is just based on the video posted in my signature.
Why are all these guides for this popping up AFTER I fixed my problem...D:
Great guide anyway, it will help a friend of mine who wants vertexing help.
Why do my textures not show up in the model? I have them exported and everything.
And will this work with OpenCollada? Its basically the same thing. And on my list i dont even have Edit mesh, only editable mesh! WTF!!!! HALP APPRECIATTED DANGAT. >_<
You have to export your textures to the same place the dae is. After you import the dad, it should have the textures.
Quote from: standardtoaster on August 17, 2010, 06:19:01 AM
You have to export your textures to the same place the dae is. After you import the dad, it should have the textures.
I had everything ini place, i had the Textures, the Brres, the MDL0, and AiS!
Wait, i use AiS 1.1 becuz 1.3(which is installed) when imported is invisible. Should i use 1.3?
Quote from: Vuze on August 16, 2010, 12:35:23 PM
Just wondering. Let's assume I'd like to make a more complex vertex hack which requires remapping the model; is there any way to do so? If yes, would you mind linking me to a tutorial or sth?
Thanks in advance and great tutorial!
(I have no idea what remapping means. Hey guys, can someone whisper it to me ? ^^')
I don't really know, in fact. :P
The only thing I can advise you to do is to check MK64's numerous videos in the stickied topic. Some info are outdated, but you should get a few more infos. ;)
Quote from: luigiman1928 on August 17, 2010, 12:38:21 PM
Quote from: standardtoaster on August 17, 2010, 06:19:01 AM
You have to export your textures to the same place the dae is. After you import the dad, it should have the textures.
I had everything ini place, i had the Textures, the Brres, the MDL0, and AiS!
Wait, i use AiS 1.1 becuz 1.3(which is installed) when imported is invisible. Should i use 1.3?
I think you've just answered your question. XD
Yes, try to install AIS, and then double-click on a .brres to automatically convert it.
If nothing happens, you'll need to have a look at the beginning of MK64n's video (that I link to in the very beginning) from 2:00 to 5:00 , where he explains it ... I think. (I didn't follow it, as I didn't have any problem, sorry. ^^')
every model needs a texture map.. anyway we can't remap them, there indexed somehow. verts that share a common coordinate aren't printed in the texture coordinate list. rather these welded verts are listed in another index. because my work flow works around using ripped models and texture projection. I never had the use for remapping, although its apart of my scripts interface. very lowlevel, but you can import them as verts and move them around. only good if you wanted to increase the resolution on a certain part. sometimes your luck and some pieces arn't welded, so you can move them entirely. but anyway in a nutshell, no you cannot remap, but you can alter the texture map using basic vertex import export.
I was going to import them into the texture coordinate editor but it gets complicated cause max needs a model with faces, and the texture coordinate list is different then the vert count.. anyway not supported by me
Okay, I have SP3 installed and I have Collada installed, but upon trying File -> Import in order to test if Collada is working, COLLADA does not show up as a selectable item.
I am running them on Windows 7...Dammit.
I'm having issues with this. All goes well until I export the verts for the first patch. I export them, and then my morpher chanels for the blob reset to empty and 0.0.
Anyone have a solution?
EDIT: Nevermind, I was usng an old version of the script.
New question, could you put in more useful screenshots than just the little boxes in the double patch tutorial? I'm having trouble telling if what I'm doing is right because that's all you're showing.
Quote from: Black Boo on August 25, 2010, 02:28:37 PM
New question, could you put in more useful screenshots than just the little boxes in the double patch tutorial? I'm having trouble telling if what I'm doing is right because that's all you're showing.
Will do. In the mean time, I can give you a little description of what's on your screen for each step so that you don't get stuck the time for me to do this.
*********************
Just like in the beginning of the tutorial, you ned to extract the mdl0, brres and textures of your new PAC. (Create a sub-folder for the double-patching, you wion't get lost, that way. :-\ ).
Convert your new .BRRES into a DAE (which i'll just call "the new DAE" from now on).
18- Back into 3DS MAX, click on your melting blob and
Hide Unselected.
On your screen : The melted blob is selected and alone on the scene, lying on the "ground". The Morpher values should be the same as before, but the polygon0 box is blue.
Import the new DAE, push OK in all the windows saying there's an
Import Name Conflict.
What's new on you scene : the whole model with a glitchy side is here, selected, but not fixed yet though.
19- In the script's window, check
Selected Only and click on
Fix AIS Import.
(http://a.imageshack.us/img6/5711/33504807.png)
On your screen : The melted blob and the (fixed) whole glitchy model are on the scene.
Click on the polygon you're working on, hold CRTL and click on the melting blob. Do another
Hide Unselected. There should be only the
polygon03 (fron the glitched new DAE) and the blob.
Move the
polygon03 aside.
On your scene :
The melted blob is still in the center, the glitched polygon is on the side.
20- Click on the blob, go to
Morpher, right-click on the
mod box =>
Delete Channel. (The blue box will become -empty-) then right-click =>
Pick From Scene and click on the
polygon03.
(http://a.imageshack.us/img801/4796/78824675.png)
Up its value to 100. Leave the vertex set's box as it it : at 100.
The glitched polygon03 is still on the side. The blob should have very slightly changed when you upped the new Morpher value to 100.
21- Click on the blob again, again
Export Verts (with the same MDL0 Offset). And select the mdl0 of your modified PAC (the one with the one-legged Zelda).
The blob is still lying on the "ground"
DONE !
***************************************
PS : If you have any particular step that you think needs pictures here, just tell. I wouldn't want to make unnecessary pics, and to forget important ones. ^^'
Ok, so I'm still a little confused, maybe it's the general process. That helped me a little though.
Hopefully my last question (I know I'm sounding like a noob). With the polygon03, do you edit that at all to fix the warping?
BTW I'm doing this with Toon Link so this might be a little different.
Quote from: Black Boo on August 25, 2010, 06:22:53 PM
Hopefully my last question (I know I'm sounding like a noob). With the polygon03, do you edit that at all to fix the warping?
I don't understand your question.
The process is quite simple, as it's basically the same as the first morphing you did :
1st Morphing :
You take a clean model as a base (since you removed your edits with the little bulb), and morph it with your edited model and the "clean" vertex set.
2nd Morphing :
You take the same clean model than before (which is still there), and morph it with the weirded out model you got and with the "clean" vertex set again (actually, if you do everything in one go, first and second morphing, there's no need to change anything for this last one to be done).
Quote from: Miacis Kusanagi on August 25, 2010, 07:53:58 PM
Quote from: Black Boo on August 25, 2010, 06:22:53 PM
Hopefully my last question (I know I'm sounding like a noob). With the polygon03, do you edit that at all to fix the warping?
I don't understand your question.
The process is quite simple, as it's basically the same as the first morphing you did :
1st Morphing :
You take a clean model as a base (since you removed your edits with the little bulb), and morph it with your edited model and the "clean" vertex set.
2nd Morphing :
You take the same clean model than before (which is still there), and morph it with the weirded out model you got and with the "clean" vertex set again (actually, if you do everything in one go, first and second morphing, there's no need to change anything for this last one to be done).
God I must be like stupid or something because this is confusing me for some reason.
For the second patch, you morph the cloud from the first patch with...the iimported .dae that looks weird, and the vertex set that you imported?
Well hey, it worked...sorta.
Is it possible that things need a triple patch? Because there's still some minor warping with what I've got, but maybe it'll be covered up by my other edits.
Quote from: Black Boo on August 25, 2010, 08:16:41 PM
God I must be like stupid or something because this is confusing me for some reason.
For the second patch, you morph the cloud from the first patch with...the iimported .dae that looks weird, and the vertex set that you imported?
Yep.
It's the same unedited vertex set that you had used the first time you morphed your model.
It has been brought to my attention that in order to fix my problems (with toon Link's hair and Zelda's skirt), you need to triple patch the polygon, but the method is different.
Would you know how to do this?
Otherwise things are going great and I have this down to an art. (I should, seeing as how I tried to patch toon zelda like seven times.
Quote from: Black Boo on August 26, 2010, 12:49:28 AM
It has been brought to my attention that in order to fix my problems (with toon Link's hair and Zelda's skirt), you need to triple patch the polygon, but the method is different.
Would you know how to do this?
Unfortunately, I don't know. If it's different from just redoing the steps of double-patching, then I have no idea what that method is.
But if it's something that is compatible with my method, I'd gladly know who gave you this piece of info, as I'm having trouble with T Link's hair too.
QuoteOtherwise things are going great and I have this down to an art. (I should, seeing as how I tried to patch toon zelda like seven times).
Good to know. ^^
Quote from: Miacis Kusanagi on August 26, 2010, 01:48:50 PM
Quote from: Black Boo on August 26, 2010, 12:49:28 AM
It has been brought to my attention that in order to fix my problems (with toon Link's hair and Zelda's skirt), you need to triple patch the polygon, but the method is different.
Would you know how to do this?
Unfortunately, I don't know. If it's different from just redoing the steps of double-patching, then I have no idea what that method is.
But if it's something that is compatible with my method, I'd gladly know who gave you this piece of info, as I'm having trouble with T Link's hair too.
QuoteOtherwise things are going great and I have this down to an art. (I should, seeing as how I tried to patch toon zelda like seven times).
Good to know. ^^
Pik told me. I'm trying to make a super special surpise hack right now for TL (that's not toon Zelda, I'm giving that up till I learn how to triple patch) that needs to shrink his hair. All Pik told me was that he got lucky with Geno's hair when he shrank it :/
Is there a reason that other versions of 3D Studio will not work? Or is it simply because you prefer or can not get it to work.
Quote from: NasokaKewe on August 31, 2010, 07:26:40 PM
Is there a reason that other versions of 3D Studio will not work? Or is it simply because you prefer or can not get it to work.
it was made to work for 3ds max 8, so no, it doesn't work with anything else. It's not just a preference.
Every time i patch, the model get bigger and worse, i've only gone to triple patching, and it looks like a huge mess of poles. Is this normal?
Quote from: Hax on September 01, 2010, 11:47:04 AM
Every time i patch, the model get bigger and worse, i've only gone to triple patching, and it looks like a huge mess of poles. Is this normal?
If it's getting bigger, no it isn't normal. There are 3 possible steps that you may have missed :
1- You forgot to check "Scale" before doing "Fix AIS Import" any (or every) time you imports a DAE. Your model need to look
bigger when clicking on the Fix button
2- When double/triple/--- patching and when "Fixing AIS Import", you forgot to click on "Selected Only". Only the complete model DAE that you've just imported need to be fixed and resized. If the other parts/copy/etc... change when clicking, then you've forgotten to check said box.
3- More common mistake :
After you've edted the model, copied it, and are ready to morph, the light bulb near the "Edit Mesh" of the model that you've edited should be OFF all the time !! You need to remove the edits on your base file before morphing it with the copy and vertex set. Always.
Quote from: Miacis Kusanagi on September 04, 2010, 10:47:28 PM
Quote from: Hax on September 01, 2010, 11:47:04 AM
Every time i patch, the model get bigger and worse, i've only gone to triple patching, and it looks like a huge mess of poles. Is this normal?
If it's getting bigger, no it isn't normal. There are 3 possible steps that you may have missed :
1- You forgot to check "Scale" before doing "Fix AIS Import" any (or every) time you imports a DAE. Your model need to look bigger when clicking on the Fix button
2- When double/triple/--- patching and when "Fixing AIS Import", you forgot to click on "Selected Only". Only the complete model DAE that you've just imported need to be fixed and resized. If the other parts/copy/etc... change when clicking, then you've forgotten to check said box.
3- More common mistake : The light bulb near the "Edit Mesh" of the model that you've edited should be OFF all the time !! You need to remove the edits on your base file before morphing it with the copy and vertex set. Always.
Ok, lemme try again.
Just a note. I was using Windows 7 x64, and I was having trouble installing Collada. For some reason, it couldn't detect where I had 3DS Max 8 Installed. I used the 3.04 installer (http://update.multiverse.net/downloads/third_party/ColladaMax_FREE_3.04C.exe) instead of the 3.05 installer that's in the first post, and it worked for me. Maybe toss that in the first post if somebody is having issues?
And I did not have to run 3DS Max 8 in compatibility mode for it to work, either.
You're my life savior. :3
I've just changed computer for one with Windows 7 x64 and was having the same problem.
I'll add this to the OP. Thank you very much. ;D
(Now, to solve AIS not installing even when following mk64n's steps ...)
I'm not sure if anyone else has the same problem, but... I've been following this tutorial and it works really well, but step 14 isn't really working. When I go to "Pick from scene" the 'mod' can't be clicked on, and if I press H its not in the list.
The weird thing is, I tried this on three different models. (Ness, ZSS, and Squirtle). ZSS worked, but not the other two. The other two are the only ones I really want to edit, though, so I have no idea what to do now. :/
Can you tell me how to do this with blender, I can't get 3DS Max 8 to install on my computer. I keep getting the "installer service could not be accessed" error >_>
Quote from: NaruZeldaMaster on October 04, 2010, 03:58:31 PM
Can you tell me how to do this with blender, I can't get 3DS Max 8 to install on my computer. I keep getting the "installer service could not be accessed" error >_>
o.o
I'm afraid this method won't really work with Blender. This is a 3DS MAX (8
) script we're using as a base to do this. Not a Blender one.
If you really can't use 3DS MAX 8, then you'll have to go with the DDVB2 method. :-\
Quote from: Miacis Kusanagi on August 11, 2010, 05:45:44 PM
it seems that after patching, the model simply becomes the "average" between my modifications and the original model.
^ This. After editing on 3DS, the final edited mdl0 is somewhere in-between.
What should I do?
Quote from: br3compactor on October 07, 2010, 02:05:49 AM
Quote from: Miacis Kusanagi on August 11, 2010, 05:45:44 PM
it seems that after patching, the model simply becomes the "average" between my modifications and the original model.
^ This. After editing on 3DS, the final edited mdl0 is somewhere in-between.
What should I do?
Uh ... I don't remember having that problem ever again with my method. Only the DDVB did this to me.
There are a few possible answers to this, so just a question : what are you trying to edit ?
Okay, not really relivant, but I'm defragging my comp rite now, so maybe that'll solve my 3Ds problem >_> seeing I haven't run it in what.....two years XP
Quote from: Miacis Kusanagi on October 07, 2010, 06:55:10 PM
Quote from: br3compactor on October 07, 2010, 02:05:49 AM
Quote from: Miacis Kusanagi on August 11, 2010, 05:45:44 PM
it seems that after patching, the model simply becomes the "average" between my modifications and the original model.
^ This. After editing on 3DS, the final edited mdl0 is somewhere in-between.
What should I do?
Uh ... I don't remember having that problem ever again with my method. Only the DDVB did this to me.
There are a few possible answers to this, so just a question : what are you trying to edit ?
I'm using LenSho's tutorial on DDBV2. I own a 3DSMax 9 cd and don't want to use 8.
So unless this method works on 3DSMax 9, I'll have to use his tut.
I'm modifying Link's ears.
Quote from: br3compactor on October 07, 2010, 08:21:04 PM
Quote from: Miacis Kusanagi on October 07, 2010, 06:55:10 PM
Quote from: br3compactor on October 07, 2010, 02:05:49 AM
Quote from: Miacis Kusanagi on August 11, 2010, 05:45:44 PM
it seems that after patching, the model simply becomes the "average" between my modifications and the original model.
^ This. After editing on 3DS, the final edited mdl0 is somewhere in-between.
What should I do?
Uh ... I don't remember having that problem ever again with my method. Only the DDVB did this to me.
There are a few possible answers to this, so just a question : what are you trying to edit ?
I'm using LenSho's tutorial on DDBV2. I own a 3DSMax 9 cd and don't want to use 8.
So unless this method works on 3DSMax 9, I'll have to use his tut.
I'm modifying Link's ears.
Well, then I'm sorry but I can't really help you. :-[ I don't use the DDVB2. It's kinda pointless with 3DS MAX anyway. You're using a difficult, not open-source software with what's generally the weaker method. >_>
The only point of 3DS MAX is generally to get the 8th and be able to use mk64n's script. (Or if you're especially skilled with 3DS and don't want to use another program.)
The only thing I can suggest is to ask LenSho, or better, directly to Akari_Un, because I have no idea where that annoyance comes from. :-\
...Hey, do you think you could answer my question? Or at least let me know if I'm screwed and it can't be helped? x)
I have 3DSMax 9 since 2008. I didn't get it to hack Brawl.
But yeah, I'll see what I can do...
Quote from: lucas_irineu on October 07, 2010, 09:38:02 PM
...Hey, do you think you could answer my question? Or at least let me know if I'm screwed and it can't be helped? x)
Oh wow, I had completely skipped you. Sorry about that. o_o
Ugh ... I can see a hundred of reasons causing this problem.
Before we start trying out each one by one, could you try and just do it again with the "bad models", but by skipping step 10 completely ? then by skipping steps 9 and 10 completely ?
Those are the most annoying places where you could have a problem ...
Quote from: Miacis Kusanagi on October 08, 2010, 01:39:33 AM
Quote from: lucas_irineu on October 07, 2010, 09:38:02 PM
...Hey, do you think you could answer my question? Or at least let me know if I'm screwed and it can't be helped? x)
Oh wow, I had completely skipped you. Sorry about that. o_o
Ugh ... I can see a hundred of reasons causing this problem.
Before we start trying out each one by one, could you try and just do it again with the "bad models", but by skipping step 10 completely ? then by skipping steps 9 and 10 completely ?
Those are the most annoying places where you could have a problem ...
Its okay. x]
Huh, I did some testing, and I just noticed something. If I save, and then open the file after closing 3DMax, it won't work, but if I edit it, and then export the model without saving it at all, it works fine. :/
I don't really think the saving is the real problem ...
Chances are you're repeating a little mistake right after saving, in selecting a polygon or something like that.
(But just in case, make sure you save as a .max file, not a .chr .)
Because there's no reason that you can't morph a copy that you've just made. It's like if you couldn't open with Word a text that you've just saved with said program. :-\
Make sure you select the polygon you've edited (if you're like me and modify several polygons at once). Check its number on the top-right. Right-click, Clone, COPY (it's really important), rename the copy to "mod" in the llittle window.
Click on the "mod" (check in the top-right corner you're moving the right one) and move it to the side.
Click on the edited polygon (make sure you're selecting the polygon by checking the top-right, again), light-bulb to remove your edits, then morpher, right-click on the "-empty-", then click on the "mod" ...
If you follow exactly those steps, I don't see why it wouldn't work.
If it still doesn't, just save a .max file right before morphing and send it to me. I should be able to find something. :)
PS : Oh, now that I think about it, when you want to morph, what is in the "H window" ?
Just the thing I imported, but not the "mod" one.
I've done all that before and it won't work. I will send you a file, just give me five minutes to upload it.
Well, when looking at your two scenes, I saw something ... uncommon. At least with the non-patchy method, it is.
There's a lone vertex that appeared on your model. But I don't know where it is ... just check the properties of it, and it indicates that somewhere before your editing, there's a vertice that appeared.
If there's one more vertex, it wont be able to morph.
I really don't know how it could happen though, as even I don't know how to add vertices. (If you only used Edit Mesh and the vertices, then it shouldn't have happenned.)
So ... there's a workaround so that you don't lose your work. It's called FaceMorphing. You'll need to have a look at one of mk64n's videos to do that, though :
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=TjruGnqt74oBut it still won't solve the issue. Did you DL everything directly from my tutorial ? AIS, COLLADA, mk64n's script, etc ?
I'm downloading 3DS max 10 right now with a keygen/crack, would this method work with 3DS max 10 if the program was installed anyway? or does this work with 3DS 8 only >_>
3DS 8 Only
Quote from: Miacis Kusanagi on October 08, 2010, 10:07:21 PM
Well, when looking at your two scenes, I saw something ... uncommon. At least with the non-patchy method, it is.
There's a lone vertex that appeared on your model. But I don't know where it is ... just check the properties of it, and it indicates that somewhere before your editing, there's a vertice that appeared.
If there's one more vertex, it wont be able to morph.
I really don't know how it could happen though, as even I don't know how to add vertices. (If you only used Edit Mesh and the vertices, then it shouldn't have happenned.)
So ... there's a workaround so that you don't lose your work. It's called FaceMorphing. You'll need to have a look at one of mk64n's videos to do that, though :
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=TjruGnqt74o
But it still won't solve the issue. Did you DL everything directly from my tutorial ? AIS, COLLADA, mk64n's script, etc ?
Yeah, I'm pretty sure I got everything from this thread. :/
Hey, can anyone tell me how to use the keygenerator for 3DS max 11?
Quote from: NaruZeldaMaster on October 08, 2010, 10:29:13 PM
I'm downloading 3DS max 10 right now with a keygen/crack, would this method work with 3DS max 10 if the program was installed anyway? or does this work with 3DS 8 only >_>
I don't wanna sound rude, but could you please try to at least
read the first lines of the tutorial before asking questions ? It's not like I haven't said it a good hundred times ...
You will need 3DS MAX 8 ! Not 2008, not 2009, not 2010, not 2011.QuoteHey, can anyone tell me how to use the keygenerator for 3DS max 11?
I have no freaking idea, but this is not the place to talk about that (you need 3DS MAX 8 for this method), and most importantly, it's one of the things we shouldn't talk about directly on the boards. :-\
@ lucas : Then I'm really out of ideas ... There must be something you're doing wrong. I can't possibly detail each and everything you shouldn't do when vertexing. It would take me a week or so to write everything down (everything I know, at least).
I'm really sorry, but I don't know. Either try to contact mk64n about it (tell him you don't know how you manage to make vertices appear all the time), or ... I dunno ... if you have something to record your screen, make it a video and let me analyze what's wrong ? :-\
Sounds ridiculous, but besides that, I really can't help you.
Oh well. Thanks for the help though man. At least now that I know that my issue can't be helped, I can give up.
Or keep trying, without saving, and hoping it will work. I will probably do this. :P
But yeah. Thanks a lot for trying to help me, even if it didn't work in the end. =]
IMPORTANT FEEDBACK:
THIS METHOD WORKS ON 3DSMAX 9
(Credit me on finding it out! ^^)
Completely functionnal without any bugs, working until the very last bit of the very last patching ?
How so ? Did you need to do something in particular ?
Completely flawless. I'm actually playing with my shiny new model now.
When I was using DDVB I realized there was nothing in MK64n's method that wouldn't work on 3DSMax9. Mainly because the script is the most relevant part.
Thanks alot then.
Do you think it might work with other programs too ? :P
You should add it to the OP. :)
About your question...
Since I don't use the others, I can't tell. But I think if people have another one they should test because it might work, and it would give the hacking community more options.
And thank you for writing such a comprehensive guide. :kdance:
I was thinking abut using par of this fora mdl0 swap with trophies. It seams plausible, but it looks like i will have to replace each Polly gone with each vertex one at a time.. :srs:
I would so get into vertexing if 3DS Max was free. Dang the world.
Yush I managed to make my first vertex edit! it turned out terrible though xD
I'm going to start over from scratch and just make peach have nicer melons <3 or try to lol
bleh I'ma try to morph links sword into a big toothpick xD
Please Help!!!
(http://a.imageshack.us/img210/1015/16339622.png)
This thing disappeared! (the thing that helps you moving stuff through the axis)
Now I can't see clearly how I'm moving the vertice!
How can I make it appear again?
Quote from: br3compactor on October 14, 2010, 09:57:00 PM
Please Help!!!
(http://a.imageshack.us/img210/1015/16339622.png)
This thing disappeared! (the thing that helps you moving stuff through the axis)
Now I can't see clearly how I'm moving the vertice!
How can I make it appear again?
Try saving, closing the program, then reopening the file again, that usually works for me....?
Didn't work for me :-\
Hmm :s......dunno what to do then xD try customer support, they're ALWAYS soooo helpfull xD
I believe someone with more knowledge of 3DSMax can tell me how pretty easily.
EDIT: Fixed it.
BEWARE: NEVER TOUCH THE X BUTTON OR THE O BUTTON WHEN USING 3DSMAX
Quote from: Miacis Kusanagi on September 04, 2010, 10:47:28 PM
After you've edted the model, copied it, and are ready to morph, the light bulb near the "Edit Mesh" of the model that you've edited should be OFF all the time !! You need to remove the edits on your base file before morphing it with the copy and vertex set. Always.
Please make this clear on the OP. People probably, just as myself, might have trouble because they thought you needed to click the bulb on the MOD, and not on the original.
Okay, I'm confused here, maybe someone in this topic could help me figure it out.
So scaling doesn't work as sterling silver in 3DS max as it does in Blender, I figured that out with my very simple size mod. So I try exporting a vert set as an obj file, then importing it back into 3DS max, and using that set of vertexes instead of the ones imported from the vertex.ddf file (yes I know you don't need to call it that, but I still do anyway <3) and two things happen.
1: the object is flipped on it's back when I finish scaling things up with the morpher.
2: even if I use "rotate" to fix this it looks SERIOUSLY **ked up in brawlbox.
Maybe I should post a screenshot of what I do? and what it looks like in brawlbox?
I've run into a couple of issues with the 3DS Max script. First of all, there's some error with a Polygon in Hyrule Temple and I can't run the script more than once per session. That was annoying, but I could work around it.
Now, I'm having a super annoying problem. I'm trying to work with the "AshibaC01"
mdl0 file from Skyworld. When I import the vertices from Poly0 (ASIBA_01_D__asiba_etc_01), I get this error:
(http://img823.imageshack.us/img823/1074/clipboard02q.png)
And I can't import it into 3DS, making it so I can't actually edit the file. :(
You're gonna run into a lot of troubles trying to vertex stage stuff. Not saying you shouldn't do it, but it's known to have issues.
I'm trying to make my double patch work, but whenever I drag-drop the edited model into AIS it does nothing... it just creates the textures and no DAE file....
Export the ModelData BRRES with the new model then double click it and it should work
Quote from: br3compactor on October 26, 2010, 07:50:16 PM
Export the ModelData BRRES with the new model then double click it and it should work
KK thanks, lol I'm still new at this. So I think I'll just give peach reaaaally long/straight hair, an ashly texture, shape the broach to a skull, and make her arms and legs shorter. She could be like a 16 year old ashly or something X3
I was just using the textre bress >_> no wonder XP
You're supposed to export all the the textures inside the BBRES file, not the file itself. I actually made that mistake initially as well.
Not really. Both ways work.
If you double click the exported texture BRRES, AiS will create the textures.
It's easier to just use Brawlbox, though.
Sexy guide. How would I go about giving Peach a flatter bust?
Nice guide i was able to create a Vertex hack ive been wanting to make forever :af2:
and im completely new at this XD
awesome job
Okay, I've sorted my old question. Now I'm having a really stupid one, where can I find the bbress file for olimar? I can't seem to find it in his pac.
Quote from: Rog on November 21, 2010, 07:14:24 PM
Okay, I've sorted my old question. Now I'm having a really stupid one, where can I find the bbress file for olimar? I can't seem to find it in his pac.
? Isn't it simply the ModelData[0] ? :-\
Nope, I couldn't find it. I'm working on on a 04(white) olimar file does that matter anything? I'm searching in the pac file but I didn't see a bbress listed file :(
BRRES.
The whole modeldata is a BRRES.
Ug, can some one help? When I edit Mario's body, just scaling it down, the change dose not undo itself when I click the light bulb. Also, when I go to morph my polygon0 with mod and the vertex, it says there are no things to morph with.
Thanks for the help guys! let's get this started :)
Quote from: Nasoka_Kewe on November 22, 2010, 06:55:17 PM
Ug, can some one help? When I edit Mario's body, just scaling it down, the change dose not undo itself when I click the light bulb. Also, when I go to morph my polygon0 with mod and the vertex, it says there are no things to morph with.
Uh ... have you checked if you were under the "Edit Mesh" Menu when scaling ?
Thank you very much, with this, maybe I could make my first vertexhack :)
Hai. AiS doesn't seem to work for me. The batch file for the installer always says, quote, "The system can not find the path specified. 0 file(s) moved." If I simply need to create said path, then that would be great. I'm creating it right now.
Ok, I tried creating an ais0.1.3 folder in Program Files (not x86) and now it says that access was denied (gawd, that phrase is so clichéd). Really need some help here!!!
Quote from: Miacis Kusanagi on November 24, 2010, 12:22:58 PM
Quote from: Nasoka_Kewe on November 22, 2010, 06:55:17 PM
Ug, can some one help? When I edit Mario's body, just scaling it down, the change dose not undo itself when I click the light bulb. Also, when I go to morph my polygon0 with mod and the vertex, it says there are no things to morph with.
Uh ... have you checked if you were under the "Edit Mesh" Menu when scaling ?
I meant to get back to you on this. I solved that problem and get to the verry ending of editing a vertex. I run into one of these two problems.
When I export vertex, it says "ERROR, Wrong offset?" or "could not convert intiger: "" "
I put the right offset number and unchecked "read from model" in, and I dont even know why I get the second problem.. 0_-
Help?
This so called vertexing just got a ton easier and certainly made my understanding of 3DS Max clearer. (and I was a total noob with the program... :P)
Thanks for the awesome guide!
:af2:
Damn, I'm with the same problems as Lucas now : / I can't seem to click my mod when trying to morph my file.
Apart from that, I tried another model, I managed to be able to click the "mod" but now, when I try to get the 2nd thingie, the invisable set and I press "H" it doesn't turn up in the screen, but when I deselect everything and press H all 3 show up. This is so confusing : /
And another thing, when I load in my models ( Jigglypuff, Olimar ) I seem to be getting the hole model instead of just polygon 1,2,3 etc.
Oh, hai. im having trouble with patching I ported my MDL0 onto squirtle and his arms look distorted and almost as if he broke them. Normal(hopefully) and so I export the MDL0, and the brres and just leave the textures from before. So, I convert the brres and stuff and im in 3DS max 8. The vertecies "FitPokeZenigame00_BodyM__FitPokeZenigame00_shell_front" arnt there and so I imprt them again. after that i open the morph side bar and when I follow your instrutions the channels arnt there and when i create them again it gives me a message saying wrong MDL0 offset! any help?
Quote from: Nasoka_Kewe on November 29, 2010, 01:38:27 AM
Quote from: Miacis Kusanagi on November 24, 2010, 12:22:58 PM
Quote from: Nasoka_Kewe on November 22, 2010, 06:55:17 PM
Ug, can some one help? When I edit Mario's body, just scaling it down, the change dose not undo itself when I click the light bulb. Also, when I go to morph my polygon0 with mod and the vertex, it says there are no things to morph with.
Uh ... have you checked if you were under the "Edit Mesh" Menu when scaling ?
I meant to get back to you on this. I solved that problem and get to the verry ending of editing a vertex. I run into one of these two problems.
When I export vertex, it says "ERROR, Wrong offset?" or "could not convert intiger: "" "
I put the right offset number and unchecked "read from model" in, and I dont even know why I get the second problem.. 0_-
Help?
Are you making sure that the vertex set on the polygon matches the mdl0 offset id like in the first steps of the tutorial?
Yup. I just don't know why these problems occur..
I'm on Windows 7 and on Home Premium edition. It says I must be on Ultimate or the one under that in order to get Windows XP Mode. I don't have to buy Windows XP just so the COLLADA(.dae, .xml) line will appear. I have .xml line, just not .dae! I need help. Is there another way? :(
Quote from: SmashClash on January 15, 2011, 12:06:31 AM
I'm on Windows 7 and on Home Premium edition. It says I must be on Ultimate or the one under that in order to get Windows XP Mode. I don't have to buy Windows XP just so the COLLADA(.dae, .xml) line will appear. I have .xml line, just not .dae! I need help. Is there another way? :(
Install Collada MAX? >_< it's a freware installer that installs colladda format designed spasifically to work with 3DS max (hence the name)
I installed COLLADA already. >_> I guess I'll put pics tomorrow. Thanks for replying. (I hope you stay on me with this).
Quote from: SmashClash on January 15, 2011, 03:13:02 AM
I installed COLLADA already. >_> I guess I'll put pics tomorrow. Thanks for replying. (I hope you stay on me with this).
Maybe try uninstalling 3DS and reinstalling? That one USUALLY works for me X_X
(http://img204.imageshack.us/img204/5249/3dsmaxhelp1.png)
COLLADA (.dae, .xml) isn't there. I installed COLLADA, too.
Fixed my problem.
Quote from: NaruZeldaMaster on December 12, 2010, 06:32:29 PM
Quote from: Nasoka_Kewe on November 29, 2010, 01:38:27 AM
Quote from: Miacis Kusanagi on November 24, 2010, 12:22:58 PM
Quote from: Nasoka_Kewe on November 22, 2010, 06:55:17 PM
Ug, can some one help? When I edit Mario's body, just scaling it down, the change dose not undo itself when I click the light bulb. Also, when I go to morph my polygon0 with mod and the vertex, it says there are no things to morph with.
Uh ... have you checked if you were under the "Edit Mesh" Menu when scaling ?
I meant to get back to you on this. I solved that problem and get to the verry ending of editing a vertex. I run into one of these two problems.
When I export vertex, it says "ERROR, Wrong offset?" or "could not convert intiger: "" "
I put the right offset number and unchecked "read from model" in, and I dont even know why I get the second problem.. 0_-
Help?
Are you making sure that the vertex set on the polygon matches the mdl0 offset id like in the first steps of the tutorial?
Error wrong offest happens to me, too!
I even copied and pasted the offset(yes I closed out of my BrawlBox window).
Help!
Quote from: SmashClash on January 16, 2011, 04:52:57 AM
Quote from: NaruZeldaMaster on December 12, 2010, 06:32:29 PM
Quote from: Nasoka_Kewe on November 29, 2010, 01:38:27 AM
Quote from: Miacis Kusanagi on November 24, 2010, 12:22:58 PM
Quote from: Nasoka_Kewe on November 22, 2010, 06:55:17 PM
Ug, can some one help? When I edit Mario's body, just scaling it down, the change dose not undo itself when I click the light bulb. Also, when I go to morph my polygon0 with mod and the vertex, it says there are no things to morph with.
Uh ... have you checked if you were under the "Edit Mesh" Menu when scaling ?
I meant to get back to you on this. I solved that problem and get to the verry ending of editing a vertex. I run into one of these two problems.
When I export vertex, it says "ERROR, Wrong offset?" or "could not convert intiger: "" "
I put the right offset number and unchecked "read from model" in, and I dont even know why I get the second problem.. 0_-
Help?
Are you making sure that the vertex set on the polygon matches the mdl0 offset id like in the first steps of the tutorial?
Error wrong offest happens to me, too!
I even copied and pasted the offset(yes I closed out of my BrawlBox window).
Help!
Yeah, help! I never fixed this problem!
Can this be done on a 64- bit? >_>...
^Yeah, I did it.
@Nasoka-Should we try putting all modl0 offesets from each polygon?
Quote from: SmashClash on January 16, 2011, 04:13:29 PM
^Yeah, I did it.
@Nasoka-Should we try putting all modl0 offesets from each polygon?
How? I dunno where ta get the 64-bit version...
(?)
Just follow the instructions in this guide...that's what I did.
^
Man I'm stupid. Ah well.
I fixed the problem!!!!
Naskoka, I got the model offset from the polygon section at first. I had to get the mld0 offset from the vertices section! It said "DONE!" Yay!
I've got a problem: AiS keeps making corrupted .daes, and I don't know what to do to fix this.
...maybe reinstall?
Quote from: SmashClash on January 16, 2011, 05:26:42 PM
I fixed the problem!!!!
Naskoka, I got the model offset from the polygon section at first. I had to get the mld0 offset from the vertices section! It said "DONE!" Yay!
Yay! Thanks Smash Clash!
Quote from: Nasoka_Kewe on January 31, 2011, 09:50:22 PM
Quote from: SmashClash on January 16, 2011, 05:26:42 PM
I fixed the problem!!!!
Naskoka, I got the model offset from the polygon section at first. I had to get the mld0 offset from the vertices section! It said "DONE!" Yay!
Yay! Thanks Smash Clash!
No Problem. :D
I've tried everything, but no matter what I do, I can't get the .brres file to convert to a .dae. I just get the log.txt file, that's it. I don't understand how everyone else does it perfectly, it just won't do it for me.
I'm running Windows 7 Home Premium 64bit if that has anything to do with it.
Quote from: Lock on February 02, 2011, 01:47:23 AM
I've tried everything, but no matter what I do, I can't get the .brres file to convert to a .dae. I just get the log.txt file, that's it. I don't understand how everyone else does it perfectly, it just won't do it for me.
I'm running Windows 7 Home Premium 64bit if that has anything to do with it.
I have the same type of computer. try dragging the .bress into AIS.
Only once log.txt came up for me(when I was about to edit BeyondYou's Sasuke)
Quote from: Lock on February 02, 2011, 01:47:23 AM
I've tried everything, but no matter what I do, I can't get the .brres file to convert to a .dae. I just get the log.txt file, that's it. I don't understand how everyone else does it perfectly, it just won't do it for me.
Same here. I drag'n'dropped also, but the only thing than appears is this log:
Quote
ERROR: Unknown identifier in poly group @ 370e2 (1)
What can i do? :oshi:
Can someone help me out? For some reason, the controls for the camera on 3DSMax have been messed up (I used to be able to move the camera direction with right click). How do i return it to normal?
Hey, I'm trying to vertex Ikes Sword into Thunders Edge From Okami, Can anyone tell me what material wrap and conform wrap does in 3DS ?
where is the 3ds max 8 download???????? i cant find on the internet. :oshi:
You have to buy it..
Quote from: ADJSonic on April 04, 2011, 12:52:36 AM
You have to buy it..
LIES.
You can torrent 3ds max 9(Works better than 8 ) and use keygen too activate it so you have free 3ds max. :3
Quote from: H4X0R on April 04, 2011, 12:57:29 AM
LIES.
You can torrent 3ds max 9(Works better than 8 ) and use keygen too activate it so you have free 3ds max. :3
there's that
or you could just download the trial version of 8
and use keyjen....
Help? I made my hack and followed everything word for word. I got my replacement MDL but when I try to open it in Brawl box I get this error.
(http://i103.photobucket.com/albums/m130/deadseeker666/Problem.jpg)
I don't understand it and I really want to finish my hack. It looks awesome.
(http://i103.photobucket.com/albums/m130/deadseeker666/sudhg.jpg)
for whatever reason, I'm unable to select the edited polygon when using the morph tool on the unedited one. It doesn't appear on the "Select by Name" screen, and it doesn't do anything if I click on it. I even typed it in, and that doesn't work either.
Am I doing something wrong when I clone it? It's a copy (not an instance or reference).
Can anybody tell where to get 3Ds Max 8? I can only find the newer versions. :( plz reply
Can I have a link to 3DS Max 8. I can only find the newer versions. plz reply.
Quote from: TheCastro82 on May 31, 2011, 04:12:21 AM
Can I have a link to 3DS Max 8. I can only find the newer versions. plz reply.
You could get it 2009 version at
http://www.youtube.com/watch?v=dmSNCfY-Wt8&feature=related
I just need help with the activation code.
I neeed help .....everytime i get here , collada isnt one of my file options :(
(http://i.imgur.com/8liWA.png)
Quote from: mariofan1138 on May 02, 2011, 11:13:12 PMfor whatever reason, I'm unable to select the edited polygon when using the morph tool on the unedited one. It doesn't appear on the "Select by Name" screen, and it doesn't do anything if I click on it. I even typed it in, and that doesn't work either. Am I doing something wrong when I clone it? It's a copy (not an instance or reference).
Having the same problemEDIT: Found the problem, somehow the number of vertices was different, but i don't know how this happened
I made a reply to this.
http://forums.kc-mm.com/index.php?topic=27152.0
How do I get the AiS to work?
Quote from: Toadsmash on June 28, 2011, 11:47:13 PMI made a reply to this. http://forums.kc-mm.com/index.php?topic=27152.0 How do I get the AiS to work?
Click On The .brres It should say something like "windows cannot open file because file type is unknown" click choose from list of installed programs. an click AiS.
Oh, thank you, it popped up as if letters were going to appear in the black box, but it just went away. I used the downgraded version as well and it never worked. I have to be doing something wrong.
I'll try it on an actual windows xp computer (it sux because its so darn slow), but I want to see if it is me or my computer (as it is a windows 7).
It might not be working because I unzipped it incorrectly. I tried it on my windows xp, but it didn't work as well.
All I did was winrar the file, extract to my desktop, clicked on it, and the program shut down on me.
i got it to work! Its been--like--three weeks.
Ok i can double patch perfectly fine with other things but when i try to for link I always get a log.txt and at the end of it it says "Texture source: FitLink_BodyB (2)
ERROR: Unknown identifier in poly group @ 26f02 (1)"
Quote from: X_funtaztic_X on July 01, 2011, 02:37:43 AMOk i can double patch perfectly fine with other things but when i try to for link I always get a log.txt and at the end of it it says "Texture source: FitLink_BodyB (2) ERROR: Unknown identifier in poly group @ 26f02 (1)"
Did you delete polygons in him?
Quote from: Iwvi on July 01, 2011, 08:00:50 PM
Did you delete polygons in him?
Nope none its just when i put the messed up model in the bress and then try to convert with AiS
Quote from: X_funtaztic_X on July 01, 2011, 08:05:47 PMNope none its just when i put the messed up model in the bress and then try to convert with AiS
I asked because i got the same error message when i tried to convert a brres with deleted polygons into DAE with AIS
Quote from: Iwvi on July 01, 2011, 08:11:07 PM
I asked because i got the same error message when i tried to convert a brres with deleted polygons into DAE with AIS
Oh well thanks anyways :)
This helped me so much! I tried to do vertex hacks before with anim8tor but it didn't work on windows 7, but now I know there is a free trial version of 3ds max from this. This is great!
Also to everyone who has the trial version and wants it to last forever there is a program called Time Stopper that lets you use a trial program forever.
!!!!!!!!!!!!!!!!!!
BEST!!!!!!!!!!!
GUIDE!!!!!!!!!
EVER!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!
<3
Quote from: ChaosZeroX on August 25, 2011, 09:28:49 PM
!!!!!!!!!!!!!!!!!!
BEST!!!!!!!!!!!
GUIDE!!!!!!!!!
EVER!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!
<3
lol, so enthusiastic xD
But yeah, I also believe Miacis did a great job on this written guide. If it wasn't for it, I think most people who do vertexes nowadays wouldn't be doing so.
Can anyone upload the AIS to mediafire?
My computer refuses to download from the link in the OP =_=
Quote from: NaruZeldaMaster on September 06, 2011, 08:04:01 PM
Can anyone upload the AIS to mediafire?
My computer refuses to download from the link in the OP =_=
O.o
Weird, I downloaded it days ago and it worked just fine :P
Guess what!
I ran Mariokart's script in 3DS 2010 and it Works! OMG :D
That means I get to use the new bb and keep vertexing the way I used to =3
Only thing left is to get the dang keygen(for 3DS Max 2010) I have to work :l
Thanks For Da Pimp Tutorial Mia ;O
Hm, I can't seem to install AIS
just doubleclick the install.dat or whatever it is...
it doesn't actually install like a normal program.....
I'm pretty sure you have to double-click add-contentmenu.reg qfter installing it, as well. Without doing that, double-clicking a BRRES probably won't convert it.
Quote from: Samzapp on November 28, 2010, 10:55:41 PM
Hai. AiS doesn't seem to work for me. The batch file for the installer always says, quote, "The system can not find the path specified. 0 file(s) moved." If I simply need to create said path, then that would be great. I'm creating it right now.
Quote from: Samzapp on November 28, 2010, 11:34:26 PM
Ok, I tried creating an ais0.1.3 folder in Program Files (not x86) and now it says that access was denied (gawd, that phrase is so clichéd). Really need some help here!!!
Someone plz help. I'm attempting this on a 64-bit Vista.
Try it with an account that has Admin privileges.
Okay, I need some serious help here! D:
I tried using the scale tool on some imported vertexes once (the ones from the raw .dat file exported from BB) and now the scaling tool is all wonky T-T
Like, if I scale it in down in one direction, it scales it up in the opposite axes O_o
IE: If I scale down on the Y axis, X and/or Z scale up acordingly :l
I have 3DS Max 2010 installed for now. But I would really like this problem fixed...
Isn't it cause you changed something in settings? maybe
You can try deleting the settings file.
and that would be....where...? :/
Quote from: NaruZeldaMaster on September 14, 2011, 01:22:14 PM
and that would be....where...? :/
Try this maybe ? http://forums.kc-mm.com/index.php?topic=30510.msg634376#msg634376
By replacing "3DS MAX 8" by 3DS MAX 2010
Quote from: Tempo_ on September 12, 2011, 01:35:25 AM
Try it with an account that has Admin privileges.
I use the admin account.
hey guys, i just try this method but durnig the morpher step i cant pickup the "mod" clone for the first channel, does not even appear in the list (H), but still there, and i dont know why?! no problem for the invible vertex on the second channel.
Please can someone help me?! :kdance:
Quote from: Crony on September 27, 2011, 11:10:18 AMhey guys, i just try this method but durnig the morpher step i cant pickup the "mod" clone for the first channel, does not even appear in the list (H), but still there, and i dont know why?! no problem for the invible vertex on the second channel. Please can someone help me?! :kdance:
Right Clic on your mod, properties, check if you have the same number of vertices and faces as the original. You may have added/removed a vertex by accident, not sure how but it happens.
Quote from: Iwvi on September 28, 2011, 04:15:18 AM
Right Clic on your mod, properties, check if you have the same number of vertices and faces as the original. You may have added/removed a vertex by accident, not sure how but it happens.
OK problem resolved! :happy: Thank you very much! :kdance: :kdance:
One question... Whenever I try to move Lucas leaves to a different part of his body and save my changes they dont show up on my character in brawl box. I sightly edit the leaves and that show up but the place I move them to dont. I know its some simple way save the changes to a polygons position on a model right?
You know what I figured it out sorry! XD
And you are the best around for this guide! Thanks!
this is a easy to understand guide!! i like how you dont just say "click this.. click this.. click this.. oh and click this too". you give a explanation as to why and stuff. that helps understand this stuff sooOOoO much better cuz you learn what yer doin. thanks for this guide!
anyway i was having that AiS converter to DAE problem at first like some others too too. draggin it in there and double clicking it didnt work so i tryed right-clicking and then choosing to "open with.." AiS and that fixed my problem.
im havin a slight problem, for some reason its not loading 3 of the texture file things. the mouth, eye and eyelashes. after saving and reloading it and re-exporting them it still happens but now it tells me the error. "Missing External Files" theyre there so i dont know whats the problem. its not a HUGE problem if i wont be able to see it for now [not editing the face vertexs anyway] and only a error when seeing it in 3DS MAX 8 but see-able in brawlbox.
what could be the problem? corrupted Toonlink pac file? or is it cuz im not editing the polygon X data from the face? the weird thing is i can see ALL textures in brawlbox but not in 3DS.
3DS max does not put the eye textures for most characters, they appear white or weird.
oh i see. i think i screwed up on the toon link, it keeps sayin that error unlike when i started on a fresh new Link. maybe its just toon link? for some reason when patchin him it didnt do that whole warped blob thing and when choosing what to add in the channels for morphing there was already stuff in there so yeaa..
anywho after starting on a fresh new character and patching the new link over 20 times i was gonna give up, it was actually at LEAST working like in this guide now but it wasnt warping back good enough. and then i realized.. i should just stop on the best one and then redit it THEN patch it some more which actually worked well.. i think thats what i was suppose to do from the start? oh well lol
First of all, I would like to thank the creator of this tutorial for making it so neat and easy to follow, I've made plenty of vertex hacks because of this, and while some problems did occur, most of the time it's been a painless and rewarding road. I got inspired to make yet another vertex hack, this time on Link, so I created the .dae file and imported it in 3DS Max.
Then this happened:
(http://i54.tinypic.com/ncjgwm.png)
I don't know what this means, but this is the first I've seen of it. It repeats two times ( for polygon 26 and 30 as well ), and it seems these polygons correspond to Link's little thing over his left gauntlet ( Whatever that's called ), and his two shield polygons ( for on his back, and in his hand ). Viewing them in 3DS Max doesn't load their respective textures either, they just appear white and blank. Anyway, I'm able to Fix AiS import and all that, but after moving the camera around a bit, the program just sort of locks up, and I can't even do anything ( I can't even close it or click on anything, so I have to use Task Manager to close it ). I've never had this problem before, and googling doesn't help at all, so I'm hoping somewhere here could help me solve this. I wonder if this only happens to Link...
I've tried this with multiple Link .pac files, just in case anyone's wondering.
no it does not only happens to link, happens to ness as well, and probably others. It's not a big deal, just clic cancel and go on.
Well, thanks for letting me know it doesn't only happen to Link, and that it's not just a special problem that happens once in a blue moon to certain people, however, I do still have a problem where 3DS Max locks up and I can't do anything in it. Does anyone know if there's a way around this?
Weird, I edited link a while ago. The same message pops up, just clic cancel and everytihing was fine. So im not sure why 3DS max would lock up.
Hmm...I see. I guess it's just my computer then. I'm using Windows 7 Home Ultimate and running 3DS Max in Windows XP SP3 compatibility mode, if that has anything to do with it.
Thanks for your help, though.
Edit: Okay, apparently running in XP SP3 compatibility was the problem, I set it back to 7 and it works fine now, and I'm nearly done editing Link to my liking! Thanks!
I NEED HELP! =-=
Seriously, I've installed coladda max and only the opencoladda (The one that just lists the .dae as a file type next to the name) appears on my list.
(http://i54.tinypic.com/2dahide.jpg)
It's supposed to list .DAE, .XML and something else isn't it? So....help?
I've tried using the one that imports just DAE (The one in the picture) but it doesn't work :(
*BUMP*
Sorry for the bump, but I hope this isn't mentioned before. Pressing SHIFT on the keyboard in 3DS max can make you create a floating vertex, which is probably the reason some of you guys found some extra vertices. The extra vertices is usually the reason people cannot pick from scenes as they should.
Bumping this to notify people that this method DOES work on 3dsMax 2012. I successfully edited my Yoshi with it (quadruple patching, bleh). New personal model hack coming up for me~ :af:
ok so im tryin to use this to make a hooded ike [step one for making another one of my oc's] but regardless of what i pic it kees screwing up. any tips on what part of the model i should use?
Does anyone use Blender, rather than 3DS Max, for this kind of thing? From what I've seen, Blender has TONS of graphical/animated potential, plus it's free.
(http://forums.kc-mm.com/Themes/efsane/images/warnwarn.gif) Warned
Necropost (making a post with no useful content in a thread that has had no other posts for over 3 weeks)
I tried all the steps the first time and it worked, the second time it didn't with my new edit
(still shows the normal model in brawlbox), is it because I deleted some verticals? (about 3 of the dots) if so, is there any way to get passed it or am I screwed?
EDIT: Nevermind, happen to start all over and made a better model, I'm confused about the double patching, as of the part that you have to put polygon03 into the Morpher, I only manage to find polygon02, and didn't work. is it suppose to be a example or I have to reuse the polygon from my new .dae file?
I followed the guide, and I was able to export my vertex edits without having to do more than "2" patches.
Unfortunately, when I tried to vertex edit the back hair of certain models (such as with Peach), it never got completely patched, even after as many as 10 patches. Apparently, this tutorial doesn't handle the hair vertices that are controlled by bones very well.
Objects affected by wind (Capes, some hair, link's hat and many others) are really hard, if not impossible to patch.
Quote from: Iwvi on August 16, 2012, 02:33:15 AM
Objects affected by wind (Capes, some hair, link's hat and many others) are really hard, if not impossible to patch.
Then I'm assuming that those types of vertices can only be modified correctly with either Anim8or and/or Blender.
Not sure. I never tried. But I'm sure if you get the DAE inside max you can edit it and reimport it.
Is there a way to edit these that's compatible with Linux? As far as I know, those programs required are Windows only, and I use Linux. Thanks.
So this can be done with a ported model from another game too, right?
I'm trying to see if I can flip Silver's brows upside down ;-;
Quote from: ScourgEyb00m! on July 02, 2013, 12:31:10 AM
So this can be done with a ported model from another game too, right?
I'm trying to see if I can flip Silver's brows upside down ;-;
I guess so, but the method is really old and outdated. There are easier ways. look on the tutorial sections. you can now import the model into max and edit it however you want and get it back in game.
I'll like to make toon link effemine like so I'd like to fix his (or herm should I say) hair and make it longer and more girlier (using the gay tink texture), I know I need blender to pull it off but how would I go on doing it? Since I'm using newer one and those program probably been updated and idk if that boot thing apply's to hair as well so yeah.