Well they show up nicely in 3ds, and they export to the correct polygon. some show up nice and like 2 or 3 others dont show up properly. for example the toungue is white and the teeth are red, should be the other way around.
Yo Black Jax what were your suggestions for troubling texture mapping in brawl box? Do textures need resize? I changed the rotation settings at the texture matrices section yet that did not do anything.
*Points At Beyond* Just shoothing this out. (Kratos) Is this a whole new object/model? I'm asking because would'nt it be possible to grab an existing brawl character, edit its vertices as you like and then export without having to modify the skin/weights? Of course you'll have to redo textures and all, but I havent tried it.
If your materials are set to Lambert, all you need to do is change their corresponding shader to Enviroment to null the normals.
Looking back at the characters that I nulled the normals by hexing editing their shaders, that's really all I changed and also explains why it didn't work on eye polygons since their materials generally had Enviroment materials.
WoW Thanks. So would it be a good idea to rename this feature from "Enviroment" to "Null Normals" ? Edit: Or add a null normal feature? *points at blackjax*
Hello to you too Masa. Anyways, Is Nulling Normals just a matter of replacing shaders in Brawlbox? Edit: and by this I mean just replacing them with characters that have null normals?
Ok for all of those curious: I am planning to release another character by the end of this week. This character will be over Wolf. And NO, I Repeat NO its not Vegita. Also Ill be releasing a V2 of Jason with 2 or 3 rig edits and Metal Textures. Yayyyy
Oh yea. Anyways lets get down to business. I remember someone saying that when you save your PAC files you need to manually edit the save function and change it from LZ77 to "None" Compression. Is that still a problem and if yes could you relase a fix for this on your next brawlbox?