Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 2 3 [4] 5 6 7 8
46  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 23, 2011, 12:02:50 PM
Ok, so let me get this straight: I could take a Mewtwo model from Melee, rig it to work with the Mewtwo PSA stuff, and it will work as if it was the Mewtwo model mariokart64n made?

Yes. As long as you rigged it over Lucario or whomever has the Mewtwo moveset, it should work just fine.
47  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 23, 2011, 11:18:28 AM
The "Big idea" is that we get the perfect model import, with no T stance glitches, no item or throwing glitches, no hurtbox glitches, no shield glitches no SQUAT!

It's a flawless import because the characters will be rigged to brawl characters bones, hence why rigging in 3DS max is needed.

It doesn't matter what the bones are rigged to. Rigging them to pre-existing brawl characters bones allows for no need of animating, moveset making, etc. and are wifi compatible. Custom bone require entirely new animations and movesets.

...I think.
48  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 22, 2011, 07:33:23 PM
I found one error with textures. If you don't open all the materials to show their references, the textures won't build right. Easy fix though, coding some changes right now. Tongue

Also, I'll just make Jigglypuff's shader the default one. Problem solved.


What makes Jigglypuff's shader so.. good? Is it just kind of a general shader?
49  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 22, 2011, 05:03:29 PM
Just woke up from a nap, love the bs "On Topic:" statements people are adding to their posts during arguments, silly. RTB, your brother's a pretty good modeler c:.
50  Super Smash Bros. Brawl Hacking / Programming / Re: DAE to MDL0 Conversion: Tons of epic progress n stuff on: October 21, 2011, 06:06:32 PM
I'm excited to see the cool new character sets people come up with for their own smash and clash duke-outs. Keep up the good work, BJ.
51  Super Smash Bros. Brawl Hacking / Programming / Re: DAE 2 MDL0: Model Successfully Imported! (Page 310) Importer not flawless though on: October 18, 2011, 01:21:58 PM
Mario Facepalm This question was asked to BlackJax, since he's the only one who can answer this. Creating a help topic would have been pointless, since no one besides him has a near-fully working BrawlBox v0.65, and no one would have been able to answer. So, when questions are about the UNRELEASED BrawlBox, I have no choice but to ask them to BJ.

Your question should have been posted in Help. BJ posts there sometimes too. You could even PM him.. maybe.
52  Super Smash Bros. Brawl Hacking / Programming / Re: DAE 2 MDL0: Model Successfully Imported! (Page 310) Importer not flawless though on: October 17, 2011, 04:57:39 PM
dude, just calm down... he'll post a tut when he feels like it!!

For reals. Tokoyami, I do appreciate that you have toned it down a little, and I appreciate that you've posted something on topic, but you have to learn some patience man.
53  Super Smash Bros. Brawl Hacking / Programming / Re: DAE 2 MDL0: Model Successfully Imported! (Page 310) Importer not flawless though on: October 15, 2011, 12:49:36 PM
I'm sure this question has been asked before, and I'm fairly certain I saw it relating to stages, but is there any idea on how many faces/polygons a playermodel can have? Assuming there are 3 other players on one stage, how many would be approximately too many (make the game lag etc)?
54  Super Smash Bros. Brawl Hacking / Programming / Re: DAE 2 MDL0: Model Successfully Imported! (Page 310) Importer not flawless though on: October 14, 2011, 10:11:39 PM
As long as you scale the model to fit the Brawl bone tree as best as possible, rig it, and then import it, you *shouldn't* have any problems on Wifi. Even if you add bones after the last bone in the tree, as long as you don't make any PSA edits.

Neat Smiley
55  Super Smash Bros. Brawl Hacking / Programming / Re: DAE 2 MDL0: Model Successfully Imported! (Page 310) Importer not flawless though on: October 14, 2011, 09:22:00 PM
Re: Re: Re: It will be Wi-fi compatible because no bones will be renamed. Also, stiff bones? It'll work as a vertex.

I understand that, I'm asking if you add bones because the mesh you are using has something that would be better suited with an extra bone or something to animate it, for example Kit's tail. If bones were added to Zero Suit's bone tree to affect Kit's tail, the model wouldn't be wifi compatible, correct?

EDIT: nevermind. BJ answered me.
56  Super Smash Bros. Brawl Hacking / Programming / Re: DAE 2 MDL0: Model Successfully Imported! (Page 310) Importer not flawless though on: October 14, 2011, 09:00:15 PM
It's because we'll be able to rig them to characters' bone trees.

Oh right. I totally forgot about that. If you were to add bones to preexisting characters (for hair, cloth, whatever the reason) the animations would be fine right? It just wouldnt be wifi compatable? Of course the new bones would be stiff until you actually animate them, but in theory it's possible correct?
57  Super Smash Bros. Brawl Hacking / Programming / Re: DAE 2 MDL0: Model Successfully Imported! (Page 310) Importer not flawless though on: October 14, 2011, 08:38:14 PM
So do I. Then literally anyone will be playable. :3

Except, you know, people will have to redo literally every animation, and the whole PSA to go with it :\.
58  Help & Tutorials / Help / Re: Texture's not applying properly to Final Fantasy X model in 3DS Max on: October 14, 2011, 12:31:22 PM
Thanks, I'll give your advice a shot.
59  Help & Tutorials / Help / Texture's not applying properly to Final Fantasy X model in 3DS Max on: October 13, 2011, 08:30:32 PM
Basically, here's how the model should look: http://i.imgur.com/n648v.png
And here's what it looks like: http://i.imgur.com/ar5rg.png

It's probably an issue with the UVs, so how do I fix this?
60  Super Smash Bros. Brawl Hacking / Programming / Re: DAE 2 MDL0: Model Successfully Imported! (Page 310) Importer not flawless though on: October 13, 2011, 05:56:33 PM
RTB, when the Brawlbox is officially released, would you mind providing a tutorial for your whole rigging to a pre-existing characters bones? Primarily the scaling of bones.
Pages:  1 2 3 [4] 5 6 7 8