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1  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: February 03, 2016, 11:27:49 AM
From an artist's point of view, it'd be a huge hit to my pride when people from the very community I create for release an unfinished work of mine before I officially release it, myself. I spend a lot of time on what I do, and there are only a few I trust to handle my work before its complete release. Having a wip released would make it seem like my standards had dropped when I really wanted to work on the piece for a bit longer. As much as this place is a resource for creators, the advanced creators put so much time into attaining the skills they have, and I think kcmm should respect the creator's property when all they ask is for their work to be taken down.
2  Super Smash Bros. Brawl Hacking / Model Imports / Re: Gamidame_K's thread: Ashleys done! on: February 04, 2015, 06:25:26 AM
Looking good! I have a question, though. Why does Ashley need a custom pac? Does this mean that I won't be able to use her for PM?
3  Super Smash Bros. Brawl Hacking / Model Imports / Re: Fire Emblem model importing thread - Awakening Marth v2 Released / Sm4sh Lucina on: February 04, 2015, 05:46:55 AM
Man I love the work so far on Awakening Roy! If that project is ever finished, I'd put him in in a heartbeat Cheesy

You guys have made some good works, nice job! Looking forward to seeing more from you!
4  Help & Tutorials / Help / Need help with reapplying/fixing textures on: December 14, 2014, 06:23:56 PM
Hi, I've been looking for a way to reapply textures, because sometimes the materials do not apply correctly the first time the model is imported into 3DS max (2014). Is there any way to fix this problem? I'm not talking about going to the Materials list and using the orbs to just put the texture back on again, because that doesn't do anything. Thanks in advance  Smiley

This is a picture of what my model looks like right now (Kunoichi from Dynasty Warriors). Notice how the cloak has gray spots on it. I want to fix the colors on this.


And here's the texture:

EDIT: looked at the model again, and it seems like the gray spots are actually colored on the wrong side of the cloak. The inside of the cloak is all gray, with squares of the outside coloring in the same spots as the gray spots on the outside. So the texture is applied to the correct place, but on the wrong side of the model.
5  Help & Tutorials / Help / Why can't I simply place one humanoid model over another's bones? on: December 05, 2014, 08:12:22 AM
In 3DS Max 2014 I tried to place the model of one character (LInk) over the bones of another (Roy). Without even setting the weight, I found that that rotating the bones of Roy would end up moving Link's model (all I did was modify the model to "Skin," and that's it). Even though the the animation wasn't perfect, I tried to export the model and play with it in Dolphin, but the game freeze upon stage selection.

Can someone explain to me why I can't just copy and paste working models over bones? They already seemed to have weights assigned, even though they weren't perfect. I am simply curious, because from what I understand, this should theoretically work.

I know I can simply rename a FitMarth00.pac/pcs to FitRoy00.pac/pcs (Project M), so perhaps there's something to do with the bones? But if the animations work, then there shouldn't be a problem...
6  Help & Tutorials / Help / Re: [Answered] Why can't you scale bones before rigging alt costumes? on: December 04, 2014, 10:22:04 PM
Thanks for the informative responses Smiley

I'll try to edit the model to make it work.
7  Help & Tutorials / Help / [Solved] Why can't you scale bones before rigging alt costumes? on: December 04, 2014, 04:25:34 AM
Going through the tutorials, they say not to scale or move the skeletal structures, but they don't say what happens if you do. Does it make the costume unusable? Does it alter the main skeletal structure? I'm asking mainly because Lucario has such narrow shoulders, and I'm trying to make a NiGHTS import. NiGHTS has much wider shoulders, and I'm not sure how to rig the arms when the shoulder bone is in the middle of the chest/face:



So I guess I'd also like to know what to do after this point, because this dilemma has stopped me in my tracks. Any advice would be greatly appreciated  Smiley
Thanks in advance!
8  Help & Tutorials / Help / Re: Help in fixing GBC's and Dot's Bass.exe costume (size, textures) on: December 02, 2014, 11:15:49 AM
With that last test I've gotten the gloves to work perfectly fine now, as I just need to put in a white texture for his gloves (zerodull).
But notice how his face looks totally fine in BrawlBox preview. It does not look like that in Project M. Something's different between BrawlBox and Dolphin/Wii

Right now my problems are his face textures and his size.

For his face, running another test I learned that the way Bass's eyes and face are placed have been altered. Each eye has 4 copies of the BassEyeFS texture, and each half of the face uses the megamanxface texture, but doesn't mirror it. Here's an example:


And here are the BassEyeFS and megamanxface textures I put in hoping to fix the problem:


Notice how one side of Bass's face is going in the right direction, but the other side needs to be reversed (his left cheek has lips on it). There is also deformation in the face texture, as well (the purple isn't supposed to take up that much of his face).

So the problem for the face is now a question of changing how the textures are applied to the eyes and face. I'd like to use the default textures, if possible. Here are the defaults:
BassEye (Bass's normal eyes that don't show up)


BassEyeFS (Bass's Final Smash eyes; notice how the FS eyes show up on the normal Bass)


megamanxface (notice how the original texture has the whole face, and teeth textures, as well)

I am also still looking for help on modding for size. Does anyone know how to shrink Bass? Again, thanks in advance Smiley
9  Help & Tutorials / Help / Help in fixing GBC's and Dot's Bass.exe costume (size, textures) on: December 01, 2014, 11:31:00 PM
The files:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26336

Hello, I've been messing around with GBC and Dot's awesome Bass.exe costume, mainly because this costume does not work in Project M straight out of the zip file (both in Dolphin as well as the Wii).

I finally got it to work by importing the model as a .DAE and importing it into 3DS Max, and then re-exporting it. Now I can enter a battle without the game freezing. However, I noticed that the costume was too large, and I'd like some help in reducing Bass.exe's size to match that of Ganondorf's. There is also a problem with the textures on his hands and face. Here are some pics of my problem:

Costume too large

Face and glove textures are off

Looking at the .pac file, I saw that the texture pack had this "zerodull" file:



I'm not sure how to fix this problem, because I'm not that great with texture files. I've also looked around for some answers on changing the size of a costume while still keeping the skeleton in proportion, but I've found no answer. Anything I tried had no effect on the costume, and I don't really want this to happen, either:

Can someone help me out, please? This an an amazing costume, but it has a few flaws  Grin

EDIT: Okay so I replaced the zerodull with a PNG file that was a bright green to see what all the file affected. Evidently the zerodull file colors the gloves, and I just need to color them in with the right color. Also notice how Bass's face looks completely normal in BrawlBox preview, but looks terrible in Dolphin/Wii.


However, this leaves me with the now stranger question why Bass's face is messed up in-game, as BrawlBox seems to think that nothing is wrong with his face, but Dolphin and my Wii does. Has anyone seen this before? Thanks in advance!
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