Poll
Question:
Is this useful?
Option 1: Yes
votes: 1
Option 2: No
votes: 1
Option 3: What´s an UV
votes: 6
Things you need:
- A computer
- 3DS Max 8
- BrawlBox
- Da Script (http://www.mediafire.com/?dcbhs8o46bp944b)
Start:1.- Create .dae and export your MDL0 File
2.- Import .dae
3.- Load script and fix Ais import
4.- Hide unselected
5.- Click on the polygon you want to edit the UV
6.- Go to modifiers, then UV, and finally Unwrap UVW
7.- Click on edit
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8.- A window will appear, click on maps, then choose the texture
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9.- MOVE THE UV POINTS TO YOUR LIKINGS! you can look at the scene to see how the textures map
extra step.- Remember to save your UV edits ;)
10.- Right-Click, then rotate
11.- Select all and then rotate them 180°
12.- Look at the number next to the texture map
13.- In brawlbox, open your model, then go to UV Points and then export the one which has the number you found before
14.- On the script, change the export options to Texture Cordinates
15.- Export? select the UV set you extracted before
16.- Select the MDL0 File you extracted before
17.- VOILA! the uv should display correctly on brawlbox, if not, adjust them until they do.
any questions just ask me
I needed this a while ago. I'll try this tutorial next time I need UV editing. You´ll be my hero if it works :happy:
well, it should, if not, feel free to ask ;)
Will this work for max 10 since we can import the daes into that as well?
Not much has changed between 8 and 10 besides interface soo...
I can't import the DAE without it crashing 3DsMax or BrawlBox. And i have the OpenCollada plug in :c what do? When I export SMD into PMD and import it the texture screws up BIG time
Quote from: Ms Spinda on November 01, 2011, 01:51:51 AM
I can't import the DAE without it crashing 3DsMax or BrawlBox. And i have the OpenCollada plug in :c what do? When I export SMD into PMD and import it the texture screws up BIG time
which version of 3DS Max are you using? at which moment does it crash?
Quote from: MaxedOut on October 30, 2011, 04:59:50 PM
Will this work for max 10 since we can import the daes into that as well?
Not much has changed between 8 and 10 besides interface soo...
it should, as long as you can import and fix the model on 3DS Max you´ll be fine
im using Max 2009, OpenCOLLADA 3.0, and it crashes whenever I try to import the DAE into the brres. Im using the 65v of Brawl Box, and it'll import PMDs without crashing, but it screws the texture up royally
Quote from: Ms Spinda on November 01, 2011, 03:55:58 PM
im using Max 2009, OpenCOLLADA 3.0, and it crashes whenever I try to import the DAE into the brres. Im using the 65v of Brawl Box, and it'll import PMDs without crashing, but it screws the texture up royally
oooo
i think i know wats your problem
are you following the tutorial carefully(using the PMD script with 3DS Max and all that stuff)?
yes :c but sometimes he'll say "make sure to have suchnsuch unchecked/checked" and i dont have an option for those
EDIT: it also seems to have a problem with exporting a DAE from a PMD and a PMD from a DAE
that suchnsuch may be your problem
what do you mean by not having an option for those?
my pop up looks different than his when he exports ; - ;
hey dot, i think i know why my UV edi doesn work, i just read that brawl only reads textures correctly if the size of the bitmap is a multiple of 8, so maybe my texture isnt... i gonna check it out now
Quote from: jokekid on November 01, 2011, 10:16:05 PM
hey dot, i think i know why my UV edi doesn work, i just read that brawl only reads textures correctly if the size of the bitmap is a multiple of 8, so maybe my texture isnt... i gonna check it out now
*facepalm*
hope that´s the problem
Quote from: Ms Spinda on November 01, 2011, 04:53:17 PM
my pop up looks different than his when he exports ; - ;
what´s the message that pops out for you?
this is what i get when i try exporting SMD to DAE
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:c
I can't get this to work. I edited the UVs then rotated them 180°. Exported verts (texture cordinates selected), selected the UV set i wanted to replace, then the MDL0 but when I preview it it looks the same. Any idea of what I may be doing wrong?
EXACTLY the same?
what do you mean exactly the same? If that is what I did? well I think I did that. However, I checked again and the UVs did change. They did not change all as I had them in 3ds Max tough. Only a small portion changed, the rest stayed the same.
u mustnt rotate the texture 180º, u must mirror it vertically...
If you rotate it 180° it mirrors vertically, or so I think. I´ll try again and make sure to mirror it vertically.
Quote from: Iwvi on November 08, 2011, 05:09:12 AM
what do you mean exactly the same? If that is what I did? well I think I did that. However, I checked again and the UVs did change. They did not change all as I had them in 3ds Max tough. Only a small portion changed, the rest stayed the same.
and do the UV look exactly like the originals?
Quote from: jokekid on November 08, 2011, 10:22:23 AM
u mustnt rotate the texture 180º, u must mirror it vertically...
well, when i edited sheik´s UV, i had to flip them vertically
you might not to if horizontally gets it right
Quote from: Dot on November 08, 2011, 09:35:11 PMand do the UV look exactly like the originals?
Yes It did, almost. I was editing marth's upper body. I followed the tutorial, and at the end the only change was that the red gem he has on his body changed. The rest of the body remained the same. I did not edit the gems UVs, only the ones in the body, but those did not change.
AH THAT
it may be a different UV you are changing
according to jokekid, the body UV´s are between #8 and #13
I discovered that XD. But now I change the UVs but they do not coordinate properly, I flip them vertically but they are still messed up.
pictures or it didnt happen
Forget about it, I fixed it. Thanks anyway, this tutorial was indeed really helpful and saved me a lot of hexing. I moved all of them up little by little after fliping them, until they were correctly positioned. Thanks for the help.
yay first succesful customer!
:c
ah yeah
well, as i told you, that stuffnstuff may be your issue