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Messages - jman

#1
Quote from: FallenKing on May 28, 2012, 02:14:36 PM
I've imported from SSF4AE, and you'll need to use ProOptimizer to decrease the amount of vertices. See the last few pages for details on this.

Thanks ill go try this today
#2
Quote from: ExorcistRain on May 26, 2012, 11:35:39 PM
No problem, I'll send you the files so you can resume it when the tristripper comes out.

I am getting the same problem as Swift here big file etc etc freezing on brawl.  My model is from SSF4AE
#3
Quote from: FallenKing on May 25, 2012, 12:28:48 PM
For the two of you having texture problems, do the textures also show up properly on 3DS? It's possible you forgot to drag the png files into 3DS Max. If this isn't the case, you can send me the max, texture, and PAC/pcs files and I'll try to fix it up for ya.

problem solved yea it was the size fixed right after i made my post lol MORE of the real problem here weighting is beeing a bothersome for this character.  I thought you can pick the bone then you select the vertices.  But when I do thsi it changes to a bone I dont even want.
#4
My model import shows up into brawlbox fine and everything with its texture but doesn't load in game

Wait just realize I never resized my textures though still shows up in brawl box.  Would this keep it from loading ingame?  Mean while ill go fix that
#5
Help / Re: Ray gun bullet?
October 11, 2010, 11:37:46 PM
I just figure it out like a hr ago

Raybullet is found in Common3 pac > ef_common > Model data 30

You gotta do some hexing with the mdl0 file of the EffCommonRayGunBullet so export it as a mdl0



Now if you look to the right u see ARGB pixel array those are the variables that need to be change
so now you load the mdl0 file into the hex editor.



Yellow Color coded is where the lines start

Tama_Main
00001B20 - RayGun Laser Color data

TamaFlare_flare
00001B60 - RayGun Flare(This is the color of the aura around the Lazur)


Blue/Red color coded - these are the values in the ARGB color array in the same order
the difference is that instead of Alpha being the first variable its actually the last
each value is of RGBA is based on the 0-255 scale you just have to convert the number you want into hex

Example for the first one on 00001B20(Tama_Main)

R(Red) G(Green) B(Blue) A(Alpha - same thing as transparency)
FF            FF            FF        FF



this method will also work with other things as well




#6
Quote from: cx_asuka on April 05, 2010, 12:39:21 AM
That was happening to me when I was editing Mario and Luigi's caps...
What solved my problem was to skip the Anim8tr step.

I imported the vertex into the model just after editing with 3ds max and voilá.

Hope it helps you.

EDIT: I just re-read and you guys use blender... so ignore this XD

Apparently if your using 3ds max No need for animator just a waste of time ur post just help me out big time thx
#7
Like to Announce that Animation hack / moveset hack is being made / vector hack started working on it since like 3 days after this topic

TATSUMAKI SENPUU KYAKUU


Animation progress is about half way finished
And manage to make Akuma's final smash his Street fighter special referenced off a meta knight since their specials are practically the same.
#8
Dunno probably try vector hacking his hair whenever I get around learning that
#9
Weegee Stage's FTW is off the scale i cant handle it

this stage made me create the stage folder in my SD card
not just looks great plays great to lol
#10
My only one texture so far and this one is old nothing new from may 2009 was on last forum
Just updating the links since the old ones died.

AKUMA-texture



Download Links:
http://www.mediafire.com/?jkwjjtzkjiq