It's not a character though. It's a custom kart model. Another note is that there are no MKW models that have a 'NodeMix' in them. Maybe it's causing problems?
I've been trying to use BrawlBox to import models into other games that use v11 MDL0s. Changing the 'version' to '11' makes the model LOOK correct (Even in a hex editor), and it loads fine on Dolphin, but it crashes the Wii itself (stuck at black screen). My shaders match those from the original models and my materials also match. The only thing I see different is that the original models don't have a "NodeMix" and mine does. Both models have a bone structure (Original has 2 bones, mine has 7). What is "NodeMix"? Also, when I select the model, the original has 2 "nodes" and mine has 18.
The version I have (0.65b Beta) crashes upon loading files (from Mario Kart Wii) that have SRT0 and PAT0 files in them. Something about having SRT0, PAT0 and V11 MDL0s in there at the same time. It's making it difficult to modify character models. Was this fixed already?
I can get around it by deleting the SRT0s and the PAT0s using CTools, but then Koopa Troopa loses his texture animations.
With the current beta, I'm able to edit Mario Kart Wii track models and add new shaders to them without any trouble (and they still load in MKW!) so I can say that V11 MDL0's are supported pretty nicely. The only thing that seem to corrupt it is adding another color to a set of vertex colors. Now I just need a way to add more UV maps to the other 6 slots that are blank at the moment.
Bumping this to notify people that this method DOES work on 3dsMax 2012. I successfully edited my Yoshi with it (quadruple patching, bleh). New personal model hack coming up for me~
This happened to me when I made a BRSTM that was longer than the original. Replaced the menu theme with a 7-minute one from another game (TrackMania Sunrise) and it did this about halfway through, changing to a crackly version of F-Zero X's Rainbow Road. Then it would eventually change back and sound totally normal...
It happens to me too, but with Yoshi and Lucario. Charizard doesn't seem to be affected, as it is the only one I've edited that didn't have this problem. Sometimes, with Yoshi, just moving the vertices in a different direction than intended works (usually opposite) but with Lucario, I can't figure it out. I use 3ds max 9 and DasDonkeyBox to do the patching. Should I be using mariokart64n's plugin to patch too, instead of just using it to fix the model?
I use 3dsmax, and yes, I do fix the model first. I've tried with and without the fix with no luck.
Some characters don't seem affected by this, like Charizard, but Yoshi and Lucario both have this problem for me. I've even tried applying the vertex modification twice to see if it would reverse the reversed vertices but it just doubled the effect.
In my case, the order in which I select the files dramatically changes the outcome but still doesn't give me the model I was looking for. Selecting the EDITED model as the base and the ORIGINAL as the 'patch' makes the vertices correct but only on 2 axis (Y and Z). They all move in the opposite direction on the other axis (X ). Doing it the normal way makes it correct on only 1 axis (X ) but doing one than the other seems to cancel each other out (so it only looks like the last one I did instead of both combined).
As for my method, I use the ais program to create COLLADA versions of the models, which I import into 3dsmax using the recommended importer. I fix the model using the script and then I export as "Yoshi_Body". I edit then export as "Yoshi_Edit". I run DonkeyBox and create the patch after I extract vertex.ddf and model.mdl0 from BrawlBox. Once that's done, I replace the model in BrawlBox with Model_Edited.mdl0 and my model doesn't look the same as it did in 3dsmax since the vertices aren't in the correct position.
While doing vertex hacks, there are times when I import my modifications into Brawlbox and the model looks different. eg; vertices go the opposite direction that I moved them (Made claws going in, verts instead go into the fingers)
Is there an easy way around this that I'm missing?
Still does the same thing. I've re-exported the original model and my edited one again and it still does it as well. It doesn't do it with other characters, so I don't understand what's happening.
I did that. The ais program exported it as polygon23node, but it's polygon27 in BrawlBox. I'll look for an ID of 27 and see if that changes anything.
Edit: It's missing some polygon numbers, it has 0-16, then skips to 18, then skips to 21. So I counted down from the top of the list and saw that the polygon I wanted was the 23rd polygon. Sadly, the vertex data I exported is the same one that's giving me problems; Lucario_Body has an ID of 23. The polygon's name is "Polygon26", the the vertex data that has an ID of 26 is "Lucario_EyeYellowR".