Home Gallery Resources The Team Rules chat Login Register
Pages: [1]
Author Topic: Vertex hacking problem  (Read 1471 times)
0 Members and 1 Guest are viewing this topic.
Changeling
Expert Kitten
****
Offline Offline

Posts: 52


Rawr.


View Profile Awards
« on: April 17, 2011, 01:50:37 PM »


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?

I use 3ds max 9.
Logged

DrPanda
Special Access
*****
Offline Offline

Posts: 1704


  • Awards Super Saiyan Topic Renowned Hacker Featured Heart Container

  • View Profile Awards
    « Reply #1 on: April 17, 2011, 02:43:33 PM »


    What method are you using?
    Logged

    xxmasal22xx
    Holy Kitten
    *
    Offline Offline

    Posts: 1357


    The epic importer

  • Awards Fiery Topic Dedicated Hacker KCMM Veteran Heart Container

  • View Profile WWW Awards
    « Reply #2 on: April 18, 2011, 11:01:07 AM »


    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?

    I use 3ds max 9.

    Did you remember to press the "Fix AiS Import" button with the Brawl VertHacker Tool when you first imported the Vertex Set?

    When you first import DAE files, they are sometimes inverted, and through my experience, if you don't do that step, it will SOMETIMES cause it to stay inverted when you export it to brawlbox.
    Logged

    By the way, I think every active hacker in this forum could use less distractions.

    MEMORABLE QUOTES:
    Quote
    Tcll:  I <3 69
    Quote
    xxmasal22xx: Hey, you should probably go to the hop[censored]al
    Quote
    BlackJax96: everything is so ROUND

    [SPOILERED. Reason: Whole signature size must be under 250px.]

    Join my website, Brawl Imports, a gathering place for importers!
    http://brawlimports.proboards.com/index.cgi

    Support Project Darkrai? Put the official Project Darkrai banner in your siggy!
    [PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]


    Changeling
    Expert Kitten
    ****
    Offline Offline

    Posts: 52


    Rawr.


    View Profile Awards
    « Reply #3 on: May 22, 2011, 11:53:33 AM »


    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.
    « Last Edit: May 22, 2011, 11:57:27 AM by MikeYoshi » Logged

    Pages: [1]
    Print
    Jump to: