I had no problems toggling the shades on and off in BB. Also, most model imports use a type smaller format than float (unless float was forced) because it saves filespace. Brawl character models always use float, so old vertexing methods don't support any other formats than float. You can edit the model all you want though by exporting as DAE and importing into 3ds Max.
Oh and you can literally just delete the object "Box01" using BB v0.67b if you don't want the shades.
If you mean the playable characters, that's apparently true, but I have seen Brawl models where the vertices use the Int16 format, such as with Bombed.
I'm not totally happy with my zero suit peach, but I figure I'd drop it here for people to beta test. Hopefuly I can get some feedback on it to improve on the final version which I'll then release on the brawlvault
The sunglasses sure was unexpected, but I did get some errors while toggling them ON and OFF on BrawlBox. And of course, whenever the polygon, Box01 was selected, that same error message would pop up.
Also, it seems that because nearly all the vertices data is under the Int16 format, trying to fix up the eye lid vertices is impossible with even 3ds Max; from what I know, vertex data has to be under the Float format to be editable with Anim8or and 3ds Max.
On a side note, what are the sunglasses for anyway?
With that all said, the work looks all good, but I never actually tested the hack out yet.
For those who haven't watched Star Wars: The Clone Wars, the first preview is Ahsoka Tano, during the first two seasons, along with the first nine episodes of the third season.
I followed the guide, and I was able to export my vertex edits without having to do more than "2" patches.
Unfortunately, when I tried to vertex edit the back hair of certain models (such as with Peach), it never got completely patched, even after as many as 10 patches. Apparently, this tutorial doesn't handle the hair vertices that are controlled by bones very well.
Okay, so I have been working on my Azelf project, but he is way too small! I'm not sure why, but if I resize the model itself, it still stays the same size in the animations! Does anyone know what to do? (I'm thinking a resize not oneslot will work.)
You have to modify the character attributes in the character moveset file for the character that Azelf is replacing. The attributes do affect all the color slots, but they won't mess up the character hitboxes, apart from affecting how big of a target the character is.
For a good reference, Wolf's model is quite small (even shorter than Fox's model), but his moveset file alters his size so that he appears bigger; 1.28x bigger than normal.
The File Patch Code is also compatible with the Dolphin Emulator. However, you do need a program, such as WinImage, in order to create an SD card file to use.
Okay, I've went through that guide, but when it got to part involving the script that detaches objects by material ID, it left me with an error message.
This really isn't what I had in mind if I want to do vertex edits, so I may need a better solution.
@Albafika: Isn't the BrawlBox thread for BrawlBox related questions? This is more of a 3ds Max issue that I'm having, unless it has something to do with exporting .mdl0 files into .dae files.
Edit: I've finally managed to get 3ds Max 8 onto my system, and managed to get the tools that involve vertex hacking to work too.
Therefore, this issue is pretty much redundant now.
I was recently able to get hold of Autodesk 3ds Max. Unfortunately, the best that I could download was the Autodesk 3ds Max 2010 edition.
Anyway, I have been playing around with some of the Brawl models with the program, but when it came down to doing vertex hacks, I was clearly missing some major steps.
I looked at the tutorials, and they mentioned about COLLADA being involved with the model imports. I browsed around to look for an OpenCOLLADA revision for 3ds Max 2010, and I saw a couple plugins that I could use.
Unfortunately, I soon ran into a brick wall, as whenever I try to import a .dae model with OpenCOLLADA, it never imports the model at all.
Either I'm missing something, or I'm just completely stuck. Some help would be appreciated.
Edit: If it helps, my computer's operating system is Windows 7. As for some images...
Do you think it'll ever be possible for vertex editing to be implemented onto BrawlBox? It would seem pointless to have the ability to see vertex points if you can't even edit them.
I hated using DasDonkey Vertex Box, man it took forever to make my Luigi Mario vertex, which I could actually make better now that I can edit Brawl Models without losing the rig, but I still think it was good for a first vertex (and my only one). lol
You must be referring to 3DS MAX there. It's a shame that it isn't free.
Well, best of luck there. Of course, I am pretty disturbed that Peach's head and lower half are part of the same polygon; I still haven't figured out which vertex points affect her shoes.