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136  Super Smash Bros. Brawl Hacking / Programming / VILE's Vertex Box ~ *VERSION 0.2 OUT NOW* ~Read OP For Changelist~ on: April 25, 2011, 10:15:36 PM
Features:

Current Features:
- Import all vertex groups in 1 go
- Support for all characters


Next Release Features:

Complete:
- Import all vertex groups in 1 go
- Support for all characters


In Progress:
- Auto patcher (This may take some time people, but I haven't forgotten)
- All vertex formats supported (Yes, item and stage vertex editing)


Not Done:
- Normal group import
- UV group import


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Readme:
Quote from: Readme
VILE's Vertex Box

1. Convert any MDL0 you want with AiS.
2. Save as "original.obj" in the same directory as VVBox.
3. Edit original.obj however you please and save as "new.obj" in the same directory.
4. Put the MDL0 file you converted with AiS in with the OBJ files and VVBox and name it "original.mdl0"
5. Run VVBox.
6. Your vertex hack will be named "new.mdl0" (you may have to convert this file and repeat the process to patch it).


Change List:
V0.2 - Support for all characters and no removal of objects (polygons) necessary.

V0.1 - OBJ to MDL0 vertex conversion for some characters.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

DOWNLOAD
137  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: BrawlBox Showcase Workshop on: April 24, 2011, 07:46:05 PM
Those look pretty cool Vile.
Just a question but how come your not releasing them?
I'm assuming it's because Zero suit samus is a pain to texture or is it other reasons?
I could prblly help with the textures if it's that reason.

The vertex hacks aren't complete and I'm lazy Cheesy
138  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: BrawlBox Showcase Workshop on: April 24, 2011, 01:11:05 AM

Rei



Yoko



Jill


Just some stuff I'm never gonna release.
139  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: DAE Perfectly Imported >:D Working On Export/Save Now! on: April 20, 2011, 08:06:52 PM
No, I mean they're a TOTALLY different format ( . mot ).

Although, I think VILE and IWasAPerson were working on a converter. What happened to that?

File with the extension .mot are actually motion archives.

I was originally intending to write a converter for the files within the .mot, but I lost interest because I wasn't 100% sure if my findings were correct (they had to be referenced against an MDL0 file to convert to CHR0, which just to test would have had me to write a program). I also wanted to start working on MvC3 hacking, so I kinda left that project behind.
140  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Post here if you wanna be involved in Sexy Mountain. on: April 19, 2011, 06:59:14 PM
I have an old model that I could use a base as for female characters
*picture*
The ass is modeled nicely, disregard the face (it was WIP) and the breasts can be upsized.
141  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Post here if you wanna be involved in Sexy Mountain. on: April 19, 2011, 06:49:48 PM
Trust me. Xat is better. It's fast, anyone can use it. The KC:mm Irc freezes my comp.

Xat lags like crap for me, while the IRC is light speed.
142  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Post here if you wanna be involved in Sexy Mountain. on: April 19, 2011, 06:32:54 PM
when we do start, we'll have some kind of chatroom right? Everyone prefers MSN I suppose? and can we make an ideas list or something?

Why not just use the KC:MM irc?
143  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: DAE Perfectly Imported >:D Working On Export/Save Now! on: April 19, 2011, 06:12:03 PM
Well I'm not quick with doing skins (If it ain't perfect, it ain't finished), just look up a few tutorials.
144  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Import games that can be made in to .dae on: April 19, 2011, 06:10:02 PM
As long as you can just export the model you can export a .dae yourself.
145  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: DAE Perfectly Imported >:D Working On Export/Save Now! on: April 19, 2011, 07:15:50 AM
Did anyone have any success with connecting bones to a model?
I'm having problems over here with it.

Go to your model, add a skin modifier, add the bones you have and adjust the weights.
146  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Post here if you wanna be involved in Sexy Mountain. on: April 18, 2011, 07:40:48 PM
Because of the soon to come model importer, I may be able to make a few models from scratch for the background.
147  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: DAE Perfectly Imported >:D Working On Export/Save Now! on: April 18, 2011, 05:47:20 PM
I think starting with inanimate objects would be best, so I can have a basic understanding of how to model properly.

I saw make organic things because you don't want to develop the style of making everything look sharp and inanimate, you model organic things and you will develop the skill to make smooth, neat things.
148  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: DAE Perfectly Imported >:D Working On Export/Save Now! on: April 18, 2011, 05:38:35 PM
I'll be looking into how to use 3DSMAX's various functions to make full models.

Maybe I'll start by making a proper Colt six-shooter if I can get to doing it right. Just need to figure out how to make shapes hollowed out...

Once you figure out the functions in 3ds max, start making organic things, it helps in the long run.
149  Help & Tutorials / Help / Re: Replacing Link's boomerang with an imported model on: April 17, 2011, 02:35:37 AM
Rename the bones to the same as the boomerang, the only thing I can think of.
150  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Post here if you wanna be involved in Sexy Mountain. on: April 16, 2011, 08:30:38 PM
Those are just models not the actualy brawlers. I think we ARE doing it right.(Notice the other pro stage makers aren't saying it's too much >.>)

Well with characters alone you will be hitting 400 000 triangles, on top of that you have their textures (about 1 or 2 256^ - 512^ each) AND everything that is necessary to make a stage. I'm not completely knowledgeable on the hardware for the wii, but this is probably a lot more intense than anything brawl has done, so just be careful.

EDIT: Also "pro" stage builders most likely don't know about stage limits (most of these stage makers just get models from other games).
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