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16  Help & Tutorials / Help / Re: Texture has black dots. on: August 05, 2017, 04:00:49 PM
Open Zero Suit's pac/pcs file, expand the MDL0, expand the Materials folder, and there should be a material named that; click on the material, and in the right pane, scroll until you find "Shader" to see what shader is associated with it, and then export both the material and the shader, and then Replace the ones for Wolf's fur materials with those ones; You can check which polygons contain fur, and then if you expand the Objects folder and scroll to OpaMaterial and/or XluMaterial, you can check which materials are associated with those polygons

Ok, so I exported ZSSamus's maegami and Shader1 files from her MDL0 model in FitSZeroSuit00, and then replaced Wolf's fur file with her maegami file, followed by replacing Shader2 (which is the Shader the imported maegami file became assigned to automatically) with the expoted Shader1, and this is what I got:
17  Help & Tutorials / Help / Re: Texture has black dots. on: July 29, 2017, 05:22:52 AM
Ok, see if replacing the materials and shaders with the ones for Zero Suit Samus's maegami will make it work
Maegami? No idea what that is
18  Help & Tutorials / Help / Re: Texture has black dots. on: July 27, 2017, 02:27:12 PM
Hmm, on the original one, without the edits, i.e. vanilla Brawl Wolf, do the black dots appear on that one?

Nope. But I noticed something about the dots: They're not there due to some UV glitches or something to do with the textures exported by .77. I saw that where the black dots were at Wolf's head(s) in the game, the small parts of his head(s) where they would be were simply transparent in BrawlBox.
Basically, some parts of the head(s) end up having parts of the holes filled up by black dots.

And it's not exclusive to .77. I downloaded Wolf's black and green costumes, exported them and edited them, applied the textures in .71, same result. It doesn't happen all the time though. I edited Wolf's red costume, turned out great without any problems.
19  Help & Tutorials / Help / Re: Texture has black dots. on: July 27, 2017, 08:55:42 AM
Ok, lemme know if that works
Didn't work. I tried replacing the green and black models with his 1P model.
20  Help & Tutorials / Help / Re: Texture has black dots. on: July 27, 2017, 07:31:59 AM
Ok, just tested it, and for me, in .71, looks completely fine, but in .77, same black dots as you; it should still work fine in-game, the latest versions of Brawlbox are just a little glitchy with rendering, mainly because of a glitch with color nodes, but in any case, it's a Brawlbox problem; use .71 to view it if the black dots are too annoying
That's an in-game screenshot I took. I'll try and import the textures to the Pac and PCS files with .71
21  Help & Tutorials / Help / Re: Texture has black dots. on: July 26, 2017, 02:14:27 PM
So is this a different model, then?
Don't think so. It's Wolf's basic green and black costume models
22  Help & Tutorials / Help / Re: Texture has black dots. on: July 06, 2017, 11:56:28 AM
What format did you import the texture as?
CMPR, the same format the texture had in the FitWolf00 file
23  Help & Tutorials / Help / Texture has black dots. on: July 06, 2017, 11:16:10 AM
I have no idea why this is happening. For some reason, Wolf's textures have these black lines even though I exported the original face and fur textures from FitWolf00 without editing them at all.
24  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77. See page 64 - v0.78 coming soon on: February 26, 2017, 12:15:53 PM
I'm not sure, but I think it's a Blender thing that the textures won't appear; I really dunno, though. Have you tested to see if they will display properly in SFM?
Not yet, I've been a bit busy with IRL stuff and I've yet to create the VMT and VTF files for it, but I'll get back to you when I've made them and checked out if they'll have worked or not.
25  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77. See page 64 - v0.78 coming soon on: February 26, 2017, 11:58:32 AM
No, I meant see if you can do what you were attempting to do with Fox, but with Link's model(Specifically, the two polygons that I mentioned), and see if it's a Fox thing, or if it's your Blender settings

Ok, gotcha. It's not just a Wolf thing, didn't work for Link either.

Also, just to clarify: Like with Wolf, the UVs are there and mapped, but the textures just aren't visible in Blender, so I have no idea if it'll display in SFM eventually

26  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77. See page 64 - v0.78 coming soon on: February 26, 2017, 05:39:21 AM
Ok, I dunno. I guess, test to see if you can do it with Link's tunic polygon? Because that's what I tested, was doing it with that, and it worked. So test it with Link's 2 main polygons(The one that his boots are part of, and the one that his tunic is part of), and see if you can get it to work with that. Then tell me what happened, so we can narrow down what the issue may be.
No idea what the problem is as well, if it has something to do with my PC. Alo, what should I do with Link? I assume you're talking to someone else?
27  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77. See page 64 - v0.78 coming soon on: February 25, 2017, 11:17:41 AM
Me neither. Out of curiosity, is that Java? It looks like Java. Smiley

It should theoretically work. Come to think of it, though, when I did it, my original model looked white/gray instead of black, whereas when I was experimenting with buttons, and selected GLSL, the model turned black. So try this, then retry what I was saying, and see if it then works, cause it worked for me:

Press the N key to open up Properties, and then scroll down to Shading, and there should be a dropdown; what does the dropdown say? If the dropdown says GLSL like my hunch is, change it to Multitextured and it should work.
I set it to Mutitextured and redid the step, but it still didn't work. I tried redoing the entire exporting, using 0.71 and then 0.77 (0.78 wouldn't download)
28  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77. See page 64 - v0.78 coming soon on: February 24, 2017, 02:56:51 PM
Ok, so I just spent like an hour and a half Googling stuff, and found out how to fix it(I honestly never knew this before, myself):

1) You will have to do this for every single polygon; annoying, yes, but you have to do it for each one; a shortcut to select each would be to use the upper-right-hand display that has the orange triangles, expand the bones, and then select each of the orange triangles.

2) Go from Object Mode into Edit Mode, and select all the vertices

3) The bottom icon that's a clock, select that dropdown and change it to UV/Image Editor

4) Go Image->Open Image and select the image that would be associated with that particular polygon

5) Go back to Object Mode

6) Repeat on each polygon
Tried what you suggested, didn't work Sad

Am I missing something?

https://gfycat.com/EnormousVapidAiredaleterrier
29  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77. See page 64 - v0.78 coming soon on: February 24, 2017, 11:45:25 AM
Where are the .png files located?
They're in the same folder as the .FBX model
30  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox v0.77. See page 64 - v0.78 coming soon on: February 24, 2017, 11:40:33 AM
Use Autodesk's FBX Converter 2013.3; here's a link to it: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909

But, yeah, in BrawlBox .71, export as .dae, in the FBX Converter, convert the .dae to .fbx, and then import the .fbx into the newest version of Blender. You could also directly import the .dae into the newest version of Blender, instead, and the bones won't be weird-looking like importing the .fbx, but importing the .dae would mean that you can't export the model back into BrawlBox with the rigging intact if you edit it. The .dae though does contain bones that work; it's just that the Brawl animations will mess it up, because they don't have heads and tails like octahedronal bones do.

I downloaded the latest version of Blender, Brawlbox .71, the FBX Converter and exported the model as a .dae, and the textures as .PNG, and then converted the DAE file to FBX, and this is what I got:
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