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76  Super Smash Bros. Brawl Hacking / Stages / Re: Demonslayerx8 Stages! Dissidia 012 Stage Pack Preview - 09/20 on: September 21, 2011, 09:19:08 PM
@DSX8: I've been stalking for some time^^
I wouldn't, but you don't have to trust me.
77  Super Smash Bros. Brawl Hacking / Stages / Re: Demonslayerx8 Stages! Dissidia 012 Stage Pack Preview - 09/20 on: September 21, 2011, 09:11:25 PM
May I?
78  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's [Peach's Courtyard nearly completed] (26 jul 11) on: August 01, 2011, 06:43:24 AM
Man I was totally overlooking the fact that each of the 2d model's bone has it's own offset! After seeing this I could finally understand what you were trying to explain about applying the changes bone by bone. Sorry about that!

Quote
But, if I'm not mistaken, and as you say, the only way to make a 2D model look like this is just darkening the texture.
I don't know if that is the only way to do it, but it is the only way I can do it so far. And that was what lead me to try and edit the 2d model's normals.
The block model and the 2d model that I'm using shares the same texture, are positioned side-by-side and haven't had their rotations edited at all. In inspite of that, the 2d model didn't seem to be affected in-game by lighting the same way the block model was, and this was really annoying me. Both of them were supposed to have that darker color you see on the block model by the picture but the 2d model just wouldn't cooperate.

I should stop talking now lol

Well, thank you once again for clarifying everything. I owe you that, Mewtwo.

Edit:
Quote
Also, unless I'm mistaken, there's no use in rotating the normal in the 2D model, cause the only place you will see the change will be in brawlbox. If things are the way I guess for that model, it will always look the same in-game.

Unfortunately you are not mistaken. The 2d looks fine in Brawlbox but won't change in-game.
79  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's [Peach's Courtyard nearly completed] (26 jul 11) on: July 31, 2011, 06:52:08 PM
Why so complicated? D:

Let's just make sure I'm still following you... in order for the Block Tool to properly rotate my model's normal, I should first rotate each of it's bone -starting from Body M all the way to Plat-4b- using Brawlbox, is that correct?
I'm so gonna ask for a step-to-step tutorial if that is not what you meant XD

I see, thank you!

Same thing here, Estouro only showns up when the offsets are set to 0.

Edit: Wait, what? Dude you are messing up with my head lol
Things are probably going to work just fine if I darken the textures used by the 2d model, which I could easily do but would be no fun.
So I'd really appreciate it if you could explain how this Block Tool actually works. That's it if my thoughts up there are not correct...
80  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's [Peach's Courtyard nearly completed] (26 jul 11) on: July 31, 2011, 05:22:29 PM
I do hit the refresh buttom before rotating the model on the Block Tool, otherwise it looks all messed up when imported back to Brawlbox. 

But I still can't get past this feeling that something (probably me) is definitely wrong - you can clearly see it by just comparing the pictures I have on my last post. The 'wrecked' portion of the model's texture is positioned in a different edge and the Rotation X has not really changed - the model is still facing front after all!

Back on the different colors thing, how am I supposed to edit a model's normal when this model has not been rotated? I was expecting it to act correctly seeing how 0 is probably the model's default value.
That's what I was trying to show you with that last picture comparing a 2d and block model which are using the same texture. Sorry if I haven't made it clear.
81  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's [Peach's Courtyard nearly completed] (26 jul 11) on: July 31, 2011, 07:56:21 AM
When I have both the offsets and entries = 0, it gets me the error message.

I've tried it with the offsets unchanged and the entries = 0 and the Estouro message is no longer there, but I get some weird results after rotating the model:
Original model, no rotations
After rotating it (x -90) using Brawlbox
After rotating it (x -90) using Block Tool
No ideia what's going on here lol
Oh and here is the 2d model I'm using: Download

There is also something else I've noticed when I last played on the stage - even when I don't rotate the 2d models, the lighting on them looks different from what it was supposed to look:
The one to the left is a 2d model with unchanged rotation and the one to the right is a block model using the exact same texture as the 2d model.
Why is that they don't look the same? I'm confused.

82  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's [Peach's Courtyard nearly completed] (26 jul 11) on: July 30, 2011, 05:58:21 AM
Have you entered the settings menu by having the program in a 'bin' folder and such?

Are the offsets entered correctly?

The normals thing should work fine unless I've touched something in the program that messes it up.

Yes, I have the program in a bin folder and the offset values are also correct. I've read your tutorial quite some times before -and after- using the tool.

Still I was unsure how exactly to set up the offsets when I first tried it, so it may be that I'm doing something wrong there.
Brawlbox provides me with three different MDL0Offset values so I was wondering if both Vertex offset 2/3 and Normal offset 2/3 should necessarily equal 0 leaving the offsets 1 to be completed with the Brawlbox values.
83  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's [Peach's Courtyard nearly completed] (26 jul 11) on: July 29, 2011, 06:44:08 PM
Sure, post here, that way we share everything we get -trouble and solutions- with everybody interested here Tongue
Ok, good idea.

I'm using the Block tool to rotate a 2d model's normal which I have previously edited in BrawlBox to have a -90 value for Rotation X.
After setting up the parameter values on the Block tool and as I try to rotate the model's normal to -90 I get this 'Estouro' error message. Any ideas?

I've also tried it with a (0,0,0) rotation model but the error message keeps showing. Actually it is even possible to just ignore the error and keep going, but then I can't get to import the model back to Brawlbox without getting it to crash XD
84  Super Smash Bros. Brawl Hacking / Stages / Re: Mewtwo2000's [Peach's Courtyard nearly completed] (26 jul 11) on: July 29, 2011, 09:22:46 AM
Block Tool gets a small update:

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19049

It's just that the 'bin' functionality has been fixed. Now you can put 0 in the number of vertices or normal points. This way, you can apply bone changes to any model. Anyway, normals aren't really fixed, if the model to edit has more than 2 normals, it won't change all of them when rotated. So, 0 is the best values for these cases too.

I guess nobody uses this, but I'm just updating the file in mediafire just in case xD

Thank you for your update on the Block Tool, Mewtwo. I have a couple 2d models that I was unable to edit before this update.
Still I can't get past an issue concerning the Rotate feature - would you better have me PM you with all the details or is it ok to just post here?
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