1. We could make one giant rap song, and each of us could say our name and what we did for the stage XD but I don't think everyone would be willing to do that, so...
I'm down.
We could also use the ultimate KC:MM rap song (yes, that thread I made).
This is very buggy and doesn't work on every character (characters with more vertex groups than objects will not work at the moment, but I will implement it soon).
Personally, I don't see what's so hard to understand. Must be something I'm missing, but for the most part:
- Take the model you want to edit. Export the MDL0 and ModelData of it to the same directoy as Vile's Vertexbox. Name the MDL0 "original.mdl0".
- Convert the ModelData to a DAE with either version of AiS and import it into 3ds Max, then do the import fix with MarioKart64n's script as usual.
- Before you do anything else, check the MDL0 in Brawlbox for any polygons that share a vertex set. If any do, delete the ones that come after the first in 3ds. Say, if Polygons A, B, and C of a model all use Vertex set X, delete Polygons B and C but keep Polygon A.
- Immediately after that, export the model in 3ds to a .obj format in the same folder as Vile's Vertexbox and name it "original.obj". The default options seem to work fine for me when I tried it out.
- Now you can make your vertex hack. When you're done, export the finished model to .obj and name it "new.obj".
- Run Vile's Vertexbox. It'll compare the .obj files and produce a "new.mdl0" with the changes between the two objs applied to "original.mdl0". It basically just took out all of the work of exporting each polygon individually.
Could be something on my end, but when I try to convert a Peach ModelData[0] from a vertex hack I exported from 3ds with the Vertexbox to a DAE for double-patching, the resulting DAE doesn't import properly. No actual verticies show up, even after using the MarioKart64n import fix.
Not sure, I haven't worked with peach before but I know that characters that have more vertex groups than face groups will not import (It's a fairly easy fix, but I plan to update this with more than just that feature).
When you move a model around and the UV coordinated are already set, there is nothing you can do about texture distortion (bar redoing the UV map) when you edit the geometry of the model.
IT WORKS!! HUZZAAHH!! XD I made a quick vertex hack on bowser, and it came out pretty much perfect. It does have an issue involving a few things I edited, which I believe will be fixed if I bring it back into 3DS, and morph it back to it's original shape and export it again and run it through your program again.
A double patch if you will. Would that work?
Yeh, just make a dae of out.mdl0, make an obj out of that new dae and name it original.obj, rename out.mdl0 to original.mdl0 and run the program again.