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16  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 18, 2016, 09:48:54 AM
Alright, now i get the basic idea. I'll mess with it a bit and see good ways to go about it from tutorials

EDIT: not sure why facepoints is still through the roof
17  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 18, 2016, 09:32:00 AM
In 3ds max, it's quadrify mesh :|

what you'll have to do is select edge loops that you deem aren't necessary for both the model's topology and rigging.
edge loops meaning what exactly? I gotta get this right this time around.

Also, what's usually a good value to put in for the quadrify mesh?
18  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 18, 2016, 08:11:13 AM
Don't worry about re-optimizing it. It should be okay. As Drog said tho your nodes are ridiculously high. Lower em and badda boom badda bing no moe lag

 Usually what you wanna do to optimize poly count is quadrify your model and remove/modify edge loops. It's the quickest way AFAIK to quickly lower overall poly count without using a program specifically designed to decimate models
Alright, so would that be the quadrify mesh modifier? And what would I do for the edge loops part?
19  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 17, 2016, 03:14:44 PM
Hey if you want to fix the shine problem you can use BB 0.76 to see if its working properly and if not Try this:
yeah I had those set up like that before. Once I had all the material/ref settings right it was just making the refs I8 instead of CMPR that fixed it. Filesize didn't let me make them I8 until after I made some other textures smaller.

This time around, I'm combining the [censored] out of the textures that don't have to be seperate and I'll make the ref textures a little better.

I vertex weld my models now.
how exactly? Like setting all vertices within a certain threshold to weld together, or just going two vertices at a time throughout the whole model?
20  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 17, 2016, 10:59:25 AM
Make sure you delete the skin modifier completely before re-rigging.
gotcha.

Post Merge: February 17, 2016, 02:04:48 PM
While i'm redoing this, are there ways to optimize the model somewhat quickly without using prooptimizer?
21  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 17, 2016, 09:52:54 AM
That's way too many nodes. Brawl models have around 300. With that many nodes, you'll pretty much need to rerig from scratch.
i'm gonna have to rerig from scratch anyway since I [censored]ed up my rig just now, so it's back to square one. I really don't think this is worth it.
22  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 17, 2016, 08:34:16 AM
Rule number one to optimization is to never use pro-optimizer, the result is cheap and ironically not optimal most of the time

Considering the complexity of his geometry, or lack thereof, you should be able to easily shave off another k or so. But that's irrelevant right now because you have some oddities going on with something else, as 16k facepoint count should not induce lag in most cases. Node count? Texture resolutions/formats? Vert count?

as for your spec issue I'd imagine it's an improperly set up material or/and shader, unless you've imported the ref texture as a CMPR texture as that can cause issues as well. Regardless, double-check your material and shader to make sure they're appropriately set up
interesting. I guess i should find a better way to optimize. Anyway, he's got 6161 vertices and 1746 nodes. i kept only three of the textures at 512x256, the rest are smaller.

As for the ref issue, i'll try making them I8
23  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 16, 2016, 05:16:06 PM
0.68d. Well, I tried both that and the newest one after 0.68d didn't work the first time. This is getting real old real fast.

Oh yeah, so the poly count after optimizing in 3ds max is actually a little over 9000, not 7000 (no over 9000 joke intended). and the face points after using the "optimize meshes" function in brawlbox is a little over 16,000. So he's cutting it close. Also, having 4 Cells does cause some lag, while just 3 does not. Golden cell contributes to that lag more than the other recolors, but even with golden cell and 2 others onscreen, I didn't notice any lag until the 4th cell is added
24  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 16, 2016, 02:18:55 PM
Just messed with cap's shadow model in brawlbox



But as you can see, i've run into my shine problem again. Nooo idea what i'm doing wrong. Tried everything i've heard to try from here, and then some.
25  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 13, 2016, 09:33:37 PM
Thanks so much! Although I'm not even close to satisfied with the rig just yet. The neck is puzzling me, so I'll be messing with that for a little while. At the moment it looks a little wonky. And I'll fix the knee caps and elbow joints so they look better also.

Behind the scenes, I also put his voice in from xenoverse because....well why not lol I'm starting to want to have a moveset for him, but that's an animal I am not at all knowledgeable enough about to tackle.

Anyway, I think my next update will be a release hopefully Smiley
26  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 13, 2016, 07:26:05 PM
Yeah, I optimized him. I'm actually gonna try and save a little more file space, but yeah, his poly count was just over 20,000 before optimizing, then I got him down to around 6-7,000 with pro optimizer (with borders excluded to keep some of cell's geometry I needed in certain areas like his elbows/knees and I had it set to mirror the polygons on both sides). I haven't tried having 4 cells yet, but I will after saving a little more space.
27  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 12, 2016, 10:09:25 PM
Well you guys, I really appreciate all your help! Cell's latest in game test yeilded great results! I'll put up previews tomorrow. still a few tweaks to make, but overall he's coming along nicely with this bug out of the way finally!

EDIT:
28  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 12, 2016, 02:02:12 PM

1) Import using v0.68d
2)Save and edit it the latest BB
3)Add the materials and whatnot
4)Test in game
5)Profit

That actually sort of worked. some of the objects with shine work flawlessly, but now some of hte textures are suuuper tiny and not mapped right: (also, i figured i'd make some recolors so my posts about Cell are a little more interesting lol)


The golden cell is supposed to look like this:

29  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 11, 2016, 01:25:12 PM
Sounds like a Default ColorNode issue.

Go to your import setting when you import the model, Color Nodes, add Colors to True. Fill your Default Color Node to somethine like 128 128 128 255.

This is an issue I've had way too many times and yours sounds just like it.


Alright, I set it to true. The rest was already 128 128 128 255. Sadly it, also, did not work :/

Then I retried everything from brawlbox 0.68d. That also didn't work.

If you or anyone else wants to look at the .pac I'm all for it
30  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 11, 2016, 11:47:08 AM
use brawlbox 68d instead
well that didn't work either. The shine just doesn't want to cooperate. It shows up as a red-tinted shine and texture on Battlefield, and other random shines on other stages
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