Thanks very much. How exactly do you edit an already edited model? Last time I tried (with the old method) it just made a text document. Do I run that as a script?
I want to try to get into vertex hacking so I was hoping someone could explain Mariokart64N's method to me a little more clearly than his video tutorials did because I'm very confused by them. I would like to learn how to vertex well so I can contribute to the Brawl hacking community. I think I kind of get it up to the point where you finish actually vertexing the model (I get completely lost with the whole patching/morphing/whatever thing that makes it actually work in game). If you can tell me how you do it from the beginning (just to make sure I'm doing everything right) I would be very thankful.
Is it possible to start with an already edited model? I have an idea for Xemnas (Kingdom Hearts 2) that I will need to start with the hatless link that Gamewatching made. I want to try to vertex his actual hair longer instead of just trying to make his hat look like hair. Also, I noticed that BeyondYou was able to make a one-slot Viewtiful Joe be smaller, so how would you go about making just the Xemnas vertex bigger without affecting Link's other outfits?
Awesome job on Mega Man X! He's almost perfect. Is there any way to vertex his nose so it looks more like Link's? Captain Falcon's doesn't suit him very well.
I was thinking that King Dedede would be the best fit for King K. Rool. Bowser might work too but that might be a bit tricky (I don't know if you can give Bowser a cape).
Okay, I got the problem with not being able to export it fixed thanks to Das Donkey Box 2. I'm still having a big problem that when I switch to edit polygon, most of his face disappears. I need to use that so I can use the relax tool that Mariokart64n was using in his Mewtwo videos. It would really help me smooth out things like Donkey Kong's ears and the crease it makes in his head by pushing his pointy hair down.
Okay, I was following your tutorial and Yoshiboshi's pretty fine until I got to the point after you make the patch once you are happy with your changes I get totally lost. Also, for some reason, when I imported the model it messes up when I got to Edit Poly so I can't use the Relax tool that you were using. Please help me out here.
Anyways, I'm working on Pimple (from Battletoads) over Donkey Kong, and here is what I have so far:
Okay, I was following your tutorial and Mariokart's pretty fine until I got to this point and I get totally lost:
OH CRAP! Did it mess up? Nope, thats whats supposed to happen, dont worry! Now, if you havent already, go to dasdonkey and make the 3ds file. Now import it into 3ds max. You dont really even have to turn on the vertex thingy. Just make sure you're selected on the vertex and click here.....
And select morpher from that list. Now, on the thing that appeared on the side, RIGHT click here... and click pick from scene. Now click on the model thingy and then click on the arrow next to the box you right clicked on and move your mouse up until it reaches 100. Now go to file>export selected (MAKE SURE IT SAYS EXPORT SELECTED) and export over the DDV.3ds. Now follow the rest of the steps in the raw vertex meathod. Check it out in brawlbox.
For instance, what is the "model thingy" that I'm supposed to click? When I do this (probably the wrong way) and replace the stuff in brawlbox, donkey kong has his same old original head.
Also, for some reason, when I imported the model it messes up when I got to Edit Poly so I can't use the Relax tool that Mariokart was using. Please help me out here.
Anyways, I'm working on Pimple (from Battletoads) over Donkey Kong, and here is what I have so far:
You can extend the animation if you want if it will make the move look better. As for the standing, walking, and running animations, I think those sound easy enough for me to try myself (I've never done any PSA stuff, but it shouldn't be hard to just swap those animations right?)
Do you think you could give Donkey Kong his roll for his running attack like he does in the original Donkey Kong Country? If you haven't played that game, he does it at around 0:56 in this video
For a separate request, It would also be great if you could give Donkey Kong a standing animation of a humanoid character like Marth or Ike (whatever looks good on him so his arms aren't in his body and he's standing straight up) and Ganondorf's running animation? I'm thinking about making a Battletoad vertex over Donkey Kong and that would help a lot.
Hi. I'm really new to posting things on Brawl Vault so I'm not really sure what to do here. My photobucket bandwidth exceeded and now all my images are gone on Brawl Vault. Would it be best to wait for photobucket to fix them itself or should I make a new account so I can reupload the images myself?
Ughhh..... I'm with irishladdie727 on this one. I am having the most difficult time with my Voltorb texture over Kirby
I tried following these steps, but nothing seems to work.
If anyone wants to help a brother out, I've uploaded my voltorb, along with all of his textures in both psd and png format, to here: http://www.mediafire.com/?s4n76t03qm43sbg
And if anyone's curious, this is what he looks like in-game, when he doesn't have his final smash:
EDIT: Disregard my request. mnsg already fixed it for me. That guy is such a hero.
I need to know how to take part of one pcs and replace it with another part from a different pcs of the same character.
For example, if I wanted the Captain America Snake's hair on a different Snake that already had his ammo packs and stuff removed, how would I do this? I tried exporting the polygon and replacing it on said Snake, but that did nothing. If someone could help me out with this, there are many textures I plan to release soon after.
I just wanted to say that this is looking great so far! The only thing I'm worried about is the Cure move. If you are playing in a large stage like Hyrule Temple and use it as soon as you kill someone, it might be a bit overpowered to heal that much.