I'm sure its been asked before, but as I'm sure you're aware, search functionality on a thread-by-thread basis is a bit lacking on this site, so I have to ask here:
A few months ago I glimpsed something dubbed "the new css project" which I thought looked very cool. Even saw a gif mockup of it.
Is this still in development, or has it been shelved?
I was able to fit all my CSPs by reducing their complexity with Paint.net
I reduced the bit-depth to 8-bit, set the dithering level to 4 and the transparency threshold to 128. They still look great when imported, I really cant complain.
Maybe your version of Brawlbox is outdated and doesn't manage well these things. Check if the folders that are supposed to be compressed are still compressed in your file, and try re-building your file by moving up-down one of your pictures.
Fraid thats not the case, I update my Brawlbox every time a new one comes out. I'll try the file-moving thing.
Edit: That doesnt help. I took it down to an individual .bress basis (just Mario's portion) so I could test and it appears cutting the colors in half before I import helps, but barely. We're talking a difference between 65.7kb and 64.5 kb. :/ Whereas the cBliss one is 49.9kb. I'd love to know what version of Brawlbox ASF1nk used to compress his files D:
For whatever its worth, I am using Photoshop to create and index CSPs
So I followed instructions to the T and so, everything works as it should, but regardless, I'm having an issue.
The original SelChar.pac within the files (the one with all the CMPR and colors 06, 07, 08, 09 portraits) loads fine, and correctly, but when I replace all the portraits with my own (in CMPR format as well), the filesize jumps a ridiculous amount (and of course, the menu freezes when I try to load it).
Considering that the individual portrait sizes are uniform upon insertion (10,304B each), why does the filesize increase so much? I am completely at a for why this would be...
So I did the skin wrap and it weighted everything, but it still screws the hell out of the rig. Well, not the rig, but the "roundness" of the model. I assume since I'm taking models with 1200-2000 polys down to something like 400, it is messing with the rig. I just dont know what to do
Thats because I made the mistake of adding the speculars in Max. When I redo it (right now as a matter of fact) I will only include the textures.
Edit: I'm getting frustrated because I dont know how to do simple things like select pieces of the model, and edit those only. It seems to me that there isnt any way I'm accomplishing this without learning 3DS Max, which I really dont have the time to do. I guess I'm giving up.
REEDIT: If some kind soul wants to take the time to make a step-by-step for me, I will take the time to optimize and re-release all 32+ Pokemon models I did, including a few I wasnt able to do due to file size. As I have said, I feel this is a lot simpler than I know, but I feel like learning the ins and outs of 3DS Max us beyond me at the moment.
I'll even open up a thread and take requests.
Lv.4EDITINGPOWERS: So yeah. I found an automatic script that lets you reduce LOD by percentages automatically, and does a brilliant job with it too. http://forum.unity3d.com/threads/130913-3ds-Max-Automatic-Level-of-Detail-Max-Script! I reduce the polygons complexity by percentages, and if I dont like the result, I undo and chose a different percentage. When I am satisfied with the LOD, I delete the original polygon.
Took Chandelure from 1734 to 781 with no grand deformity to the model! Best of all, if you uncheck deform, it will keep normals! As to the rig, Ive yet to test that.
I'm going to try all that, and yes, I am using the latest brawlbox and everything seems fine in Max.
When I am dragging textures to the model in Max, should I just forget adding the specular maps and all that, and just reimport the materials when I'm re-importing?
So I gave it a try and took down Chandelure's model from about 1744 faces to 900. Took me all of 10 minutes once I figured out what I was doing. Although I managed to reimport it well, and the animations work, I have some concerns.
Disclaimer, I am a complete model importing noob. I just took about 15 minutes to figure it all out, so I have ZERO experience with this. That being said:
In animations, it seems blobby and disproportionate, and the specular maps (for glass effects and whatnot) do not work well anymore. I do not know how to import them to the model correctly in 3DS Max. My guess is that they do not function like regular textures, correct?
How Brawlbox handles the original model
How Brawlbox handles my edited, reimported model
How the model appears during animations
It goes without saying that I've done something wrong, but the "what", "where" and "how" is completely lost on me. I want to re-release all my pokemon models so people can properly enjoy them, but I do NOT want to learn the entire universe of model importing, rigging and etc just to do that. Can somebody here help me? A point in the right direction?
I was hoping I could check how many faces the original pokeball pokemon had (Entei, Deoxys, take your pick) and then optimize the new model to have at least that many, and then re-import.
So if I want to import one of my Pokeball pokemon imports and take down the poly count without losing the Pokepark rig (so I can keep the animations I worked so hard to do) would that be considered difficult/tedious? I am willing to do it, but not if its going to take me a month.