head glare texture from xenoverse (from frieza, but whatever)
Except the problem now seems to be the shine. It doesn't use the shine textures i made at all, but instead uses something from another character or usually the stage itself:
In this case, it took the texture from that galaxy in the background. I suppose it doesn't look too bad, but it's still a problem.
And replacing the vanilla metal shine with a new remade one.
I'm all for that, but I'm not the best at those things at the moment lol I mean I did what I could on the rest of the body, but some of the detail was sacrificed for file size. That, and I'm not quite skilled with Photoshop like Velen XP
I mean if anybody wanted to chip in to Cell, I've no objections despite wanting to finally have a hack I can call mine
If you select some of the polys in 3ds Max, the outside faces should be brighter than the inside ones. Otherwise it means you have flipped normals. Use the flip normals button to fix those.
EDIT: Ok, I tried that out and fiddled with it, so now all the materials are flipped correctly. In-game it still has issues with what side the lighting is on, but it seems to be different on every stage. Next would be to add shine which, again, i have no idea how to do. Please excuse my ignorance lol
well that didn't fix it. The lighting just randomly decides when it wants to be brighter on the correct side ingame. I've noticed that his hands are always correct in any stage lighting though
EDIT:
See how the parts facing the screen are darker than what isn't? And i should mention that the darker parts are waaaaaay darker in-game than what they are in the screenshot.
What version of BrawlBox are you using to import him? Have you edited the shaders and materials at all? He looks great so far.
The latest version. 0.71 I think. I've only changed hastexturematrix0 to true on the shader that was already there after I imported Cell. I haven't imported any other materials or shaders yet since I don't know how to add effects like shine or cell shading. And thanks! Post Merge: February 01, 2016, 03:50:44 PM
What version of BrawlBox are you using to import him? Have you edited the shaders and materials at all? He looks great so far.
The latest version. 0.71 I think. I've only changed hastexturematrix0 to true on the shader that was already there after I imported Cell. I haven't imported any other materials or shaders yet since I don't know how to add effects like shine or cell shading. And thanks!
As you can see, I've re-done the textures. Hopefully they are up to par
Only problem now is that the lighting is on the wrong side of Cell (he's brighter on the side you can't see), and that i don't remember how to add shine in brawlbox (and Nano's tutorial videos have been removed)
If he's freezing on the CSS then it's a problem with file size. Make sure texture dimensions aren't 2048x2048 or something ridiculous. Also, compressing to CMPR might help, but you'll lose details (and I believe alpha transparencies too, although I'm not sure about that).
File size, texture size, materials, or even shaders. Judging by when it froze it may just be the file size. Compare it to the original character's .pac and/or .pcs
Ok, so i lost some texture size/detail and got the pac and pcs filesize under Captain's original size. Now i shall test it once more Post Merge: January 28, 2016, 08:16:23 AMaaaaaaaaand failure
lots of texture misplacement. I'm gonna try using the original Xenoverse textures also, but in the meantime I would like to at least try fixing this somehow. Also, in game, the textures appeared a LOT darker than these screenshots are showing. Plus, the parts of the character facing the screen were dark, while the parts you can't even see were brighter
EDIT: Ok, so i just read through one of Pikazz's tutorials on how to fix this, so it shouldn't be a problem afterwards.
Haven't encountered this error in a long time. But have you made sure that every model in the scene has been rigged?
Also, that the skin modifier has every bone in it.
Alright, so i just checked everything, and one of the skin modifiers was missing the TopN bone -_- I usually have every object all in one skin modifier, but do to this being the first time i've used skin wraps, things played out so that there are maaany skin modifiers; One of which missing the TopN as an added bone