So, I'm guessing it's a filesize issue, but I nothing I do reduces the filesize enough. I have figured it to be only importing the textures that causes freezing as the model works fine when I leave Ganon's textures there.
Can someone clue me in on how to fix this, please?
Problems with FS eyes again... this time it is ToonLinks -_-
So, I have ToonLinks FS eyes perma-visible and clear as daylight but for some reason the texture on them is... well... Weird They aren't the wrong colour or inivisble, they just kinda have a semi-visible outline. The texture itself is fine as it works for the regular eyes, but the FS ones are screwy.
Many hacks have used the eyes to create various things and they all are fine (Beyond's SkullKid does this no problems) but I just can't seem to figure out why it does it.
Anybody got any ideas or clues on how to fix this? or am I just unlucky? >.>
Alright, this is gonna be a little hard to explain...
For my Ms.Mowz hack I made the inner ears from one pair of Kirbys FSeyes, Problem is they show up completely white in-game. The other Eyes show up just fine, but these ones don't.
Does anybody know a fix, or has any theories on how to fix this? Thank you.
If I wanted to keep Kirbys mouth shut, which bone(s) would I have to disable? He has 13 mouth bones, but do I have to disable them all? There must be a certain one that does the main work...
I've been meaning to make this tutorial for a while now... >_>
First off, this tutorial is incomplete. At the moment, You can use this method to re-attach polygons that are only wieghted to a single bone. I have yet to fully figure out how to re-attach multi-bone polygons but I am working on it, along with some other applications this could be used for... I will update this when I have figured out how to flawlessly re-attach multi-bone polygons.
If you think this will be too complicated for you (or you are lazy, like me) ForOhFor Error has created a program that can do this for you automatically. You can check it out Here
You will need: > Brawlbox > A hex editing program > FitCharacter##.pac file
For this example I will be attaching Shiek's Dagger to her head... For lols
To start off you will need to open up your character in brawlbox and export the model. Once you have done that, expand the model data tabs until you find the polygon you wish to re-attach. Take note of the Mdl0 offset.
Next, find the bone you wish to attach it to, and take note of the NodeID.
Head on over to your hex editor and open up your Mdl0. Scroll down until you find the polygon offset you'll be changing.
Now, I'm using HxD as my hex editor so I can simply click where it says "offset(h)" to make the offset appear as it does in brawlbox. I don't know if other Hex editor's do the same, but if they don't, you will have to convert the polygon offset to hex before trying to find it.
So now that we have arrived at our destination, what do we do? Well, by looking at the NodeId the polygon is currently attached to in brawlbox, we can determine that it is this value is what needs changing.
Now all that is left to do is punch in the Bone NodeId you found earlier (remember to convert it to hex first!) and save your work.
Finally, replace the model in brawlbox and voilá.
Notes: ~ Sometimes, the bone you are re-attaching the polygon to has a different default rotation, so you will have to vertex it to be the right way round.
~ Because you have altered a polygon, you can no longer convert the ModelData to DAE. If you need to do vertex editing, my advice is to either export the vertices first then re-attach the polygon, or vertex that part last to avoid patching. Appearently, I'm wrong Check out Beyond's post below vvv
~ This can infact be done with multi-bone polygons. If you are lucky, you might be able to re-attach a multi-bone polygon with this method, but I have only successfully done it thrice.
Examples: Here are a couple of examples of where this has been used- Gallade by Starwaffle Ulquiorra by Jokekid Right-handed Link by Moi
If anyone wishes to expand on this, please, be my guest Alot of people should be able to figure out the ins-and-outs of this pretty easily, so any additional info would be greatly appreciated.
Just wondering if it's possible for Olimar's Helmet to be made opaque? If it is, would anyone care to enlighten me before I start work on Petey Piranha's head?
Is there any possible way to tell which UV Points coordinate with the Vertex sets?
Reader 1: Oh hey, check it out! This guy has a question that doesn't relate to how useless he is at putting stuff on an SD card! Reader 2: Wow, don't see much of that often... It might help others it gets answered too. Reader 1: Wait, You're not gonna Answer it, are you?! Reader 2: Pffft, No. Reader 1: Awesome! No-one ever wants these useful questions answered anyway! *High-fives Reader 2*
My computer just got back from its Spa vacation. Everything seems to be the way it was before it left, but 3dsMax is telling me it needs AcGe16.dll. So I went and got this and now don't know where to put it... Any help, please?
I doubt many people will know what I'm on about but I'mma aks anyway.
I know you can edit vertex weights through Hex, does anybody know how/what to do? Does editing vertex weights affect wifi play? (will altering them desync wifi?)
I can't believe I am struggling to do this How do you get rid of it? I tried hexing the vertices out, but it just stretches the parts of the cape to the position of his ThrowN bone
So I tried to make it invisble, thinking that because it was a CMPR it would work... it didn't.
Is the only way to get rid of it to hex the polygons out?