Features:Sorry but you are not allowed to view spoiler contents.
Next Release Features:Sorry but you are not allowed to view spoiler contents.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Readme:Sorry but you are not allowed to view spoiler contents.
Change List:Sorry but you are not allowed to view spoiler contents.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DOWNLOAD (http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=4)
you should hint the user in as to how it works and how to use it before they DL :/
EDIT:
FileSonic... really DX
this stupid site is even worse than rapidshare :srs:
There's a readme.
And FileSonic RAPES rapidshare.
Sweet, been waiting for something like this.
Quote from: VILE on April 26, 2011, 04:44:29 AM
There's a readme.
And FileSonic RAPES rapidshare.
just copy the info from the readme...
and no...
FS is the 2nd worst in my list:
1: My Free File Hosting
2: Mega Upload
3: Mediafire
4: Rapidshare
5: Filesonic
6: Google Docs
yes you have to wait 30 or 25 seconds with MU
but you don't get like 5 popups (like MF)
and you don't have to wait extra time between downloads (unlike FS or RS)
and you don't have to put in a stupid captcha
honestly though,
I vote MFFH because you don't have to do anything...
just click then DL (there is a size limit though) :/
but you do have to create a list of the things you've UL'd >_>
(and put the delete links with them)
so yea...
MU and MFFH are the best I've used by far
hey vile...
got any ideas on how to write a version 9 MDL0 from scratch??
(reguarding the object data)
btw
v9 MDL0's are what brawl uses
I'm just getting used to stating the version now since BJ's epic find
(v11 MDL0's now work in brbx)
I've changed my template as well...
what was thought to be the version is now changed to flags
and there is no 'sections' thing
that would be the version
EDIT:
yes IK...
a D-post -_-
reason: posts are not on the same topic
If it's not to much to ask could someone please upload this on to a diffrent site?
File sonic is not agreeing with my computer, everytime I press slow download it says wait 30 seconds but it never starts downloading...
sounds great
but which settings do i have to use when i export the model as an .obj
i use 3ds max 8
Can someone copy the content of the "read me" here?
I don't feel inclined to download something I know nothing about.
He he. Nothing very surprising about what you say br3compactor. Anyway, here is the content of the readme.
QuoteVILE's Vertex Box
1. Convert any MDL0 you want with AiS.
2. Remove all repeated vertex groups (in Brawl Box you look under the polygons and see which ones use the same vertex groups).
3. Save as "original.obj" in the same directory as VVBox.
4. Edit original.obj however you please and save as "new.obj" in the same directory.
5. Put the MDL0 file you converted with AiS in with the OBJ files and VVBox and name it "original.mdl0"
6. Run VVBox.
7. Your vertex hack will be named "new.mdl0" (you may have to convert this file and repeat the process to patch it).
So, all the vertexed polygons are exported at once? Very nice.
But what about multiple patching? Is Mariokart64n's script needed? I think we need a tutorial on this...
Quote from: br3compactor on April 27, 2011, 07:29:01 PM
So, all the vertexed polygons are exported at once? Very nice.
But what about multiple patching? Is Mariokart64n's script needed? I think we need a tutorial on this...
Second!
THIRD on the atutorial thing. :3
I couldn't agree more with you guys... we really do need a tutorial for this!
a tutorial would be nice. i want to know the capabilities of this. >_>
Well, at least a FAQ
Is anyone actually going to try getting this to work on their own before they start asking for tutorials? ._.
*sighs*
I'll play around with this and see if I can get it to work and If I do, I'll make a tutorial for you guys I guess....
You'll be able to get it to work. You are so far beyond us... See what I did thar? X3
All I want to know is does it allow edits on vertexes that are affected by wind? (pikachu's ears, Marth's cape, etc.)
Quote from: kiro on April 28, 2011, 01:30:56 AM
All I want to know is does it allow edits on vertexes that are affected by wind? (pikachu's ears, Marth's cape, etc.)
All those objects CAN be vertexed, it just notmally takes over 9000 patches for it to work correctly. Hopefully this program will fix that out nicely.
btw, Pika's ears arn't affected by wind
that's all in the animations
I would know ^_^
Quote from: Tcll on April 28, 2011, 02:50:35 AM
btw, Pika's ears arn't affected by wind
that's all in the animations
I would know ^_^
Lol
I'm gonna try and finally patch Konata's hair with this
Looks like a 'no' on easier wind-affected parts (20 patches later and Jiggs' curl still isn't right), but I'll take a full-model import/export over that anyday. It makes multiple patching much easier and faster, so it's an improvement.
idk if it helps but I got every character organized, imported into 3ds 9 along with all their weapons and vertex sets (and most major polys have their vert sets applied to their morpher modifiers). it's good for people having trouble importing characters and vertex sets or those who want to edit using incompatible to brawlscript max versions (and can get someone to help export).
it doesn't help with double patching much though
i dont get the step where u have to "delete double vertex sets"
u mean like link's and marth's sword?????
i guess i could get it to work if i knew that...
Quote from: jokekid on April 29, 2011, 07:47:32 PM
i dont get the step where u have to "delete double vertex sets"
u mean like link's and marth's sword?????
i guess i could get it to work if i knew that...
I'm pretty sure thats the part tripping up us all. DX
Quote from: jokekid on April 29, 2011, 07:47:32 PM
i dont get the step where u have to "delete double vertex sets"
u mean like link's and marth's sword?????
i guess i could get it to work if i knew that...
Delete polygons that use the same vertex set as another.
For example, Link's sword. He has one on his back and in his hand, and they both use the same vertex set. Delete the one on his back completely and vertex the one in his hand.
delete it in brawlbox???
cuz in 3ds max, they are both at his hand for some odd reason...
Quote from: jokekid on April 30, 2011, 06:43:17 AM
delete it in brawlbox???
cuz in 3ds max, they are both at his hand for some odd reason...
Delete it in 3ds max.
ok, and it doesnt matter which from the 2 i delete???
or is there a specific polygon number?
thanks for the help ^^
if i get this good my next hack might by done with this fun box ^^
Quote from: jokekid on April 30, 2011, 06:49:52 AM
ok, and it doesnt matter which from the 2 i delete???
or is there a specific polygon number?
thanks for the help ^^
if i get this good my next hack might by done with this fun box ^^
Delete all of the repeated vertex groups except the earliest one.
oh yeah, and does it matter what ais i use???
Quote from: jokekid on April 30, 2011, 12:09:24 PM
oh yeah, and does it matter what ais i use???
I use 1.1 but I don't think it should matter.
was that the one from dasdonkey box or mariokart64n's method???
sorry i dont have my stuff here...
Quote from: jokekid on April 30, 2011, 04:41:00 PM
was that the one from dasdonkey box or mariokart64n's method???
sorry i dont have my stuff here...
I think that was 1.3...
but the only change to that was the image conversion
model conversion is the same as 1.1
ok sounds good ^^
i'll try it with some snake hack (he has way too much hair polygons to export one by one... ^^
Okay so here's a question. What if I'm editing an already existing hack?
To be more specific, I'm editing a hack of Peach. Do I use Peach's original model or the edited one?
Quote from: Roo on May 01, 2011, 03:11:17 PM
Okay so here's a question. What if I'm editing an already existing hack?
To be more specific, I'm editing a hack of Peach. Do I use Peach's original model or the edited one?
The edited one, original.mdl0 and original.obj should be the existing vertex hack.
IT WORKS!! HUZZAAHH!! XD
I made a quick vertex hack on bowser, and it came out pretty much perfect. It does have an issue involving a few things I edited, which I believe will be fixed if I bring it back into 3DS, and morph it back to it's original shape and export it again and run it through your program again.
A double patch if you will. Would that work?
Quote from: Roo on May 02, 2011, 02:53:29 AM
IT WORKS!! HUZZAAHH!! XD
I made a quick vertex hack on bowser, and it came out pretty much perfect. It does have an issue involving a few things I edited, which I believe will be fixed if I bring it back into 3DS, and morph it back to it's original shape and export it again and run it through your program again.
A double patch if you will. Would that work?
Yeh, just make a dae of out.mdl0, make an obj out of that new dae and name it original.obj, rename out.mdl0 to original.mdl0 and run the program again.
Thanks for the instructions! Now I can try exporting Do0m Joe, SSJ4 Gogeta and possibly G.I.R!
Could be something on my end, but when I try to convert a Peach ModelData[0] from a vertex hack I exported from 3ds with the Vertexbox to a DAE for double-patching, the resulting DAE doesn't import properly. No actual verticies show up, even after using the MarioKart64n import fix.
Quote from: Lost Saltshaker on May 03, 2011, 12:40:25 PM
Could be something on my end, but when I try to convert a Peach ModelData[0] from a vertex hack I exported from 3ds with the Vertexbox to a DAE for double-patching, the resulting DAE doesn't import properly. No actual verticies show up, even after using the MarioKart64n import fix.
Not sure, I haven't worked with peach before but I know that characters that have more vertex groups than face groups will not import (It's a fairly easy fix, but I plan to update this with more than just that feature).
u mean like ganondorf for example? who has only one face polygon, but has more vertex sets?
Wondering, what parameters should i save the OBJ files with?
Alright Vile, last few questions. Basically, I have a Peach hack imported into 3DS. I edited it, and exported it as an .obj into the VVbox folder.
I then used the option in 3DS to remove all changes on the model and exported that as the original.obj file.
I then exported the .mdl0 of the hack from BB, and named it "original."
Now when I try to use the program, I get a failiure. I have a few reasons as to why this is. Choose what one you think is most likey, and if possible, state some sort of possible solution please.
1) I created the original .obj file from the already edited one, even though I had all edits turned off before I exported it
2) Peach's crown may have something to do with it, seeing as it runs off the same vertex set as the one in her hand used during her forward air. I removed it on both files, but the same problem.
3) Possibly an issue with the MDL0 file itself, seeing that it had to be edited to show up in 3DS at all... >.>
4) Possibly another problem you caught on to since the beginning of this post. :P
Has anyone used this? Call me dumb, but I didn't really understand some steps.
Everyone, I intend on updating this to fix things and add normals and UV support.
Great.
But can you please make a detailed tutorial while you're at it? Like Miacis' one to MK64n's Method.
Personally, I don't see what's so hard to understand. Must be something I'm missing, but for the most part:
- Take the model you want to edit. Export the MDL0 and ModelData of it to the same directoy as Vile's Vertexbox. Name the MDL0 "original.mdl0".
- Convert the ModelData to a DAE with either version of AiS and import it into 3ds Max, then do the import fix with MarioKart64n's script as usual.
- Before you do anything else, check the MDL0 in Brawlbox for any polygons that share a vertex set. If any do, delete the ones that come after the first in 3ds. Say, if Polygons A, B, and C of a model all use Vertex set X, delete Polygons B and C but keep Polygon A.
- Immediately after that, export the model in 3ds to a .obj format in the same folder as Vile's Vertexbox and name it "original.obj". The default options seem to work fine for me when I tried it out.
- Now you can make your vertex hack. When you're done, export the finished model to .obj and name it "new.obj".
- Run Vile's Vertexbox. It'll compare the .obj files and produce a "new.mdl0" with the changes between the two objs applied to "original.mdl0". It basically just took out all of the work of exporting each polygon individually.
Quote from: Lost Saltshaker on May 03, 2011, 11:42:05 PM
Personally, I don't see what's so hard to understand. Must be something I'm missing, but for the most part:
- Take the model you want to edit. Export the MDL0 and ModelData of it to the same directoy as Vile's Vertexbox. Name the MDL0 "original.mdl0".
- Convert the ModelData to a DAE with either version of AiS and import it into 3ds Max, then do the import fix with MarioKart64n's script as usual.
- Before you do anything else, check the MDL0 in Brawlbox for any polygons that share a vertex set. If any do, delete the ones that come after the first in 3ds. Say, if Polygons A, B, and C of a model all use Vertex set X, delete Polygons B and C but keep Polygon A.
- Immediately after that, export the model in 3ds to a .obj format in the same folder as Vile's Vertexbox and name it "original.obj". The default options seem to work fine for me when I tried it out.
- Now you can make your vertex hack. When you're done, export the finished model to .obj and name it "new.obj".
- Run Vile's Vertexbox. It'll compare the .obj files and produce a "new.mdl0" with the changes between the two objs applied to "original.mdl0". It basically just took out all of the work of exporting each polygon individually.
I'm adding this to the OP :P
That's really useful. Thanks a lot.
Everytime i export the model it creates a infinitely long line with the model the size of TL's sword with any character export, even on un-edited yet program ran models. but its different for each Character, fixxy?
I'm having trouble.
I can't export the ModelData[0] to a .DAE file, and I AM using AiS.
Aside from that, when I run VVBox, which I have the MDL0 and the two .OBJ files in, it will automatically close out with an error and produce no new MDL0 file.
What exactly am I doing wrong?
TRY USING 0.1.1, IT WORKS by dragging the .pac file on it ^^
Quote from: jokekid on May 07, 2011, 02:55:33 PM
TRY USING 0.1.1, IT WORKS by dragging the .pac file on it ^^
I did that already. My problem is making the ModelData[0] into a .DAE file. I'm dragging and dropping, but nothing works.
All I have is the original.obj, original.mdl0, and new.obj. And when I run it in VVBox, It says "Index was outside the bounds of the array" and closes out.
I suggest changing the name of this program to AllVerts or the like, for impact :af:
This is very buggy and doesn't work on every character (characters with more vertex groups than objects will not work at the moment, but I will implement it soon).
Is there a problem with deleting the polygons I don't want to edit, together with the repeated ones?
Quote from: br3compactor on May 08, 2011, 12:13:44 AM
Is there a problem with deleting the polygons I don't want to edit, together with the repeated ones?
Yes, just hide them.
Dammit. Should have asked BEFORE doing so.
The VVB didn't work on it.
I'm working on some things and just polishing the program overall. Check OP.
That's good. I was gonna start using this method on this vertex I'm making, but since I deleted stuff I shouldn't, I'll have to go the old way this time.
*reads OP...
Quote from: VILE on April 26, 2011, 04:15:36 AM
In Progress:
- Auto patcher
This right here... :af2:
Maybe with this new method/update I could work on my Bowletta again... ;)
Patching Bowser is one of the worst chores there is...
Awesome. Hope it works out. Might encourage some folks to do more with Pikachu or Jiggs. (Pink Sanguini, anyone?)
http://www.mediafire.com/?82r8p57lc5dighi
Can somebody help me out with this?
I tried using Vile's Vertex Box, but I keep getting problems! Can somebody run this and explain to me what the problem is so I can fix it?
Whoever will help me will get a free BRSTRM of their choice from me!...As well as being credited in my project!
Your new.obj is missing Polygons 25 and below. Did you have any of them selected, hidden, or deleted when you exported your vertex? I'm not sure if it would affect anything, but you could try exporting your hack to .obj again with all polygons visible and none of them selected. All of Lucario's polygons need to be in the .obj, as he has no duplicate vertex sets.
If you need those polygons to be gone in the vertex hack, just select all of the polygon's vertices and right click on the scale tool. Enter 0 in the global transform and hit enter.
Quote from: Legendary Super Mario on May 09, 2011, 09:18:32 AM
*reads OP...
This right here... :af2:
Maybe with this new method/update I could work on my Bowletta again... ;)
Patching Bowser is one of the worst chores there is...
Patching Assist trophy models like Gray Fox isn't any better, hence why I'm waiting for this.
Quote from: Lost Saltshaker on May 09, 2011, 11:12:09 PM
Your new.obj is missing Polygons 25 and below. Did you have any of them selected, hidden, or deleted when you exported your vertex? I'm not sure if it would affect anything, but you could try exporting your hack to .obj again with all polygons visible and none of them selected. All of Lucario's polygons need to be in the .obj, as he has no duplicate vertex sets.
If you need those polygons to be gone in the vertex hack, just select all of the polygon's vertices and right click on the scale tool. Enter 0 in the global transform and hit enter.
I didn't relize that...
Well, I fixed that, But here's the thing: I didn't select anything this time (both Original and New), and I tried running VVBox, but the error occured again...
Bump.
Because this topic and idea is too awesome to die!
Also, I posted a question about VVBox in the Help Section.
Quote from: EarthwormJames on May 11, 2011, 01:49:06 AM
Bump.
Because this topic and idea is too awesome to die!
Also, I posted a question about VVBox in the Help Section.
if a developer doesn't post for a while, they're either:
1: busy with the project
2: busy with something other than the project
3: just being plain lazy
in my case,
I'm waiting for info and looking it up while playing a few games and just doing whatever...
I guess you could say a bit of all, but more to the side of 3 :P
Don't forget this one.
4: IRL Stuff.
I'd go with 5: It's only been two days, chillax.
Quote from: EternalYoshi on May 11, 2011, 02:42:05 AM
Don't forget this one.
4: IRL Stuff.
^2
Quote from: Lost Saltshaker on May 11, 2011, 03:48:56 AM
I'd go with 5: It's only been two days, chillax.
^3
chilling counts as laziness :P
I've been playin Minecraft mostly :af:
but hey...
I've been working on my countless number of projects and stuff as well :D
VILE, wherever you are, hurry up with that Double-Patcher!
I have no idea how to double-patch with this thing!
I'm having similar issues with the whole patching thing too, since no matter what, it comes out incorrect, but you just have to be patient.
Agreed.
I've tried this and it just said it wasn't responding. What went wrong?
What model are you using?
We need more information for an answer.
Yeah, for example:
I'm using the Lucario model and need help double-patching.
There's an answer most could help me with. With a question like yours, it makes it hard for the person to help you out...
Oh sorry I'm useing the Geno over Lucas port to make a Mii vertex.
any update on the progress??
Sort of a bump, but I need to ask a question to people who actually managed to go up to the part where you'll need double-patching :
How did you interpret and execute this part of the ReadMe ?
5. Put the MDL0 file you converted with AiS in with the OBJ files and VVBox and name it "original.mdl0"
That doesn't make any sort of sense to me. MDL0 converted with AiS ? What the doubleyuuteaheff ?
If I try to run the program with the original .mdl0 I had at the beginning, it gets an error right from the start. Something related to the input format being wrong.
The only result I had was by renaming the original.brres to original.mdl0, which is extremely stupid, and it produces an unedited new.mdl0.
I'd just like to know what happens to get through this part. In accurate words.
^
This, dammit. This.
I can't say I've used this method, but I have used AiS, and it takes a ModelData[0]. So try using BrawlBox to make a new BRRES, set it to ModelData, import the model, then save it and put it in AiS.
It doesn't really answer my question.
The program only answers to an MDL0 file. However, it crashes when I use the original MDL0 like "explained" and the same thing happenned to Jack. So If it's neither a MDL0, nor any other file, then there must be a problem somewhere.
Ok I saw a tonne of people couldn't get this to work (purely because it didn't support many characters). Initially I planned this release with many more features, but because I probably won't work on this too much in the near future, I just released a version that has complete character support.
Quote from: VILE on June 15, 2011, 03:27:23 AM
Ok I saw a tonne of people couldn't get this to work (purely because it didn't support many characters). Initially I planned this release with many more features, but because I probably won't work on this too much in the near future, I just released a version that has complete character support.
Vegeta. D:
Quote from: SmashClash on June 15, 2011, 03:32:15 AM
Vegeta. D:
I have a lot more planned for Vegeta, but I don't really want to steal Beyonds spotlight with my own version, so I might fix it and release it while I work on my own.
awesome what do you have in mean all the vegetas from all sagas + SSJ?
i just requested it in vertex request boards since last i heard you dont got the files and beyondyou was slacking
Quote from: Miacis Kusanagi on June 14, 2011, 05:49:46 PM
It doesn't really answer my question.
The program only answers to an MDL0 file. However, it crashes when I use the original MDL0 like "explained" and the same thing happenned to Jack. So If it's neither a MDL0, nor any other file, then there must be a problem somewhere.
curse me if I'm late on explaining this, but AIS runs brres files...
EDIT: above comment prbly was not needed...
sry I don't use your program vile :P
Quote from: Tcll on June 15, 2011, 12:53:49 PM
curse me if I'm late on explaining this, but AIS runs brres files...
EDIT: above comment prbly was not needed...
sry I don't use your program vile :P
No problem, AiS does run off brres/pac files.
This will get me back to vertexing...
full support?
no need to patch every polygon one by one?
must try.
Quote from: jokekid on June 15, 2011, 03:37:52 PM
full support?
no need to patch every polygon one by one?
must try.
Bleach hack coming our way? :af:
Quote from: Tcll on June 15, 2011, 12:53:49 PM
curse me if I'm late on explaining this, but AIS runs brres files...
That's like waaayyy off what I'd asked. I know that AiS converts BRRES, thanks. Since I wrote a tutorial for a DAE-based method, I should know by now.
I was talking about
VILE's program working quirky with an MDL0.
Anyways, let's try it again with v 0.2 ...
Edit : What a surprise. I get the exact same error.
So yeah, clarifications on that step please ?
Quote4. Put the MDL0 file you converted with AiS in with the OBJ files and VVBox and name it "original.mdl0"
I mean, it's not like it's the third time I asked, and that both Jack and I asked the same thing in the Admin section ...
Either that step is really porrly explained, or we'll need a few clarifications on what exactly do we need for settings to export the OBJ files. I really don't think the issue could be coming from anywhere else considering how short that mathod is.
Quote from: Miacis Kusanagi on June 15, 2011, 08:44:21 PM
That's like waaayyy off what I'd asked. I know that AiS converts BRRES, thanks. Since I wrote a tutorial for a DAE-based method, I should know by now.
I was talking about VILE's program working quirky with an MDL0.
Anyways, let's try it again with v 0.2 ...
Edit : What a surprise. I get the exact same error.
So yeah, clarifications on that step please ?
I mean, it's not like it's the third time I asked, and that both Jack and I asked the same thing in the Admin section ...
Either that step is really porrly explained, or we'll need a few clarifications on what exactly do we need for settings to export the OBJ files. I really don't think the issue could be coming from anywhere else considering how short that mathod is.
Sorry, yeh that step is poorly written (I never noticed it before).
This is what you need in the VVBox folder:
- The original MDL0 file (straight from a fresh pac file) and name it "original.MDL0".
- The OBJ you created from the dae file AiS gave you, name it "original.obj".
- The edited OBJ, name it "new.obj".
I will rewrite the readme with the next release.
hey Vile...
that's in Python right??
why not merge it with Tkinter and give yourself a dialog box to open the MDL0 and obj files :/
I'm thinking you just set a button to click for the open dialogs
(one for MDL0, the other for OBJ)
instead of having to name the files independently ;)
from Tkinter import *
mdl0 = askopenfilename(filetypes=[('Brawl MDL0', "*.mdl0")])
obj = askopenfilename(filetypes=[('Wavefront', "*.obj")])
Quote from: Tcll on June 16, 2011, 02:18:55 PM
hey Vile...
that's in Python right??
why not merge it with Tkinter and give yourself a dialog box to open the MDL0 and obj files :/
I'm thinking you just set a button to click for the open dialogs
(one for MDL0, the other for OBJ)
instead of having to name the files independently ;)
from Tkinter import *
mdl0 = askopenfilename(filetypes=[('Brawl MDL0', "*.mdl0")])
obj = askopenfilename(filetypes=[('Wavefront', "*.obj")])
Its in C#, I thought you knew I didn't know Python. Embarrassing as it is to admit, I don't know how to create a basic GUI (this includes open dialogs), I've been meaning to look into it, but I have been a bit lazy.
Quote from: VILE on June 16, 2011, 02:34:58 PM
Its in C#, I thought you knew I didn't know Python. Embarrassing as it is to admit, I don't know how to create a basic GUI (this includes open dialogs), I've been meaning to look into it, but I have been a bit lazy.
hey... don't be embarresed by it XD
Tkinter is apparently HARD
you won't believe how much trouble I have to go through to get 1 thing working >:O
why do you think my multi-reference importing on my converter doesn't work yet XD
the only reason I prefer Tkinter is because installing alternatives is a pain in the butt...
if wxPython and PythonCard were included with the Python distribution, I'd use those.
so yea... I'm not a pro either...
the best GUI I've done is my REFT viewer...
and even that sux ballz XDD
we edit the OBJ, or the dae and later export it as a new obj??
Quote from: jokekid on June 16, 2011, 04:14:17 PM
we edit the OBJ, or the dae and later export it as a new obj??
Export the original as an OBJ, name it original.obj, make the edits, and export again, but name it new.obj.
Quote from: VILE on June 16, 2011, 12:37:08 AM
Sorry, yeh that step is poorly written (I never noticed it before).
This is what you need in the VVBox folder:
- The original MDL0 file (straight from a fresh pac file) and name it "original.MDL0".
- The OBJ you created from the dae file AiS gave you, name it "original.obj".
- The edited OBJ, name it "new.obj".
I will rewrite the readme with the next release.
With v0.1, renaming the .brres file would make your program at least kick out a "success" message, even though it didn't work...
You've since clarified that the "original.mdl0" file is, in actuality, the mdl0 file within the .pac file. Tried the same thing with v0.2, and I get the same error. Your second two lines of explanation 'make sense' to me, but perhaps not in the same way you've got it 'making sense' up in your head. Obviously, an OBJ file comes from exporting it within 3ds max, which was using the DAE file.
Questions:
1) The OBJ file that we export from 3DS Max. We ARE exporting the entire model (every frigg'n polygon highlighted) as the .obj, right? I mean... that was the point of going this route instead of every other route for vertex editing, right?
2) The OBJ file that we export from 3DS Max... What in the bloody freaking hell are the export settings. (and for that matter, the import settings of the .DAE file, in case Miacis and I are just completely bastardizing the entire operation).
Thanks VILE, can't wait (seriously, can you tell?) until this method starts working. Save us a crapload of time.
The upcoming version should require no patching and only an MDL0 file and 1 OBJ file.
Quote from: VILE on June 18, 2011, 06:52:16 AM
The upcoming version should require no patching and only an MDL0 file and 1 OBJ file.
No patching sounds fantastic... Can't wait! ;D
(This will hopefully make characters like Bowser and Lucario more fun to work with.)
only a mdl0 and an OBJ??
sounds great, but idk what to believe dude, u say this method is working for all characters, for me it'll just crash and give me nothing... so why dont u first make a video showing how its done before promissing more and more... sorry if i sounded too rude, but its just that i havent seen a single post here saying that it works...
Quote from: jokekid on June 18, 2011, 10:42:36 AM
only a mdl0 and an OBJ??
sounds great, but idk what to believe dude, u say this method is working for all characters, for me it'll just crash and give me nothing... so why dont u first make a video showing how its done before promissing more and more... sorry if i sounded too rude, but its just that i havent seen a single post here saying that it works...
It works, people have seen small vertex hacks that I have made and I can guarantee I only use my own program. Video guides will come in time.
than at least explain GOOD what to do to make it work, what is the use of such an awesome program, when u dont know how to use it properly??
Quote from: jokekid on June 18, 2011, 12:49:50 PM
than at least explain GOOD what to do to make it work, what is the use of such an awesome program, when u dont know how to use it properly??
I thought it was pretty straight forward, but I do intend on making a better guide later.
I'm also Hype'd by the thought of no patching! ;D
Yes, since the whole patching thing is like a Donald Duck cartoon regardless of method.
IT. NEVER. COMES. OUT. CORRECT.
Even if I ****tuple patch it.
This cartoon in particular sums up the patching thing for me.
http://www.youtube.com/watch?v=0kxEEplK3sY&feature=related
Quote from: Eternal Yoshi on June 28, 2011, 01:28:05 AM
Yes, since the whole patching thing is like a Donald Duck cartoon regardless of method.
IT. NEVER. COMES. OUT. CORRECT.
Even if I ****tuple patch it.
This cartoon in particular sums up the patching thing for me.
http://www.youtube.com/watch?v=0kxEEplK3sY&feature=related
Yes, it will never come out right, you can only get it close on certain characters.
Anyway, I was working on this in secret, but BlackJax is making serious progress with Kryal's model importer, so I decided to stop (nothing revolutionary was being made with my program, I had just parsed the draw lists, verts, norms, UVs, objects and the weight table).
hello, this your program is great thank you for make it, but i have a trouble with snake he can be edited with your program? the program crash every time i try, any help please!
AiS wont work for me
Your instructions still aren't very clear. This sounds promising if you don't need to double or triple patch and sounds like it could be quite the timesaver.
But I think I'm just going to wait for the patch all objects in one go feature.
Both the links for your vertex box on Brawl Vault are down, could you reupload them please.
Quote from: Black Boo on July 29, 2011, 02:47:55 PMYour instructions still aren't very clear. This sounds promising if you don't need to double or triple patch and sounds like it could be quite the timesaver. But I think I'm just going to wait for the patch all objects in one go feature.
That's what I'm doing. I hate exporting.
ppl, i believe vile already gave up on this thing because of the dae importer...
Quote from: jokekid on August 03, 2011, 02:30:35 PMppl, i believe vile already gave up on this thing because of the dae importer...
But that's dumb because some characters you can't find in games. :srs:
but u can vertex and import that dae without patching >.<
Can someone who has this program upload it to mediafire and post the link here because both the ones on Brawl Vault are down.
Okay, so I can literally edit all the polygons I want to edit in one shot? >_>
That'll save me a hell of a time making a temporary Alpha 152 vertex over ZSS (whom I hope to port somehow.....) to use for my psa while I wait for BJ to finish the new BB.
Can someone who has this program upload it to mediafire and post the link here because both the ones on Brawl Vault are down. I want this program.