RandomTBush has succsesfully Imported Bill's Hat TF2 Into Brawl On Jigglypuff!
Quote from: From RandomTBush. This is from Smash Boards.Alright, if this doesn't prove that I understand the MDL0 format, I don't know what will.


Download link is right here. It'll only work over Jigglypuff's sleep hat, as that's what I rebuilt it over.
http://www.mediafire.com/download.php?3yw3zly1znz
THIS IS PROOF THAT THE END OF BRAWL HACKING IS NIGH. (not joking)
Soon we will have hacked EVERYTHING inside Brawl!!
No one payed attention to the Dragon Ball Z ring?
Well honestly I don't know what TF2 is but this is cool :3
Team Fortress is a shoot with teams put simply. AND ITS NOT FOR WII AND RANDOM T BUSH TOLD US HOW HE DID IT!
Quote from: luigiman1928 on February 20, 2010, 05:13:59 AM
Team Fortress is a shoot with teams put simply. AND ITS NOT FOR WII AND RANDOM T BUSH TOLD US HOW HE DID IT!
Looks like a vertex to me.
I looked inside the File for it with my Hex editor, and it doesnt even say MDL0 in it!
Quote from: OizenX on February 20, 2010, 04:39:32 PM
Quote from: luigiman1928 on February 20, 2010, 05:13:59 AM
Team Fortress is a shoot with teams put simply. AND ITS NOT FOR WII AND RANDOM T BUSH TOLD US HOW HE DID IT!
Looks like a vertex to me.
I can assure you that it is
not a vertex hack, OizenX. I actually built a new model over the hat.
Don't believe me? Pick
any hat from the list on this page (http://tf2wiki.net/wiki/Hats), and I'll put it on Jigglypuff's head. Doesn't matter which one.
Quote from: RandomTBush on February 20, 2010, 08:15:31 PM
Quote from: OizenX on February 20, 2010, 04:39:32 PM
Quote from: luigiman1928 on February 20, 2010, 05:13:59 AM
Team Fortress is a shoot with teams put simply. AND ITS NOT FOR WII AND RANDOM T BUSH TOLD US HOW HE DID IT!
Looks like a vertex to me.
I can assure you that it is not a vertex hack, OizenX. I actually built a new model over the hat.
Don't believe me? Pick any hat from the list on this page (http://tf2wiki.net/wiki/Hats), and I'll put it on Jigglypuff's head. Doesn't matter which one.
http://tf2wiki.net/wiki/Mining_light
Not that I don't believe you I just like that hat.
So do it.
That's awesome. I'm gotta get this :D
Have you ever tried Pikachu?
And my pick is http://tf2wiki.net/wiki/Prussian_pickelhaube
Quote from: Edgeworth on February 20, 2010, 09:57:24 PM
That's awesome. I'm gotta get this :D
Have you ever tried Pikachu?
And my pick is http://tf2wiki.net/wiki/Prussian_pickelhaube
that on pikachu= win
http://tf2wiki.net/wiki/Otolaryngologist%27s_mirror
Please on Mario.
STOVE PIPE HAT!
BONK HAT!
... on Captain Falcon... Okay, not really. Those hats would be awesome on anybody.
lol this turned into a request thread. I'm pretty sure he said he'll put it on Jigglypuff guys.
Quote from: LookItsLink on February 21, 2010, 12:21:05 AM
lol this turned into a request thread. I'm pretty sure he said he'll put it on Jigglypuff guys.
I know, but Pikachu needs some love too.
Quote from: LookItsLink on February 21, 2010, 12:21:05 AM
lol this turned into a request thread. I'm pretty sure he said he'll put it on Jigglypuff guys.
Yeah. The main reason I chose Jigglypuff is because it and Pikachu are the only two characters that get new props for alternate costumes. Aaaaand another reason was because one of its alternate costumes has the hat as a separate model (green team / sleep hat). I had originally tried it on a different costume, and... Well, let's just say that after rebuilding the MDL0 to have larger entries, if
one thing is not linked properly for whatever reason, it ain't gonna work properly. (I still don't know what went wrong.)
(http://img.photobucket.com/albums/v336/RandomTalkingBush/SSBB-OopsIBrokeIt.jpg)
Oh, and as for why I chose Bill's hat out of all the ones available in Team Fortress 2... First of all, my real name's Bill, Bill's my favourite character in Left 4 Dead, and it's the only way I'll ever be able to wear that hat (since it's a bonus that you get in TF2 for pre-ordering Left 4 Dead 2, which didn't do). XP
Quote from: Edgeworth on February 20, 2010, 09:57:24 PM
That's awesome. I'm gotta get this :D
Have you ever tried Pikachu?
And my pick is http://tf2wiki.net/wiki/Prussian_pickelhaube
Haven't tried anything with Pikachu yet, but I'll try that later.
Quote from: luigiman1928 on February 20, 2010, 11:39:15 PM
http://tf2wiki.net/wiki/Otolaryngologist%27s_mirror
Please on Mario.
That would be perfect for the Dr. Mario that's being worked on, so I'll do that at a later time. :)
(http://img.photobucket.com/albums/v336/RandomTalkingBush/SSBB-MiningLight.png)
One Mining Light, coming right up. I'll test it out in-game as soon as my older brother's finished using the Wii. (He's playing No More Heroes 2: Desperate Struggle at the moment.)
please do the doctor hat thing.
We only need the model and then we have Dr. Mario in Brawl.
Quote from: RandomTBush on February 21, 2010, 01:28:02 AM
Oh, and as for why I chose Bill's hat out of all the ones available in Team Fortress 2... First of all, my real name's Bill, Bill's my favourite character in Left 4 Dead, and it's the only way I'll ever be able to wear that hat (since it's a bonus that you get in TF2 for pre-ordering Left 4 Dead 2, which didn't do). XP
Then you should have done the ]BILLy[censored] (http://tf2wiki.net/wiki/Backbiter's_billy%5Bcensored) it still has your name in it, they look totally awesome, and it's the only way I'll ever be able to wear that hat because i can't find a decent one in real life. XP
Quote from: luigiman1928 on February 22, 2010, 03:32:32 AM
please do the doctor hat thing.
We only need the model and then we have Dr. Mario in Brawl.
None of you realize that Mario would have a huge hole in his head.
His hair is not under his hat except in the taunt.
add the hair in PSA
I assume there'd be a Dr. Mario one anyway.
Thats exactly what i meant.
random? can you please tell me how to do this
Quote from: puls-z0r on February 22, 2010, 11:55:48 PM
random? can you please tell me how to do this
Sure. Lemme go get my post from the SmashBoards.
Quote from: RandomTBushI exported the hat from the original SMD file to a DAE, converted the vertex, normal and UV mapping values to hex float (by using the 3DS export method used for vertex hacking), and put those all in the MDL0 file. THEN, I took DAE and put it through the Collada Refinery, with the "Tristripper" option so that the "triangle" values were condensed into tristrips (which are so much smaller than having thousands of values for the original triangles). These are the tristrip values for the Bill's hat:
<p>0 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 186 189 202 187 190 203 197 200 213 198 201 214 240 243 256 241 244 257 223 226 239 225 228 241 224 227 240 226 229 242 312 320 332 226 229 242 313 321 333 243 246 259 60 322 334 248 251 264 251 254 267 249 252 265 250 253 266 256 259 272 257 260 273 264 267 280 265 268 281 169 172 185 139 142 155 170 173 186 140 143 156 167 170 183 168 171 184 166 169 182 179 182 195 151 154 167 158 161 174 148 151 164 146 149 162 147 150 163 145 148 161 153 156 169 154 157 170 297 304 317 296 303 316 135 138 151 133 136 149 134 137 150 131 134 147 126 128 141 124 125 138 125 127 140 41 126 139 125 127 140 42 130 143 125 127 140 128 131 144 232 235 248 233 236 249 11 11 11 234 237 250 10 10 10 215 218 231 213 216 229 214 217 230 216 219 232 217 220 233 236 239 252 237 240 253 194 197 210 195 198 211 185 188 201 196 199 212 186 189 202 196 199 212 197 200 213 239 242 255 240 243 256 221 224 237 223 226 239 222 225 238 224 227 240 310 317 330 224 227 240 311 318 331 312 320 332</p>
<p>6 6 6 7 7 7 8 8 8 0 0 0 182 185 198 183 186 199 192 195 208 193 196 209 235 238 251 236 239 252 235 238 251 216 219 232 235 238 251 213 216 229 235 238 251 10 10 10 192 195 208 191 194 207 182 185 198 190 193 206 180 183 196 188 191 204 181 184 197 189 192 205 282 285 298 281 284 297 151 154 167 280 283 296 303 310 323 245 248 261 301 308 321 299 306 319 300 307 320 298 305 318 152 155 168 153 156 169 152 155 168 147 150 163 150 153 166 148 151 164 150 153 166 151 154 167 149 152 165 302 309 322 300 307 320 302 309 322 301 308 321 302 309 322 303 310 323 151 154 167</p>
<p>7 7 7 1 1 1 0 0 0</p>
<p>9 9 9 10 10 10 9 9 9 11 11 11 230 233 246 231 234 247 127 129 142 125 127 140 127 129 142 126 128 141 129 132 145 134 137 150 293 300 313 135 138 151 292 299 312 297 304 317 298 305 318 153 156 169</p>
<p>12 12 12 13 13 13 14 14 14 41 41 41 14 14 14 42 42 42 14 14 14 43 43 43 14 14 14 44 44 44 12 12 12 45 45 45 12 12 12 46 46 46 15 15 15 47 47 47 17 17 17 48 48 48 19 19 19 49 49 49 21 21 21 50 50 50 23 23 23 51 51 51 23 23 23 52 52 52 24 24 24 53 53 53 32 32 32 54 54 54 30 30 30 55 55 55 28 28 28 56 56 56 27 27 27 57 57 57 27 27 27 58 58 58 25 25 25 59 59 59 25 25 25 60 60 60 25 25 25 61 61 61 26 26 26 62 62 62 29 29 29 63 63 63 31 31 31 35 35 35 33 33 33 34 34 34 22 22 22 36 36 36 22 22 22 37 37 37 20 20 20 38 38 38 18 18 18 39 39 39 16 16 16 40 40 40 13 13 13 40 40 40 41 41 41</p>
<p>12 12 12 15 15 15 13 13 13 15 15 15 16 16 16 17 17 17 18 18 18 19 19 19 20 20 20 21 21 21 22 22 22 23 23 23 22 22 22 24 24 24 33 33 33 32 32 32 31 31 31 30 30 30 29 29 29 28 28 28 26 26 26 27 27 27 25 25 25</p>
<p>64 64 64 65 65 65 66 66 66 67 67 67 70 70 70 68 68 68 69 69 69 71 71 71 72 72 72 88 88 88 112 112 113 89 89 89 111 111 112 87 87 87 110 110 111 86 86 86 109 109 110 108 108 109 114 114 127 108 108 109 45 45 126 108 108 109 46 46 125 107 107 108 47 47 124 106 106 107 48 48 123 105 105 106 49 49 122 104 104 105 50 50 121 103 103 104 51 51 120 102 102 103 52 52 119 77 77 77 53 53 118 74 74 74 54 54 117 73 73 73 55 55 116 101 101 102 56 56 115 100 100 101 57 57 99 99 99 100 97 97 97 92 92 92 96 96 96 65 65 65 95 95 95 64 64 64 93 93 93 113 113 114 122 122 135 113 113 114 121 121 134 70 70 70 120 120 133 69 69 69 119 119 132 72 72 72 118 118 131 112 112 113 117 117 130 111 111 112 116 116 129 110 110 111 115 115 128 109 109 110 115 115 128 114 114 127</p>
<p>73 73 73 74 74 74 75 75 75 76 76 76 65 65 65 78 78 78 79 79 79 77 77 77 79 79 79 102 102 103 80 80 80 103 103 104 81 81 81 104 104 105 82 82 82 105 105 106 83 83 83 106 106 107 84 84 84 107 107 108 85 85 85 108 108 109 85 85 85 86 86 86 65 65 65 87 87 87 65 65 65 89 89 89 65 65 65 88 88 88 65 65 65 71 71 71 65 65 65 68 68 68 67 67 67</p>
<p>74 74 74 77 77 77 76 76 76 78 78 78</p>
<p>65 65 65 79 79 79 65 65 65 80 80 80 65 65 65 81 81 81 65 65 65 82 82 82 65 65 65 83 83 83 65 65 65 84 84 84 85 85 85</p>
<p>90 90 90 65 65 65 91 91 91 92 92 92 100 100 101 99 99 100</p>
<p>93 93 93 94 94 94 95 95 95 94 94 94 96 96 96 94 94 94 97 97 97 98 98 98 57 57 99</p>
<p>100 100 101 101 101 102 91 91 91 101 101 102 90 90 90 73 73 73 90 90 90 75 75 75 65 65 65</p>
<p>70 70 70 113 113 114 66 66 66 64 64 64</p>
<p>122 122 135 123 123 136 93 93 93 123 123 136 94 94 94 123 123 136 98 98 98</p>
<p>40 124 137 124 125 138 40 124 137 41 126 139</p>
<p>130 133 146 131 134 147 132 135 148 124 125 138 132 135 148 40 124 137 132 135 148 39 297 310 291 298 311 290 295 308 130 133 146 294 301 314 295 302 315 137 140 153 136 139 152 138 141 154 144 147 160 142 145 158 143 146 159 156 159 172 157 160 173 177 180 193 178 181 194 171 174 187 168 171 184 171 174 187 140 143 156 141 144 157 139 142 155 266 269 282 265 268 281 258 261 274 257 260 273 253 256 269 250 253 266 252 255 268 251 254 267 61 327 339 60 322 334</p>
<p>130 133 146 133 136 149 131 134 147</p>
<p>143 146 159 145 148 161 144 147 160 154 157 170 136 139 152 296 303 316 295 302 315 133 136 149 130 133 146</p>
<p>143 146 159 146 149 162 145 148 161</p>
<p>149 152 165 152 155 168 150 153 166</p>
<p>138 141 154 155 158 171 142 145 158 155 158 171 156 159 172 176 179 192 177 180 193 172 175 188 171 174 187 172 175 188 141 144 157 267 270 283 266 269 282 267 270 283 258 261 274 259 262 275 253 256 269 260 263 276 254 257 270 261 264 277 63 325 337 261 264 277 35 324 336 261 264 277 34 323 335 271 274 287 36 292 305 279 282 295 289 293 306 173 176 189 294 301 314 173 176 189 137 140 153 174 177 190 138 141 154 175 178 191 155 158 171 175 178 191 176 179 192 276 279 292 172 175 188 268 271 284 267 270 283 268 271 284 259 262 275 269 272 285 260 263 276 270 273 286 261 264 277 270 273 286 271 274 287 278 281 294 279 282 295 278 281 294 173 176 189 278 281 294 174 177 190 277 280 293 175 178 191 277 280 293 276 279 292 269 272 285 268 271 284</p>
<p>157 160 173 146 149 162 143 146 159</p>
<p>157 160 173 158 161 174 146 149 162</p>
<p>159 162 175 151 154 167 160 163 176 161 164 177 205 208 221 206 209 222 204 207 220 207 210 223 275 278 291 169 172 185 275 278 291 264 267 280 263 266 279 256 259 272 255 258 271 249 252 265 247 250 263 248 251 264 247 250 263 243 246 259 242 245 258 226 229 242 242 245 258 225 228 241 242 245 258 241 244 257 246 249 262 198 201 214 262 265 278 273 276 289 272 275 288 212 215 228 203 206 219 200 203 216 202 205 218 199 202 215 159 162 175 199 202 215 151 154 167 201 204 217 210 213 226 211 214 227 287 290 303 288 291 304 5 5 5 288 291 304 187 190 203 273 276 289 198 201 214</p>
<p>151 154 167 162 165 178 161 164 177 162 165 178 206 209 222 208 211 224 207 210 223 209 212 225 169 172 185 209 212 225 170 173 186 164 167 180 167 170 183 163 166 179 165 168 181 151 154 167 165 168 181 166 169 182 167 170 183</p>
<p>151 154 167 163 166 179 162 165 178 164 167 180 208 211 224 209 212 225</p>
<p>178 181 194 158 161 174 157 160 173</p>
<p>178 181 194 179 182 195 158 161 174</p>
<p>6 6 6 180 183 196 6 6 6 181 184 197 283 286 299 282 285 298 283 286 299 151 154 167 284 287 300 285 288 301 7 7 7 285 288 301 1 1 1 286 289 302 3 3 3 287 290 303 5 5 5</p>
<p>6 6 6 8 8 8 180 183 196 182 185 198</p>
<p>0 0 0 2 2 2 183 186 199 184 187 200 193 196 209 194 197 210 236 239 252</p>
<p>2 2 2 185 188 201 184 187 200 194 197 210</p>
<p>2 2 2 4 4 4 185 188 201 186 189 202</p>
<p>199 202 215 200 203 216 201 204 217 200 203 216 211 214 227 212 215 228 288 291 304 273 276 289</p>
<p>202 205 218 204 207 220 203 206 219 274 277 290 272 275 288 274 277 290 262 265 278 263 266 279 262 265 278 255 258 271 246 249 262 247 250 263 242 245 258</p>
<p>202 205 218 205 208 221 204 207 220</p>
<p>205 208 221 202 205 218 160 163 176 159 162 175</p>
<p>217 220 233 218 221 234 214 217 230 307 314 327 214 217 230 306 313 326 215 218 231 305 312 325 234 237 250 304 311 324 233 236 249 304 311 324 128 131 144</p>
<p>217 220 233 219 222 235 218 221 234 220 223 236 308 315 328 220 223 236 309 316 329 222 225 238 309 316 329 310 317 330</p>
<p>219 222 235 221 224 237 220 223 236 222 225 238</p>
<p>227 230 243 228 231 244 229 232 245 293 300 313 229 232 245 292 299 312 244 247 260 299 306 319 244 247 260 245 248 261 189 192 205 245 248 261 281 284 297 280 283 296</p>
<p>227 230 243 9 9 9 228 231 244 230 233 246 129 132 145 127 129 142</p>
<p>11 11 11 232 235 248 231 234 247 125 127 140</p>
<p>237 240 253 238 241 254 217 220 233 238 241 254 219 222 235 239 242 255 221 224 237</p>
<p>189 192 205 188 191 204 244 247 260 188 191 204 229 232 245 188 191 204 227 230 243 190 193 206 9 9 9 191 194 207 10 10 10</p>
<p>195 198 211 238 241 254 237 240 253</p>
<p>195 198 211 196 199 212 238 241 254 239 242 255</p>
<p>253 256 269 254 257 270 252 255 268 62 326 338 61 327 339</p>
<p>274 277 290 275 278 291 263 266 279</p>
<p>277 280 293 270 273 286 269 272 285</p>
<p>277 280 293 278 281 294 270 273 286</p>
<p>151 154 167 286 289 302 285 288 301</p>
<p>151 154 167 210 213 226 286 289 302 287 290 303</p>
<p>204 207 220 275 278 291 274 277 290</p>
<p>179 182 195 178 181 194 168 171 184</p>
<p>36 292 305 289 293 306 37 294 307 290 295 308 38 296 309 39 297 310</p>
<p>130 133 146 132 135 148 291 298 311</p>
<p>289 293 306 294 301 314 290 295 308</p>
<p>298 305 318 299 306 319 292 299 312</p>
<p>228 231 244 129 132 145 293 300 313</p>
<p>218 221 234 308 315 328 307 314 327</p>
<p>7 7 7 6 6 6 284 287 300 283 286 299</p>
<p>300 307 320 152 155 168 149 152 165</p>
<p>63 325 337 62 326 338 254 257 270</p>
<p>45 45 340 44 44 341 114 114 342 314 328 344 115 115 345 323 345 363 324 346 364 315 330 347 317 333 350 305 332 349 317 333 350 306 334 351 318 335 352 307 336 353 319 337 354 308 338 355 319 337 354 309 339 356 320 340 357 310 341 358 321 342 359 311 319 360 331 353 371 312 354 372 334 358 381 313 357 380 333 356 377 60 60 379 333 356 377 59 59 378 333 356 377 58 58 376 332 355 374 57 57 375 332 355 374 98 98 373 335 359 383 123 123 382 330 352 370 122 122 391 329 351 369 121 121 390 328 350 368 120 120 389 327 349 367 119 119 388 327 349 367 118 118 387 326 348 366 117 117 386 325 347 365 116 116 385 324 346 364 116 116 385 115 115 345</p>
<p>43 43 343 314 328 344 43 43 343 44 44 341</p>
<p>304 329 346 315 330 347 316 331 348 323 345 363 322 343 361 314 328 344 322 343 361 43 43 343 128 344 362 42 42 384</p>
<p>304 329 346 305 332 349 315 330 347</p>
<p>304 329 346 322 343 361 304 329 346 128 344 362</p>
<p>304 329 346 316 331 348 322 343 361</p>
<p>317 333 350 325 347 365 324 346 364</p>
<p>317 333 350 318 335 352 325 347 365 318 335 352 326 348 366 319 337 354 327 349 367 319 337 354 328 350 368 320 340 357 329 351 369 321 342 359 330 352 370 331 353 371 335 359 383 334 358 381 332 355 374 333 356 377</p>
The reason I had asked for a batch hex converter a while back was so that I could convert all those values to hex. Every tristrip has a minimum of 3 values -- the first one links to the vertex point, the second is for normals, and the third is for UV mapping, and the amount of values was always a multiple of 3 because of that. Every chunk of values in between the <p> and </p> tags was for a different tristrip, so I put a "9800FF" before each and every one of those. Then, I counted the number of values between those tags and divided by 3, then changed the "FF" at the end of the "9800FF" I put in to that value (in hex) then stuck it into the model file under the Polygons section when I was done. Finally, after injecting the new values, I had to re-link every single node in the MDL0 file. I still believe that my earlier attempt had at least one incorrectly linked offset. If even a single offset in the MDL0 is off, the whole thing breaks (which is why I had so much trouble getting it working by rebuilding Jigglypuff's entire model -- using the sleep hat gave me so much less that I had to worry about re-linking).
This could work for rigged models, too, but I'm really not sure how they're set up yet. It
does work for things with only one bone, though.
(http://img.photobucket.com/albums/v336/RandomTalkingBush/SSBB-MiningLightPuff.jpg)
Finished the Mining Light now. Just like the Bill's Hat, it only will work over FitPurin02, because the hat's a separate model. (I have to try again with rebuilding a complete model, since my earlier attempts failed.)
http://www.mediafire.com/download.php?yh4tdkzzzze
Jiggs still doesn't have a fedorah but I gotta say the mining hat is friggin sweet.
Would It be possible to put hats of playable characters in Brawl on Jigglypuff through the use of Kirby hats? Because you can't give Jigglypuff Mario's hat because Mario's hat is part of his model, But the Mario Kirby hat is separate from Kirby, So what It be possible to give It to Jigglypuff? Also, Using the method described above, Would It be possible to make Kirby hats out of TF2 hats?
How the **** did you do that?I herd the game dosen't even use mdl0 files.
RandomT, you should upload the jigglypuff to the vault, I saw it for the first time on a youtube video and didn't know where to find it xD
Man, I hope there's a way to hex it in. I don't always wanna replace the green slot.
Couldnt you just put the thing on the green slot then replace 00 with it? Like rename the Pac Fitpurin00? Wouldnt it still have the same qualities?
You people need to educate yourselves about this. In Jigglypuff's sleep hat costume, The hat is a separate model from Jigglypuff. That's why these TF2 hat replacements only work on "FitPurin02", Jigglypuff doesn't have any other costumes where the hat is a separate model from Jigglypuff. That's also why replacing "FitPurin02" with a non-sleep hat costume will result in a freeze.
Yeah I got that but wouldnt technically just renaming it to fitpurin00 keep the model data and everything?
Or is it the fact that since it has the "00" the game doesnt try to read the hat and freezes?
Quote from: Hatsune Miku on April 22, 2010, 10:04:13 PM
Yeah I got that but wouldnt technically just renaming it to fitpurin00 keep the model data and everything?
Or is it the fact that since it has the "00" the game doesnt try to read the hat and freezes?
I already explained why that doesn't work. The only thing I can think to add to It is that the file name doesn't matter, It's the contents of the file that matter.
I think i get it now. O_o... Still. has anyone else been able to do this?
Quote from: OizenX on February 20, 2010, 05:09:22 AM
Well honestly I don't know what TF2 is but this is cool :3
Might as well dislike it since I like it also.
I had tried it yesterday, but no results. A regular jigglypuff only cares about the first model in the modeldata[0] with index and flags being zero.
I want this one:
http://tf2wiki.net/wiki/Max's_severed_head
OMG THIS OVER PIKACHU!! THIS OVER PIKACHU!!!
http://tf2wiki.net/wiki/Demoman%27s_%27fro
AFROCHU MUST EXIST!! HE MUST!!
http://galaxiadarkness.files.wordpress.com/2010/04/al_100408_0532-bin-out-copy.png
I WOULD USE HIM EVERY TIME I PLAY PIKACHU!! that and if you can somehow make the gloves.. i cant vertex :(
This one should be done over either Pikachu or Jigglypuff:
http://tf2wiki.net/wiki/Scotsman's_stove_pipe
Or this one:
http://tf2wiki.net/wiki/Hustler's_hallmark
I love it.
Everyone drools over it, I think its a lie.
When he does another one its the doubter's preference not the fans.
:af:
http://tf2wiki.net/wiki/Towering_pillar_of_hats
Just because...
Quote from: Mewtwo2000 on April 22, 2010, 09:21:57 AMRandomT, you should upload the jigglypuff to the vault, I saw it for the first time on a youtube video and didn't know where to find it xD
I will in a few days.
Anyway, sorry about not being able to work on any other requests at this moment. I've been busy with other things. I'll work on a few of your requests later, especially the ones for Pikachu... just so I can try rebuilding a whole model and not just one part like I did for the two Jigglypuff hats.
lol alright.. maybe someday ill be able vertex by myself.. but first i gotta clear my hard drive..
i only got %8 left on a 250GB hard drive XD so i cant install 3Ds MAX until i am able to clean up a bit!
Okay, both skins (and my old Ice Climbers "separate eyes" patch) were submitted to the BrawlVault, and are awaiting admin approval have been approved.
I... think I'll try making the Towering Pillar of Hats next, but this time, I'll try rebuilding one of the other Jigglypuff models, so that it won't be replacing the green team skin again.
Would it be possible to replace an item with a TF2 weapon?
Like the Maxim Tomato replaced by Heavy's Sandvich?
DUDE THAT WOULD BE EPIC-LY AWESOME!!
DO IT!! lol i sure am demanding arent i?
Quote from: CR4CK3RW0LF on April 29, 2010, 01:34:08 AM
DO IT!! lol i sure am demanding arent i?
I'll do it if he says it's possible, and I got tons of other ideas if it works.
Millions of fan requests. >_>
Quote from: Segab on April 28, 2010, 11:38:20 PMWould it be possible to replace an item with a TF2 weapon?
Like the Maxim Tomato replaced by Heavy's Sandvich?
Hm. I like that request. I'll do that, first.
Quote from: Captain Oizen on April 29, 2010, 03:34:44 AMMillions of fan requests. >_>
Yeah... If only I could modify the BrawlBox source that Kryal uploaded to enable saving, then I'd be able to blitz through them all. Until then, I gotta do things by hand.
Wut about the towering pillar of hats? :(
RandomTBush:
Quote from: ds22To bad just can't rip the head from the Mewtwo trophy and put it on Mew(cario)two's body.
Wait, if we can get Mewtwo's head from Melee with one bone in it and ask RandomTBush to convert (if possible) it like he did with Bill's hat and then get it in similar to how Roy's hair is done (I know Lucario doesn't have a sword glow, but he has those hand aura's) to replace his head.
Just a idea I got (a bit hard and totally unnecessarily to do, but I'm just stating it).
Or we could ask -BigSharkZ- for the values he used to get the perfect Mewtwo head, asfor I have read he's taking a break.
Do you still have that Mewtwo head?
If so, could you say if what I'm suggesting in my quote is possible?
Quote from: matteron on April 29, 2010, 07:57:35 PMWut about the towering pillar of hats? :(
I'll get to working on that, too.
Quote from: ds22 on April 29, 2010, 08:17:05 PM
RandomTBush:
Quote from: ds22To bad just can't rip the head from the Mewtwo trophy and put it on Mew(cario)two's body.
Wait, if we can get Mewtwo's head from Melee with one bone in it and ask RandomTBush to convert (if possible) it like he did with Bill's hat and then get it in similar to how Roy's hair is done (I know Lucario doesn't have a sword glow, but he has those hand aura's) to replace his head.
Just a idea I got (a bit hard and totally unnecessarily to do, but I'm just stating it).
Or we could ask -BigSharkZ- for the values he used to get the perfect Mewtwo head, asfor I have read he's taking a break.
Do you still have that Mewtwo head?
If so, could you say if what I'm suggesting in my quote is possible?
I honestly think that re-rigging Mewtwo to Lucario's skeleton would be better than just rebuilding his head and putting it over Lucario's model by other means. But that can't really be done right now. D:
But could you send me Mewtwo's head .obj (or vertex data to directly replace in BrawlBox) anyway (if you still have it of course)?
I have some plans. >D
Anyway, with re-rigging, you mean the trophy model from Brawl?
Quote from: ds22 on April 29, 2010, 08:58:25 PM
Anyway, with re-rigging, you mean the trophy model from Brawl?
I think he means putting the bones of a playable character on a trophy. Meaning the MewTwo trophy with Lucario's bones.
Quote from: PAVGN on April 29, 2010, 09:20:01 PM
Quote from: ds22 on April 29, 2010, 08:58:25 PM
Anyway, with re-rigging, you mean the trophy model from Brawl?
I think he means putting the bones of a playable character on a trophy. Meaning the MewTwo trophy with Lucario's bones.
That I know.
I was questioning the use of the Brawl trophy model instead of the Melee model.
If you can port mdl0 models in brawl, is it possible to port models from zelda twilight princess which are ported to de source engine? And if thats possible, is it then even possible to replace the ssbb link's master sword with one of the other sword?
...kinda confusing
But Ike's sword is. At least, when he is trowing it in the air... So it would still be useless...
Quote from: Quanno on May 02, 2010, 03:48:11 PM
But Ike's sword is. At least, when he is trowing it in the air... So it would still be useless...
The sword Ike throws up is an article, while Link doesn't have a sword article.
Quote from: RandomTBush on April 29, 2010, 03:55:58 AM
Quote from: Segab on April 28, 2010, 11:38:20 PMWould it be possible to replace an item with a TF2 weapon?
Like the Maxim Tomato replaced by Heavy's Sandvich?
Hm. I like that request. I'll do that, first.
cool, tell me if that works.
Quote from: Segab on May 03, 2010, 09:33:34 PMQuote from: RandomTBush on April 29, 2010, 03:55:58 AMQuote from: Segab on April 28, 2010, 11:38:20 PMWould it be possible to replace an item with a TF2 weapon?
Like the Maxim Tomato replaced by Heavy's Sandvich?
Hm. I like that request. I'll do that, first.
cool, tell me if that works.
(http://img.photobucket.com/albums/v336/RandomTalkingBush/Brawl-MetaKnightConsultsSandvich.jpg)
What was that, sandvich? "Kill them all"? GOOD IDEA! Ahahahahaha!
Sorry it took so long. I've been busy with other things for the past few weeks. Tomorrow, after I clean up the MDL0 file a bit, I'll release it. :)
Hey randomtbrush, are you ever gonna do my request for max's severed head?
Win. What does it replace?
Quote from: NecroMasterX on June 03, 2010, 12:27:19 PMHey randomtbrush, are you ever gonna do my request for max's severed head?
It's on my to-do list.
Quote from: BehindYou on June 03, 2010, 02:59:01 PMWin. What does it replace?
The Maxim Tomato. Maxim Tomato heals 50%, sandvich laying on the ground heals 50HP. Makes perfect sense.
whats the format on the polygon block.
its like header info then a bunch of strips.. but the strips have a format to them..
-[3bytes] 0x9800FF {start of strip?}
-[2bytes][x3] 3 Faces
-[1byte] 0x00 node?
..pattern repeats depending on the amount of faces in strip...
Quote from: mariokart64n on June 05, 2010, 02:19:28 AMwhats the format on the polygon block.
its like header info then a bunch of strips.. but the strips have a format to them..
-[3bytes] 0x9800FF {start of strip?}
-[2bytes][x3] 3 Faces
-[1byte] 0x00 node?
..pattern repeats depending on the amount of faces in strip...
For tristrips, the first byte is for the polygon type (with 98 being the identifier for triangle strips), and then the next two is for how many polygon groups there are in the batch. Then, all the bytes after that for vertex position ID, normal position ID, and UV position ID, in that order, and there are always at least three groups.
This page (http://smashbrosfiles.blogspot.com/p/technical-file-information-melee.html) has information on the different polygon types, under "Conversion Methods" (click on the button to the left to expand the section). Although written for Super Smash Bros. Melee, the polygon format seems to be the exact same for Brawl.
Anyway, Sandvich is released!
(http://img.photobucket.com/albums/v336/RandomTalkingBush/Brawl-SandvichMakeMeStrong.jpg)
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=7137&Moderated=All
I'll most likely take a new picture for it tomorrow, as I was in a bit of a hurry to get it uploaded.
I don't get the sandwich joke, but okay.
Quote from: OizenX on June 05, 2010, 04:30:26 AMI don't get the sandwich joke, but okay.
The basic idea of the picture's from Meet the Scout, one of Valve's promotional videos for Team Fortress 2. The red team's Scout (on the right) interrupts the blue team's Heavy (on the left) right before he's about to eat his Sandvich.
(http://img.photobucket.com/albums/v336/RandomTalkingBush/TF2-YoWhatsUp.jpg)
I'm gonna re-take the picture sometime tomorrow, though, since I'm gonna change it so that Ness is holding the Home Run Bat. Either that, or just about to bash Dedede's head in.
But as for the idea of the Sandvich itself, it's food. Food replacing food. Makes sense.
ITS AWESOME :D
ill take 4
I made a maxscript to read a stripified DAE then write only the strips to a bin file as hex.
it follows what I sorta understand but it's not tested.. cause I haven't even gotten this to work yet
the info supllied by RandomTbush really confused me after he said the polygon file doesn't have faces, its just ID's IDs IDs.. if thats the case I have no clue. cause there is alot of random numbers at the end of the polygon block.. but I can makeout the starting pattern, which also is backed up by the melee info
[2bytes] ID {9800=triStrips}
[2bytes] FaceCount {??not sure on base unit 0 or 1} DAE uses 1, usually hex is 0
[2bytes][FaceCountx3] faces...
anyway here's the script, please test it out. I think I have the endian wrong
fsource = GetOpenFileName \
caption:"die!" types: \
"PKG(*nif)|*.*|All files (*.*)|*.*|"
f= fopen fsource "rt"
-- fext= getFilenameType fsource
-- fsize= getFileSize fsource
fpath= getFilenamePath fsource
fname= getFilenameFile fsource
-- f = fopen "T:\\BrawlMods\\marth_shinobo\\polygon15" "rb"
-- f = fopen "T:\\BrawlMods\\marth_shinobo\\ok2.dae" "rt"
-- fpath="C:\\"
-- fn writeBElong fstream = (
-- long = readlong fstream
-- long = bit.swapBytes long 1 4
-- long = bit.swapBytes long 2 3
-- return long
-- )
-- fn readBEshort fstream = (
-- short = readshort fstream
-- short = bit.swapBytes short 1 2
-- return short
-- )
fn ReadFixedString bstream fixedLen = (
local str = ""
for i = 1 to fixedLen do
(
str += bit.intAsChar (ReadByte bstream #unsigned)
)
str
)
filetest=""
while(filetest!="tristrips")
do(
file=bit.intAsChar (ReadByte f #unsigned)
if file=="<" do(
filetest=readFixedString f 9
triStripOffset=((ftell f)+7)
fseek f -9 #seek_cur
)
if filetest=="tristrips" then exit
)
if triStripOffset!=undefined do(
fseek f triStripOffset #seek_set
faceCount=""
do(
file=bit.intaschar (ReadByte f #unsigned)
if file=="\"" then exit
if file!=" " do(
faceCount+=file
)
)
while (file!=" ")
faceCount =(faceCount as float)
while(ftell f!=end)
do(
file=bit.intAsChar (ReadByte f #unsigned)
if file=="<" do(
filetest=readFixedString f 2
if filetest=="p>" then exit
)
)
fseek f -4 #seek_cur
start=ftell f
-- while(ftell f!=end)
-- do(
-- file=bit.intAsChar (ReadByte f #unsigned)
-- if file=="/" do(
-- filetest=readFixedString f 9
-- if filetest=="tristrips" then exit
-- )
-- )
-- last=ftell f
-- stripSize=(last-start)
-- fseek f start #seek_set
-- StripRead=""
-- for x = 1 to stripSize do(
-- StripRead+=bit.intAsChar (ReadByte f #unsigned)
-- )
-- StripRead as stringStream
-- fr=readDelimitedString StripRead " "
faceArray=#()
stripCount=#()
for x = 1 to faceCount do(
counter=0
do(
fseek f -1 #seek_cur
file2=bit.intAsChar (ReadByte f #unsigned)
if file2=="<" then exit
face=""
do(
file=bit.intAsChar (ReadByte f #unsigned)
if file==" " then exit
if file=="<" then exit
if file!=" " do(face+=file)
)while(file!=" ")
face=(face as float)
append faceArray face
counter+=1
)while(file2!="<")
append stripCount counter
fseek f 27 #seek_cur
)
-- print faceArray
-- print stripCount
fclose f
gc()
createFile (fpath+fname+"_strips.bin")
s = fopen (fpath+fname+"_strips.bin") "ab"
for x = 1 to stripCount.count do(
write=writeshort s 0x0098
write=writebyte s stripCount[x]
for i = 1 to stripCount[x]/3 do(
write=writeshort s (bit.swapBytes (faceArray[1]) 1 2)
write=writeshort s (bit.swapBytes (faceArray[2]) 1 2)
write=writebyte s 0x00
write=writeshort s (bit.swapBytes (faceArray[3]) 1 2)
deleteItem faceArray 1
deleteItem faceArray 1
deleteItem faceArray 1
)
-- gc light:false delayed:false
)
fclose s
gc()
)
wh = ftell f
print wh
-- totalLength=readBElong f
-- mdl0Offset=readBElong f
-- nodeId=readBElong f
-- elemFlags=readBElong f
-- texFlags=readBElong f
-- dataFlags=readBElong f
-- defSize=readBElong f
-- defFlags=readBElong f
-- defOffset=readBElong f
-- dataLen1=readBElong f
-- dataLen2=readBElong f
-- dataOffset=readBElong f
-- unk2=readBElong f
-- unk3=readBElong f
-- stringOffset=readBElong f
-- index=readBElong f
-- numVertices=readBElong f
-- numFaces=readBElong f
-- vertSet=readBEshort f
-- normalSet=readBEshort f
-- fseek f 20 #seek_cur
-- part10Offset=readBElong f
-- dataJump=totalLength-dataLen1
-- fseek f dataJump #seek_set
-- wh= ftell f
-- print "where?"
-- print wh
print "DONE!!"
I'll do more testing myself later, if I have success I'll create a video outlining the method
http://tf2wiki.net/wiki/Safe%27n%27Sound
also
viking helm
:3 plz
Quote from: mariokart64n on June 06, 2010, 03:03:26 PM
the info supllied by RandomTbush really confused me after he said the polygon file doesn't have faces, its just ID's IDs IDs.. if thats the case I have no clue.
Ulp. What I meant by IDs, is that there are a certain amount of vertices, normals, and UV points per model. Each vertex, normal and UV point has as many IDs as there are points. One ID per point, ya see.
Let's just say that one polygon group is like this: (0 0 0 2 1 3 4 4 4). That means that the vertices link to points #0, #2 and #4, the normals link to points #0, #1 and #4, and the UV links to points #0, #3 and #4. Only from their own point groups, of course.
RandomTBush, would a model that is 'neither rigged, weighted or textured' work to be imported?
Quote from: Some guy who makes epic modelsMy concern at present is that neither model is rigged, weighted or textured, as well that both models are significantly more complex than the Wii can probably handle. I do have a lower res GL, but he's still not textured or rigged.
Do you have a lot of experience importing outside models into Brawl?
Quote from: Vishkugeta on June 06, 2010, 10:05:16 PM
RandomTBush, would a model that is 'neither rigged, weighted or textured' work to be imported?
Quote from: Some guy who makes epic modelsMy concern at present is that neither model is rigged, weighted or textured, as well that both models are significantly more complex than the Wii can probably handle. I do have a lower res GL, but he's still not textured or rigged.
Do you have a lot of experience importing outside models into Brawl?
If it doesn't have any texture, then it's probably not best to work on it until it does, as the UV values would probably change and therefore have the polygon groups forced to be re-done.
Unless it's not supposed to have textures in the first place.
yay, brawlbox didnt crash this time ^_^
seems there an extra byte.. I don't understand why
like
98 00 [count] [face1] [face2] [node?] [face3]
updated the script, tested on marths hair, but its a vertex mess
fsource = GetOpenFileName \
caption:"die!" types: \
"PKG(*nif)|*.*|All files (*.*)|*.*|"
f= fopen fsource "rt"
-- fext= getFilenameType fsource
-- fsize= getFileSize fsource
fpath= getFilenamePath fsource
fname= getFilenameFile fsource
-- f = fopen "T:\\BrawlMods\\marth_shinobo\\polygon15" "rb"
-- f = fopen "T:\\BrawlMods\\marth_shinobo\\ok2.dae" "rt"
-- fpath="C:\\"
-- fn writeBElong fstream = (
-- long = readlong fstream
-- long = bit.swapBytes long 1 4
-- long = bit.swapBytes long 2 3
-- return long
-- )
-- fn readBEshort fstream = (
-- short = readshort fstream
-- short = bit.swapBytes short 1 2
-- return short
-- )
fn ReadFixedString bstream fixedLen = (
local str = ""
for i = 1 to fixedLen do
(
str += bit.intAsChar (ReadByte bstream #unsigned)
)
str
)
filetest=""
while(filetest!="tristrips")
do(
file=bit.intAsChar (ReadByte f #unsigned)
if file=="<" do(
filetest=readFixedString f 9
triStripOffset=((ftell f)+7)
fseek f -9 #seek_cur
)
if filetest=="tristrips" then exit
)
if triStripOffset!=undefined do(
fseek f triStripOffset #seek_set
faceCount=""
do(
file=bit.intaschar (ReadByte f #unsigned)
if file=="\"" then exit
if file!=" " do(
faceCount+=file
)
)
while (file!=" ")
faceCount =(faceCount as float)
while(ftell f!=end)
do(
file=bit.intAsChar (ReadByte f #unsigned)
if file=="<" do(
filetest=readFixedString f 2
if filetest=="p>" then exit
)
)
fseek f -4 #seek_cur
start=ftell f
-- while(ftell f!=end)
-- do(
-- file=bit.intAsChar (ReadByte f #unsigned)
-- if file=="/" do(
-- filetest=readFixedString f 9
-- if filetest=="tristrips" then exit
-- )
-- )
-- last=ftell f
-- stripSize=(last-start)
-- fseek f start #seek_set
-- StripRead=""
-- for x = 1 to stripSize do(
-- StripRead+=bit.intAsChar (ReadByte f #unsigned)
-- )
-- StripRead as stringStream
-- fr=readDelimitedString StripRead " "
faceArray=#()
stripCount=#()
for x = 1 to faceCount do(
counter=0
do(
fseek f -1 #seek_cur
file2=bit.intAsChar (ReadByte f #unsigned)
if file2=="<" then exit
face=""
do(
file=bit.intAsChar (ReadByte f #unsigned)
if file==" " then exit
if file=="<" then exit
if file!=" " do(face+=file)
)while(file!=" ")
face=(face as float)
append faceArray face
counter+=1
)while(file2!="<")
append stripCount counter
fseek f 27 #seek_cur
)
-- print faceArray
-- print stripCount
fclose f
gc()
createFile (fpath+fname+"_strips.bin")
s = fopen (fpath+fname+"_strips.bin") "ab"
for x = 1 to stripCount.count do(
write=writeshort s 0x0098
write=writebyte s (stripCount[x]/3)
for i = 1 to stripCount[x]/3 do(
write=writeshort s (bit.swapBytes (faceArray[1]) 1 2)
write=writeshort s (bit.swapBytes (faceArray[2]) 1 2)
write=writebyte s 0x00
write=writeshort s (bit.swapBytes (faceArray[3]) 1 2)
deleteItem faceArray 1
deleteItem faceArray 1
deleteItem faceArray 1
)
-- gc light:false delayed:false
)
fclose s
gc()
)
wh = ftell f
print wh
-- totalLength=readBElong f
-- mdl0Offset=readBElong f
-- nodeId=readBElong f
-- elemFlags=readBElong f
-- texFlags=readBElong f
-- dataFlags=readBElong f
-- defSize=readBElong f
-- defFlags=readBElong f
-- defOffset=readBElong f
-- dataLen1=readBElong f
-- dataLen2=readBElong f
-- dataOffset=readBElong f
-- unk2=readBElong f
-- unk3=readBElong f
-- stringOffset=readBElong f
-- index=readBElong f
-- numVertices=readBElong f
-- numFaces=readBElong f
-- vertSet=readBEshort f
-- normalSet=readBEshort f
-- fseek f 20 #seek_cur
-- part10Offset=readBElong f
-- dataJump=totalLength-dataLen1
-- fseek f dataJump #seek_set
-- wh= ftell f
-- print "where?"
-- print wh
print "DONE!!"
also I'm still not sure what you mean by ID's are the IDs in the polgon block that I need to edit
Quote from: mariokart64n on June 06, 2010, 10:22:13 PMseems there an extra byte.. I don't understand why
like
98 00 [count] [face1] [face2] [node?] [face3]
...
also I'm still not sure what you mean by ID's are the IDs in the polgon block that I need to edit
Hm. Seems like it's a different type of polygon group you're working with. I think the extra byte might be for colour IDs? It does come right after normals (2nd byte) and before UV (4th byte). The one I was working with gives me two bytes for each vertex/normal/UV, and no colour IDs that I have to worry about.
And the IDs for the polygon groups link to the vertex/normal/UV positions, like I said. For example...
ID 0 = -2.0331 0.052406 0.91553
ID 1 = -2.06535 0.053566 0.768179
ID 2 = -3.09214 0.05108 0.188485
ID 3 = -1.93107 0.052136 1.02704
ID 4 = -2.9666 0.073827 -0.560108
ID 5 = -2.03939 0.061984 -2.06363
If the polygon group goes (0 # # 1 # # 2 # # 3 # # 4 # # 5 # #), then it would draw a triangle from point 0 to point 1 to point 2, then one from point 1 to point 2 to point 3, and so on. A similar thing works for the normals and UVs.
Anyway. What are the identifiers set to in the header for the polygon group?
(http://img.photobucket.com/albums/v336/RandomTalkingBush/Brawl-PolygonIdentifiers.png)
These are the ones I've used, which allow me to have more than 256 polygons per object. (The red ones on the bottom need to match the green ones at the top.)
well that's awesome RandomTBrush.
I can't understand how you're doing that.. I'd like to try importing stuff but it's just Chinese to me.
Wheres mah max's sevared head?
It takes a while to manually convert a model to MDL0.
I don't even know what he's working on.
Quote from: NecroMasterX on June 09, 2010, 11:24:30 PMWheres mah max's sevared head?
As BehindYou said, it takes a while to manually convert a model to MDL0. Plus, I've been busy with real-life stuff. (I
do have a life, ya know.)
Quote from: BehindYou on June 09, 2010, 11:29:52 PMI don't even know what he's working on.
Currently, I
was working on Peach with Luigi's outfit (like in Super Mario Adventures), but I guess I can put that one aside so I can work on NecroMasterX/Symbiote's request... Who do you want it for, again? Jigglypuff, or Pikachu, or...? Either way, I'll be trying to build it over their original models, so it won't be limited to one skin like my first two models were.
I want it on pikachu if you can, also symbiote was my old acount, I lost the password and the lost password button diddn't help. But, if you cant get max's severed head on pikachu, put it on jiggs so I can make it a kirby hat.
Quote from: NecroMasterX on June 10, 2010, 01:32:51 AMI want it on pikachu if you can, also symbiote was my old acount, I lost the password and the lost password button diddn't help. But, if you cant get max's severed head on pikachu, put it on jiggs so I can make it a kirby hat.
Ah, I see.
Any hat? Can I get this hat on Jigglypuff?
http://tf2wiki.net/wiki/Safe%27n%27Sound
Well, technically not a hat but head phones.
Quote from: NecroMasterX on June 10, 2010, 01:32:51 AM
I want it on pikachu if you can, also symbiote was my old acount, I lost the password and the lost password button diddn't help. But, if you cant get max's severed head on pikachu, put it on jiggs so I can make it a kirby hat.
If you want It as a Kirby hat then why not just ask for It as a Kirby hat?
this is cool
Oh, and I couldn't get your MaxScript to work for me at all, by the way, mariokart64n (it froze 3DS Max every time). Is there a specific thing I have to do to get it working?
yeah there was a typo, that caused the script not to work... :(
since I wasn't able to fully understand the format, I didn't bother posting the fixed version, sorry
sometime I'll update my main script, and addd a new button called export. it'll dump raw verts, raw UVs, and faces formatted as specified for triStrip all as separate bin files. that way people can tinker with hex replacing data in the MDL0. hopfully that'll be a big help to everyone hexing.
but the thing that's held me back is the fact I'm using EditPoly to do all my operations in 3dsmax. see max has a marco recorder.. so basically it'll save your actions to a script, that you can replay later. that's the basics of maxscript. for some reason the macro listener only gives me output for using editPoly..
anyway editPoly is increasing the vert count, which is causing grief among my new vert technique..
I tried posting for help at the script spot, so far no answer.. how ever I may just continue with the script, cause I donno if I'll get my problem solved or not. my friend chrrox suggested using meshOps, by cloning and collapsing to mesh edit only then carry out my operations... it may have to come down to that.
RandomTBush, This isn't really a request, but would it be possible for you to build an entire character from TF2 into brawl?
Quote from: OizenX on June 15, 2010, 02:38:43 AM
RandomTBush, This isn't really a request, but would it be possible for you to build an entire character from TF2 into brawl?
if this were possible, Gordon Freeman would be the first, or at least a crowbar that you can use as a weapon (over homerun bat perhaps?)
Quote from: dingoberriz on June 15, 2010, 02:55:43 AM
Quote from: CR4CK3RW0LF on June 15, 2010, 02:46:38 AM
Quote from: OizenX on June 15, 2010, 02:38:43 AM
RandomTBush, This isn't really a request, but would it be possible for you to build an entire character from TF2 into brawl?
if this were possible, Gordon Freeman would be the first, or at least a crowbar that you can use as a weapon (over homerun bat perhaps?)
I don't recall Gordon Freeman being in TF2.
yes but he is in the steam engine, therefore he should have the same model build..
correct me if im wrong, but doesnt that mean EVERYTHING running the steam engine can be ported to brawl? probably not people, but small time stuff? I WANTZ A CROWBAR! :D
Quote from: OizenX on June 15, 2010, 02:38:43 AMRandomTBush, This isn't really a request, but would it be possible for you to build an entire character from TF2 into brawl?
Eventually. I still don't quite understand the rigging format, but when I do, yes, it would be possible. The first thing I'll do when I figure it out, though, will most likely be porting Zoey over Zero Suit Samus.
But, anyway, I believe I've said this before, but any model that I port doesn't necessarily need to be from a Source-based game. It's just that those are the most convenient that I can get models from.
@randomTbrush, NICE! i just assumed it was doable only if it was from the source engine.
they ported mewtwo for gary's mod, if you made that for brawl.... you would be the most popular guy in brawl vault :D
provided that you get the rigging format situated that is.. i would settle for a crowbar XD
Can you convert/import .DAE files into Brawl? Because I found this place (http://www.models-resource.com/) a few days ago and I think It'd be awesome If you could import this. (http://www.models-resource.com/other_systems/halo2/sheet/57)
@RandomTBush
if I gave you a mesh that's lower in polycount and vertcount to another mesh I want to replace. would you be able to replace it for me?
its the matter of replacing shinobu's hair with the real shinobu's hair.
find files here. (i dont care about UV import)
http://rapidshare.com/files/399165346/marth_shinobu_jacobs_B_v01.zip
(http://i49.tinypic.com/3150nzm.jpg)
otherwise tomorrow I'll be committing time to scripting in max.
is there any functions you need might want, I can likely carry it out in maxscript.
like exportings verts or faces something like that in a specified format. or any read / write things. ? oh and do you know in what region the vertex weights are being stored?
also I was heavily involved with gmod, I've got alot of models. let me know if your looking for something. ;)
Quote from: CR4CK3RW0LF on June 15, 2010, 05:04:48 AM@randomTbrush, NICE! i just assumed it was doable only if it was from the source engine.
they ported mewtwo for gary's mod, if you made that for brawl.... you would be the most popular guy in brawl vault :D
provided that you get the rigging format situated that is.. i would settle for a crowbar XD
Ah, yeah. That's another thing I should do when/if I get the rigging format figured out. I should probably rig his model over Lucario's skeleton so that it will have the best results.
Quote from: mariokart64n on June 15, 2010, 05:29:11 AM
@RandomTBush
if I gave you a mesh that's lower in polycount and vertcount to another mesh I want to replace. would you be able to replace it for me?
its the matter of replacing shinobu's hair with the real shinobu's hair.
find files here. (i dont care about UV import)
http://rapidshare.com/files/399165346/marth_shinobu_jacobs_B_v01.zip
(http://i49.tinypic.com/3150nzm.jpg)
otherwise tomorrow I'll be committing time to scripting in max.
is there any functions you need might want, I can likely carry it out in maxscript.
like exportings verts or faces something like that in a specified format. or any read / write things. ? oh and do you know in what region the vertex weights are being stored?
also I was heavily involved with gmod, I've got alot of models. let me know if your looking for something. ;)
I suppose I could. I'll see if I can get it done within a week.
And I'm almost certain that the rigging is set up in polygon groups like this:
30 00 EF B0 78
30 00 F0 B0 84
30 00 85 B0 90
30 00 F2 B0 9C
30 00 1F B0 A8
30 00 44 B0 B4
30 00 41 B0 C0
20 00 EF B0 00
20 00 F0 B0 0C
20 00 85 B0 18
20 00 F2 B0 24
20 00 1F B0 30
20 00 44 B0 3C
20 00 41 B0 48
28 00 EF 84 00
28 00 F0 84 09
28 00 85 84 12
28 00 F2 84 1B
28 00 1F 84 24
28 00 44 84 2D
28 00 41 84 36The identifiers for rigging are "30", "20" and "28", and are in the polygon groupings in several different spots. That's just one of the many chunks from Pikachu's MDL0. Right now, I really don't know what those values mean, but I'm gonna be comparing the exported values from a DAE file and the raw values and see what's similar between them sometime later. (That's how I figured out the basic polygon format in the first place, in fact.)
And
DANG, that Shinobu used to be Marth? Certainly fooled me. D:
Can I request, if possible, Sora's Keyblade converted as a Brawl model?
Preferable this one:
http://www.models-resource.com/psx_ps2/KH2FM/sheet/146
Quote from: RandomTBush on June 15, 2010, 04:38:23 AM
The first thing I'll do when I figure it out, though, will most likely be porting Zoey over Zero Suit Samus.
Dude!!! I would LOVE you forever if you did get Zoey in Brawl. She's my fave L4D char. I can't wait till you can import Source engine stuff. I'll keep my eye on this topic from now on XD
We still have a long way to go before EVERYTHING has been hacked in Brawl.
Well... no one has done a Mr. Canti from Fooly Cooly yet. That's something that WOULD BE APPRECIATED! (HINT DO IT SOMEONE HINT!)
gawd this topic is dead, plz post in requests.. 0_0
Quote from: Judge CR4CK3RW0LF on June 28, 2010, 03:30:41 AM
gawd this topic is dead, plz post in requests.. 0_0
It's not dead unless I say it is.
But anyway, I've been having some trouble getting Max's Severed Head to work on Pikachu. It's there and everything, but it causes the same glitching and slowdown as I had with Jigglypuff when I first tried to put the Bill's Hat in the same MDL0... I'm gonna spend more time looking into the MDL0 format, because I think I may just be forgetting something important...
oh, sorry bout that, its just that its been very quiet.. 0_0
All the major info in a collada dae file is just a rearranged version of brawls MDL0 files. I can build completely new brawl models from any dae, the only thing is it take about a bajillion years. The only thing don't quite understand fully is how tristrips works.
It doesn't have to be on pikachu, I mainly want it as a kirby hat.
I want max too in brawl and maybe a character model import from sam and max season 1 or 2
Quote from: VILE on June 30, 2010, 01:16:30 AM
All the major info in a collada dae file is just a rearranged version of brawls MDL0 files. I can build completely new brawl models from any dae, the only thing is it take about a bajillion years. The only thing don't quite understand fully is how tristrips works.
Triangle strips basically go from point 1 to 2 to 3, then from 2 to 3 to 4, then from 3 to 4 to 5, etc. It's a more efficient way for storing large lengths of triangles.
Quote from: NecroMasterX on June 30, 2010, 01:53:42 AM
It doesn't have to be on pikachu, I mainly want it as a kirby hat.
Well, good, because I can't get it working on Pikachu, because of the way the vertex weights are stored. I'll see if I can get a chance to put the Kirby hat model together sometime later next week.
Quote from: Internetakias on July 10, 2010, 05:10:56 PM
I want max too in brawl and maybe a character model import from sam and max season 1 or 2
Entire character models are not possible yet, and probably won't be for a few more months (at least).
Quote from: RandomTBush on July 14, 2010, 07:14:27 PM
Quote from: VILE on June 30, 2010, 01:16:30 AM
All the major info in a collada dae file is just a rearranged version of brawls MDL0 files. I can build completely new brawl models from any dae, the only thing is it take about a bajillion years. The only thing don't quite understand fully is how tristrips works.
Triangle strips basically go from point 1 to 2 to 3, then from 2 to 3 to 4, then from 3 to 4 to 5, etc. It's a more efficient way for storing large lengths of triangles.
Sorry i meant to say i know how they work, but i don't know a method (or at least one that doesn't require me searching for each individual point and writing it) for getting a string of them.
Quote from: VILE on July 15, 2010, 03:22:55 AMSorry i meant to say i know how they work, but i don't know a method (or at least one that doesn't require me searching for each individual point and writing it) for getting a string of them.
If you want an easy way to convert the triangles into tristrips, use the Collada Refinery (http://sourceforge.net/projects/colladarefinery/files/COLLADA%20Refinery/COLLADA%20Refinery%202.0.3/). Just run a DAE file through it with Tristripper, and it'll convert all of the triangles into triangle strips.
(Sometime, I'll write a better step-by-step tutorial, so that no important steps will be missed.)
Quote from: RandomTBush on July 15, 2010, 03:37:26 AM
Quote from: VILE on July 15, 2010, 03:22:55 AMSorry i meant to say i know how they work, but i don't know a method (or at least one that doesn't require me searching for each individual point and writing it) for getting a string of them.
If you want an easy way to convert the triangles into tristrips, use the Collada Refinery (http://sourceforge.net/projects/colladarefinery/files/COLLADA%20Refinery/COLLADA%20Refinery%202.0.3/). Just run a DAE file through it with Tristripper, and it'll convert all of the triangles into triangle strips.
(Sometime, I'll write a better step-by-step tutorial, so that no important steps will be missed.)
Hmmmm, i might be able to get static models imported a fair bit quicker than usual.
I want to import Shadow vertex hack's face on another sonic model.
Is there a way to do it ?:srs: