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241  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 12, 2010, 08:20:16 PM
sorry, didn't really pay attention to his name lol

also sorry about the long wait, um its taking a hell of a long time to encode and upload to youtube. my PC is EXTREMELY SLOW... like you wouldn't even know.. it takes 5mins to do like anything

also things keep crashing.. it took me 40mins just to make a 10mis clip, cause of all the crashing, restarting etc.. >_< gawd I hate making videos
242  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 12, 2010, 07:25:17 PM
using editPoly changes the vert count. since we are modding verts, vert count is extremely IMPORTANT.

but max also uses verts to morph.. if the vert count is off, we cannot morph Sad everything is down the tubes... but no theres an answer!! morph by faces instead, since the face count remains the same, we can morph based on that instead. then morph back by verts.. its a owkr around.. further explained by video
243  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 12, 2010, 07:08:18 PM
BY already posted it.....

http://www.scriptspot.com/3ds-max/scripts/meshmorpher

I'm trying to hurry the video, to about 3 parts and cover everything

another hour should do it
244  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 12, 2010, 06:54:36 PM
12part(2hour) video is to come to answer these questions to those of you who are serious about modding and are skilled using MAX
245  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 12, 2010, 04:48:43 PM
yeah, DDV2 should remove the need for using any script by me.  no doubt a few people are beta testing it since nobody should technically know about it and I keep seeing mention of it O_o

but anyway try to beg borrow and steal the beta or wait till it's officially released.

I can create another video explaining and fixing all these problems with alternate work arounds, but whats the point? DDV2 will eliminate the need for any script.

I posted my findings and a basic video in the beginning just to give everyone an equal stance on the current methods. those who have the comprehension of how to use max would have no doubt benefited from the script prior to the DDV2 release.

Personally I find the script allows you to work with a faster work flow, over using 3rd party apps outside of max. so I'll be continuing using it, over DDV. however both will accomplish the same means in the end. one or the other won't be any better, and will suffer from the same problems.. with the exception of the EditPoly Glitch.. which I'll need to fix.

its gonna burn having to take up my weekend scripting, but seems there's a need for a fixed script.
246  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: BILL'S HAT MODEL IMPORTED INTO BRAWL! on: June 12, 2010, 05:37:19 AM
yeah there was a typo, that caused the script not to work... Sad

since I wasn't able to fully understand the format, I didn't bother posting the fixed version, sorry

sometime I'll update my main script, and addd a new button called export. it'll dump raw verts, raw UVs, and faces formatted as specified for triStrip all as separate bin files. that way people can tinker with hex replacing data in the MDL0. hopfully that'll be a big help to everyone hexing.

but the thing that's held me back is the fact I'm using EditPoly to do all my operations in 3dsmax. see max has a marco recorder.. so basically it'll save your actions to a script, that you can replay later. that's the basics of maxscript. for some reason the macro listener only gives me output for using editPoly..

anyway editPoly is increasing the vert count, which is causing grief among my new vert technique..

I tried posting for help at the script spot, so far no answer.. how ever I may just continue with the script, cause I donno if I'll get my problem solved or not. my friend chrrox suggested using meshOps, by cloning and collapsing to mesh edit only then carry out my operations... it may have to come down to that.
247  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 10, 2010, 06:40:57 PM
3dsmax has tabs now O_o sweet
248  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 07, 2010, 06:18:52 PM
i posted that script somewhere, if not its already updated in the first post...
249  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Mario's Pad on: June 07, 2010, 06:16:29 PM
No Fly Ideas, are ideas I had, but I can't invision in my head how it would work.. basically I don't think they would even be possible with my current abilities...

on another note, I was hanging around hongfire and found some really good concept art ideas... I was like WOW.. their good mid-evil mystical / fantasy type character ideas.. some which I might want to make up in brawl.. ^_^

anyway google, surf deviant art, find good concept ideas and bring them here! yes.

like megaGirl.. thats hot Smiley


ok here are some of the concepts I found from the verta CG set, hope you like some of them


250  Help & Tutorials / Help / Re: Is it possible.......... on: June 06, 2010, 09:10:40 PM
LOL, yeah 0kb is an obvious indecator

size doesn't matter, its the format that does. maybe your file breaks the format, or is missing something.

usually game files are 100 - 500kb for a whole model file. some 500 - 1mb it's basically the texture data that takes all that space up. the rest is pretty condensable data, that can get even smaller once zlib'd
251  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 06, 2010, 08:50:15 PM
the Max default morpher, works by moving the common vertices... when this is broken the morph cannot work.

someone made a script called face morpher, it somehow moves the face, regurdless of the verts between the 2 models.

google scriptspot, facemorpher. play with it and you'll unstand what I mean....

basically morph a good mesh into your modified mesh. then morph that to your vert cloud..
its a run around until I fix the script, or the new app by das donkey is released.
252  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 06, 2010, 07:13:46 PM
the stack is where all the modifier are on top of each other..

edit mesh
morhper
meshedit

right click in that window or box area and click on collapse, then everything will combine
253  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 06, 2010, 06:31:38 PM
I have to fix my script, I'm using edit poly to do my operations, but it's converting the models geometry, in some causes causing it to be incompatible. (this can be fixed using faceMorpher instead) but I'll need to change over from EditPoly to EditMesh.. but I'm not sure of the max commands for that one.

also try collapsing the modifier stack, that might do the trick

as more fixes and developments come, I'll be sure to post about it
254  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: BILL'S HAT MODEL IMPORTED INTO BRAWL! on: June 06, 2010, 04:22:13 PM
yay, brawlbox didnt crash this time ^_^

seems there an extra byte.. I don't understand why

like

98 00 [count] [face1] [face2] [node?] [face3]

updated the script, tested on marths hair, but its a vertex mess
Code:
fsource = GetOpenFileName \
caption:"die!" types: \
"PKG(*nif)|*.*|All files (*.*)|*.*|"
f= fopen fsource "rt"
-- fext= getFilenameType fsource
-- fsize= getFileSize fsource
fpath= getFilenamePath fsource
fname= getFilenameFile fsource
-- f = fopen "T:\\BrawlMods\\marth_shinobo\\polygon15" "rb"
-- f = fopen "T:\\BrawlMods\\marth_shinobo\\ok2.dae" "rt"

-- fpath="C:\\"

-- fn writeBElong fstream = (
-- long = readlong fstream
-- long = bit.swapBytes long 1 4
-- long = bit.swapBytes long 2 3
-- return long
-- )

-- fn readBEshort fstream = (
-- short = readshort fstream
-- short = bit.swapBytes short 1 2
-- return short
-- )
fn ReadFixedString bstream fixedLen = (
local str = ""
for i = 1 to fixedLen do
(
str += bit.intAsChar (ReadByte bstream #unsigned)
)
str
)

filetest=""
while(filetest!="tristrips")
do(
file=bit.intAsChar (ReadByte f #unsigned)
if file=="<" do(
filetest=readFixedString f 9
triStripOffset=((ftell f)+7)
fseek f -9 #seek_cur
)
if filetest=="tristrips" then exit
)



if triStripOffset!=undefined do(
fseek f triStripOffset #seek_set

faceCount=""
do(
file=bit.intaschar (ReadByte f #unsigned)
 if file=="\"" then exit
if file!=" " do(
faceCount+=file
)
)
while (file!=" ")
faceCount =(faceCount as float)




while(ftell f!=end)
do(
file=bit.intAsChar (ReadByte f #unsigned)
if file=="<" do(
filetest=readFixedString f 2
if filetest=="p>" then exit
)
)

fseek f -4 #seek_cur
start=ftell f
-- while(ftell f!=end)
-- do(
-- file=bit.intAsChar (ReadByte f #unsigned)
-- if file=="/" do(
-- filetest=readFixedString f 9
-- if filetest=="tristrips" then exit
-- )
-- )
-- last=ftell f
-- stripSize=(last-start)

-- fseek f start #seek_set
-- StripRead=""
-- for x = 1 to stripSize do(
-- StripRead+=bit.intAsChar (ReadByte f #unsigned)
-- )
-- StripRead as stringStream
-- fr=readDelimitedString StripRead " "

faceArray=#()
stripCount=#()
for x = 1 to faceCount do(
counter=0
do(
fseek f -1 #seek_cur
file2=bit.intAsChar (ReadByte f #unsigned)

if file2=="<" then exit

face=""

do(
file=bit.intAsChar (ReadByte f #unsigned)
if file==" " then exit
if file=="<" then exit
if file!=" " do(face+=file)

)while(file!=" ")

face=(face as float)
append faceArray face
counter+=1
)while(file2!="<")

append stripCount counter
fseek f 27 #seek_cur
)

-- print faceArray
-- print stripCount
fclose f
gc()

createFile (fpath+fname+"_strips.bin")
s = fopen (fpath+fname+"_strips.bin") "ab"
 for x = 1 to stripCount.count do(
write=writeshort s 0x0098
write=writebyte s (stripCount[x]/3)
for i = 1 to stripCount[x]/3 do(
write=writeshort s (bit.swapBytes (faceArray[1]) 1 2)
write=writeshort s (bit.swapBytes (faceArray[2]) 1 2)
write=writebyte s 0x00
write=writeshort s (bit.swapBytes (faceArray[3]) 1 2)
deleteItem faceArray 1
deleteItem faceArray 1
deleteItem faceArray 1

)
-- gc light:false delayed:false
 )


fclose s
gc()


 
)



wh = ftell f
print wh



-- totalLength=readBElong f
-- mdl0Offset=readBElong f
-- nodeId=readBElong f
-- elemFlags=readBElong f
-- texFlags=readBElong f
-- dataFlags=readBElong f
-- defSize=readBElong f
-- defFlags=readBElong f
-- defOffset=readBElong f
-- dataLen1=readBElong f
-- dataLen2=readBElong f
-- dataOffset=readBElong f
-- unk2=readBElong f
-- unk3=readBElong f
-- stringOffset=readBElong f
-- index=readBElong f
-- numVertices=readBElong f
-- numFaces=readBElong f
-- vertSet=readBEshort f
-- normalSet=readBEshort f
-- fseek f 20 #seek_cur
-- part10Offset=readBElong f
-- dataJump=totalLength-dataLen1
-- fseek f dataJump #seek_set



-- wh= ftell f
-- print "where?"
-- print wh
print "DONE!!"

also I'm still not sure what you mean by ID's are the IDs in the polgon block that I need to edit
255  Help & Tutorials / Vertex Tutorials / Re: Model Hacking Help on: June 06, 2010, 11:45:33 AM
press "H" on your keyboard
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