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Author Topic: DasDonkey Box does not work T-T  (Read 3892 times)
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DMN666
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    « on: August 01, 2010, 11:29:37 AM »


    It sucks.I got effing 3DSMax running now but....DasDonkey dosnt work.Its been a while already and i dont want my trial to end for nothing.
    It gets this message
    "Java runtime environment not found"
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    Beyond
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    ...but nothing happened...

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    « Reply #1 on: August 01, 2010, 11:31:46 AM »


    <_<

    Do you have the Java Runtime Environment installed on your computer?
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    DrPanda
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    « Reply #2 on: August 01, 2010, 11:34:02 AM »


    Are you using Mariokart's method?
    If so, There is a way to bypass DDVB and just put the model straight back into brawlbox
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    DMN666
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    « Reply #3 on: August 01, 2010, 11:37:42 AM »


    <_<

    Do you have the Java Runtime Environment installed on your computer?
    This i dont know.Gimme a link Happy Face
    Are you using Mariokart's method?
    If so, There is a way to bypass DDVB and just put the model straight back into brawlbox
    How and no im not using MK method since im new at this.
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    « Reply #4 on: August 01, 2010, 11:53:43 AM »


    <_<

    Do you have the Java Runtime Environment installed on your computer?

    This i dont know.Gimme a link Happy Face
    Here:

    http://www.java.com/en/download/index.jsp
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    DrPanda
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    « Reply #5 on: August 01, 2010, 12:01:08 PM »


    Bypassing DDVB requires a couple of other programs to work...

    Even though you aren't using the new method I suppose just using the script and programs to export it all could work.

    Have a read through this, It might help (If not, sorry for wasting your time)
    How to do the new vertex method without DasDonkey Vertex Box
    (+ Without Patching)

    In this tutorial I'm going to be making Ness' head bigger. You can do whatever you want, but this is just an example. Mariokart's new script makes it so DasDonkey Vertex box isn't needed anymore, and the only tutorials that mariokart has up are videos, so this is for people who want to take things at their own pace. The reason why it's good to not use DasDonkey Vertex Box anymore, is that vertex sets that previously didn't work (Peach's crown, Pokemon Trainer's hat/hair, etc) should work now.

    First, export the .brres of the first model data.



    You'll need to download AiS which converts the .brres into a .dae, so you can open it in 3DS max. For this to work, make sure that the .brres contains a model which is unedited. If it is edited, then AiS will not work and will simply make a log file. You can download AiS here: http://cid-c59ea3c98a300f31.skydrive.live.com/self.aspx/.Public/Programs/ais0.1.3.zip

    Next, export the vertex group that you want to edit in Brawlbox.



    Now open 3DS Max 8 (and note that this only works in Max 8 not 9, 2008, 2009 or 2010), and run mariokart64n's script:

    Code:
    fn readBEshort fstream = (
    short = readshort fstream #unsigned
    short = bit.swapBytes short 1 2
    return short
    )
    fn readBElong fstream = (
    long = readlong fstream
    long = bit.swapBytes long 1 4
    long = bit.swapBytes long 2 3
    return long
    )
    fn ReadBEfloat fstream = (
    fpt=readfloat fstream
    itger = bit.floatAsInt fpt
    hih = bit.intashex itger
    while hih.count < 8 do hih = "0" + hih
    shn = (substring hih 7 2) + \
    (substring hih 5 2) + \
    (substring hih 3 2) + \
    (substring hih 1 2)
    bit.intAsFloat (bit.hexasint shn)
    )
    -- fn floatSwap2 f = (
    -- i = bit.floatAsInt f
    -- h = bit.intashex i
    -- while h.count < 8 do h = "0" + h
    -- s = (substring h 7 2) + (substring h 5 2) + (substring h 3 2) + (substring h 1 2)
    -- bit.intAsFloat (bit.hexasint s)
    -- )
    fn WriteBEFloat fnum = (
    intgr = bit.floatAsInt fnum
    honey = bit.intashex intgr
    while honey.count < 8
    do honey = "0" + honey
    sign = (substring honey 7 2) + \
    (substring honey 5 2) + \
    (substring honey 3 2) + \
    (substring honey 1 2)
    xintgr=bit.intAsFloat (bit.hexasint sign)
    return xintgr
    )

    rollout DDV "Vertex Modding Patcher" width:311 height:257
    (
    button btn1 "Import Verts" pos:[8,12] width:144 height:40
    button btn3 "Create Patch" pos:[8,108] width:144 height:40
    button btn4 "Patch Model" pos:[8,156] width:144 height:40
    label lbl0 "-Mario_Kart64n, (June22, 2010)" pos:[153,238] width:156 height:23
    button btn5 "Fix AiS Import" pos:[8,204] width:144 height:40
    checkbox chk6 "Checkbox" pos:[165,202] width:14 height:13
    label lbl6 "Scale AIS Import" pos:[182,201] width:111 height:15
    button btn2 "Export Verts" pos:[8,60] width:144 height:40
    checkbox chk1 "Checkbox" pos:[165,55] width:14 height:13 enabled:false checked:false
    label lbl1 "Save as 3DS File" pos:[182,54] width:119 height:15 enabled:false
    checkbox chk2 "Checkbox" pos:[165,72] width:14 height:13 enabled:false checked:false
    label lbl2 "Save As Seperate Files" pos:[182,71] width:119 height:15 enabled:false
    checkbox chk3 "Checkbox" pos:[165,90] width:14 height:13 enabled:true checked:true
    label lbl3 "Save Changes to MDL0" pos:[180,89] width:119 height:15
    checkbox chk4 "Checkbox" pos:[165,108] width:14 height:13 enabled:true checked:true
    label lbl4 "Read Offset from File" pos:[180,107] width:119 height:15
    groupBox grp3 "Other Options" pos:[157,185] width:143 height:51
    editText edt1 " MDL0 Offset:" pos:[162,125] width:130 height:16
    checkbox chk7 "Checkbox" pos:[165,218] width:14 height:13 enabled:false checked:false
    label lbl7 "Rotate AIS Import" pos:[181,217] width:111 height:15 enabled:false
    label lbl5 "Don't Use EditPoly" pos:[181,164] width:119 height:15 enabled:false
    groupBox grp2 "Import Options" pos:[157,148] width:143 height:37
    groupBox grp1 "Export Options" pos:[157,7] width:143 height:140
    checkbox chk5 "Checkbox" pos:[165,165] width:14 height:13 enabled:false checked:false
    radioButtons rdo1 "" pos:[165,21] width:125 height:32 labels:#("Vertices", "Texture Corrdinates") default:1 columns:1

    local typedOffset=""

    on edt1 entered txt do(
    if txt != "" do(
    typedOffset=txt as float
    if typedOffset<=0 do(
    typedOffset=typedOffset*-1
    )
    local typedOffset
    )
    )

    on btn1 pressed do(
    fsource = GetOpenFileName \
    caption:"Brawl Vert Import" types: \
    "All files (*.*)|*.*|"
    f= fopen fsource "rb"
    fpath= getFilenamePath fsource
    fname = getFilenameFile fsource

    vertArray=#()
    uvwArray=#()
    faceArray=#()

    fSize=readBElong f
    mdlOffset=readBElong f
    dataOffset=readBElong f
    strOffset=readBElong f
    vertID=readBElong f
    vUkn1=readBElong f --flag? is XYZ?
    dataType=readBElong f
    entryStride=readBEshort f
    numVertices=readBEshort f
    eMinX=readBEfloat f
    eMinY=readBEfloat f
    eMinZ=readBEfloat f
    eMaxX=readBEfloat f
    eMaxY=readBEfloat f
    eMaxZ=readBEfloat f
    pad=readBElong f
    pad=readBElong f


    if entryStride==12 then(
    for x = 1 to numVertices do(
    vX=readBEfloat f
    vY=readBEfloat f
    vZ=readBEfloat f
    append vertArray[vX,vY,vZ]
    append uvwArray[0,0,0]
    )
    )
    else(
    for x = 1 to numVertices do(
    vX=readBEfloat f
    vY=readBEfloat f
    vZ=0
    append vertArray[vX,vY,vZ]
    append uvwArray[0,0,0]
    )
    )


    msh = mesh vertices:vertArray faces:faceArray   --build mesh
    msh.numTVerts = vertArray.count
    msh.name=fname
    buildTVfaces msh
    select msh

     messageBox "Done !"
     
     
    gc()
    fclose f
    )

    on btn2 pressed do(
    doVerts=chk5.checked
    doUVs=rdo1.state
    do3DS=chk1.checked
    doDUMP=chk2.checked
    doMDL=chk3.checked
    doOffset=chk4.checked
    if doUVs==1 do(
    obj=getCurrentSelection()
    obj.pos = [0,0,0]
    obj.rotation = quat 0 0 0 0
    local mdlSize=""
    local mdlOffset=""
    local numEntrtices=""
    --
    if doOffset==true then(
    fsource = GetOpenFileName \
    caption:"Select UVSet to Replace" types: \
    "All files (*.*)|*.*|"
    f=fopen fsource "rb"
    mdlSize=readBElong f-64
    mdlOffset=(readBElong f*-1)+64
    dataOffset=readBElong f
    strOffset=readBElong f
    vertID=readBElong f
    vUkn1=readBElong f --flag? is XYZ?
    dataType=readBElong f
    entryStride=readBEshort f
    numEntrtices=readBEshort f
    fclose f

    )
    else(

    for g = 1 to obj.count do(
    tmesh = snapshotAsMesh obj[g]
    num_verts = tmesh.numverts
    num_uvws = tmesh.numtverts
    num_faces = tmesh.numfaces

    mdlSize=(num_verts*12)+64
    mdlOffset= typedOffset+64
    numEntrtices=num_verts

    delete tmesh
    )

    )

    --
    fsource = GetOpenFileName \
    caption:"Select the MDL0 to inject to" types: \
    "MDL0(*mdl0)|*.mdl0|All files (*.*)|*.*|"

    fext= getFilenameType fsource
    fsize= getFileSize fsource
    fpath= getFilenamePath fsource
    fname= getFilenameFile fsource
    fclose f

    --
    deleteFile (fpath+fname+"_backup"+fext)
    copyFile fsource (fpath+fname+"_backup"+fext)
    f=fopen (fpath+fname+"_backup"+fext) "rb"
    s = fopen fsource "wb"

    print "ffff"
    print mdlOffset
    for wr = 1 to mdlOffset do(
    read=readbyte f
    write=writebyte s read
    )

    fseek f -34 #seek_cur
    lenCheck=readBEshort f
    fseek f 32 #seek_cur


    if numEntrtices==lenCheck then(



    for g = 1 to obj.count do(
    tmesh = snapshotAsMesh obj[g]
    num_verts = tmesh.numverts
    num_uvws = tmesh.numtverts
    num_faces = tmesh.numfaces

    padding=((mdlSize/8)-numEntrtices)



    for t = 1 to numEntrtices do(
    tv=getVert tmesh t
    nSwap=writeBEfloat tv[1]
    write=writelong s (bit.floatasint nSwap)
    nSwap=writeBEfloat tv[2]
    write=writelong s (bit.floatasint nSwap)
    nSwap=writeBEfloat tv[3]
    write=writelong s (bit.floatasint nSwap)
    )



    -- for p = 1 to padding do(
    -- write=writelong s 0
    -- write=writelong s 0
    -- )

    delete tmesh
    )

    fseek f (mdlOffset+(numEntrtices*12)) #seek_set
    for wr = 1 to (fsize-(mdlOffset+(numEntrtices*12))) do(
    read=readbyte f #unsigned
    write=writebyte s read
    )
    messageBox "DONE!"
    )
    else(
    gc()
    fclose f
    fclose s
    deleteFile (fpath+fname+fext)
    renameFile (fpath+fname+"_backup"+fext) (fpath+fname+fext)
    messageBox "ERROR! Wrong Offset?"
    )



    )
    if doUVs==2 do(
    obj=getCurrentSelection()
    obj.pos = [0,0,0]
    obj.rotation = quat 0 0 0 0

    --
    if doOffset==true then(
    fsource = GetOpenFileName \
    caption:"Select UVSet to Replace" types: \
    "All files (*.*)|*.*|"
    f=fopen fsource "rb"
    mdlSize=readBElong f-64
    mdlOffset=(readBElong f*-1)+64
    dataOffset=readBElong f
    strOffset=readBElong f
    vertID=readBElong f
    vUkn1=readBElong f --flag? is XYZ?
    dataType=readBElong f
    entryStride=readBEshort f
    numEntrtices=readBEshort f
    fclose f

    )
    else(

    for g = 1 to obj.count do(
    tmesh = snapshotAsMesh obj[g]
    num_verts = tmesh.numverts
    num_uvws = tmesh.numtverts
    num_faces = tmesh.numfaces

    padding=((mdlSize/8)-numEntrtices)


    mdlSize=num_verts*8
    mdlOffset= typedOffset+64
    numEntrtices=num_verts

    delete tmesh
    )

    )

    --
    fsource = GetOpenFileName \
    caption:"Select the MDL0 to inject to" types: \
    "MDL0(*mdl0)|*.mdl0|All files (*.*)|*.*|"

    fext= getFilenameType fsource
    fsize= getFileSize fsource
    fpath= getFilenamePath fsource
    fname= getFilenameFile fsource
    fclose f

    --
    deleteFile (fpath+fname+"_backup"+fext)
    copyFile fsource (fpath+fname+"_backup"+fext)
    f=fopen (fpath+fname+"_backup"+fext) "rb"
    s = fopen fsource "wb"

    print "ffff"
    print mdlOffset
    for wr = 1 to mdlOffset do(
    read=readbyte f
    write=writebyte s read
    )


    for g = 1 to obj.count do(
    tmesh = snapshotAsMesh obj[g]
    num_verts = tmesh.numverts
    num_uvws = tmesh.numtverts
    num_faces = tmesh.numfaces

    padding=((mdlSize/8)-numEntrtices)


    if num_uvws!=0 then(
    for t = 1 to numEntrtices do(
    tv=getTVert tmesh t
    nSwap=writeBEfloat tv[1]
    write=writelong s (bit.floatasint nSwap)
    nSwap=writeBEfloat tv[2]
    write=writelong s (bit.floatasint nSwap)
    )
    )
    else(
    for t = 1 to numEntrtices do(
    tv=getVert tmesh t
    nSwap=writeBEfloat tv[1]
    write=writelong s (bit.floatasint nSwap)
    nSwap=writeBEfloat tv[2]
    write=writelong s (bit.floatasint nSwap)
    )
    )



    -- for p = 1 to padding do(
    -- write=writelong s 0
    -- write=writelong s 0
    -- )

    delete tmesh
    )

    fseek f (mdlOffset+(numEntrtices*8)) #seek_set
    for wr = 1 to (fsize-(mdlOffset+(numEntrtices*8))) do(
    read=readbyte f #unsigned
    write=writebyte s read
    )


    )
    gc()
    fclose f
    fclose s
    )


    on btn3 pressed do(
    fsource = GetOpenFileName \
    caption:"Brawl Vert Import" types: \
    "All files (*.*)|*.*|"
    f= fopen fsource "rb"
    fpath= getFilenamePath fsource
    fname = getFilenameFile fsource

    vertArray=#()
    uvwArray=#()
    faceArray=#()

    fSize=readBElong f
    mdlOffset=readBElong f
    dataOffset=readBElong f
    strOffset=readBElong f
    vertID=readBElong f
    vUkn1=readBElong f --flag? is XYZ?
    dataType=readBElong f
    entryStride=readBEshort f
    numVertices=readBEshort f
    eMinX=readBEfloat f
    eMinY=readBEfloat f
    eMinZ=readBEfloat f
    eMaxX=readBEfloat f
    eMaxY=readBEfloat f
    eMaxZ=readBEfloat f
    pad=readBElong f
    pad=readBElong f

    for x = 1 to numVertices do(
    vX=readBEfloat f
    vY=readBEfloat f
    vZ=readBEfloat f
    append vertArray[vX,vY,vZ]
    append uvwArray[0,0,0]
    )

    obj=getCurrentSelection()
    obj.pos = [0,0,0]
    obj.rotation = quat 0 0 0 0
    max modify mode
    addModifier obj (edit_poly())
    subobjectLevel = 1
    -- modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
    diffArray=#()
    directionArray=#()
    for x = 1 to numVertices do(
    $.modifiers[#Edit_Poly].SetSelection #Vertex #{}
    $.modifiers[#Edit_Poly].Select #Vertex #{x}
    vert=$.modifiers[#Edit_Poly].GetVertex x
    -- $.modifiers[#Edit_Poly].SetOperation #Transform


    mX=(vertArray[x][1])-(vert[1])
    mY=(vertArray[x][2])-(vert[2])
    mZ=(vertArray[x][3])-(vert[3])



    append diffArray[mX,mY,mZ]

    )

    deleteModifier obj 1

    createFile (fpath+fname+"_patch.pta")
    s = fopen (fpath+fname+"_patch.pta") "ab"
    vcount=writelong s numVertices
     for x = 1 to numVertices do(
    write=writefloat s (diffArray[x][1])
    write=writefloat s (diffArray[x][2])
    write=writefloat s (diffArray[x][3])
    write=writelong s 0x0
     )
     
     messageBox ("Patch Created !"  +"\n"+
    "\n"+
    "File Saved To:"  +"\n"+
    (fpath+fname+"_patch.pta")
    )

    gc()
    fclose s
    fclose f
    )

    on btn4 pressed do(
    fsource = GetOpenFileName \
    caption:"Brawl Vert Patcher" types: \
    "Patch(*pta)|*.pta|All files (*.*)|*.*|"
    f= fopen fsource "rb"
    fpath= getFilenamePath fsource

    vertArray=#()
    vcount=readlong f #unsigned
    for x = 1 to vcount do(
    vX=readfloat f
    vY=readfloat f
    vZ=readfloat f
    dmy=readshort f #unsigned
    side=readshort f #unsigned
    append vertArray[vX,vY,vZ,side]
    )

    obj=getCurrentSelection()
    obj.pos = [0,0,0]
    obj.rotation = quat 0 0 0 0
    max modify mode
    addModifier obj (edit_poly())
    subobjectLevel = 1
    --modPanel.setCurrentObject obj.modifiers[#Edit_Poly]
    for x = 1 to vcount do(
    $.modifiers[#Edit_Poly].SetSelection #Vertex #{}
    $.modifiers[#Edit_Poly].Select #Vertex #{x}
    vert=$.modifiers[#Edit_Poly].GetVertex x
    $.modifiers[#Edit_Poly].SetOperation #Transform
    mX=(vertArray[x][1])
    mY=(vertArray[x][2])
    mZ=(vertArray[x][3])
    $.modifiers[#Edit_Poly].MoveSelection  [mX,mY,mZ]
    $.modifiers[#Edit_Poly].Commit ()
    $.modifiers[#Edit_Poly].SetSelection #Vertex #{}
    )
    subobjectLevel = 0
    --modPanel.setCurrentObject obj.modifiers[#Edit_Poly]

    messageBox "Patched !"

    gc()
    fclose f
    )



    on btn5 pressed do(

    disableSceneRedraw()
    st = timestamp() --get start time in milliseconds
    undo off(
    geo=$polygon*
    -- print geo
    for x = 1 to geo.count do(
    addModifier geo[x] (Normalmodifier ())
    geo[x].modifiers[#Normal].flip = on
    addModifier geo[x] (smooth ())
    geo[x].modifiers[#Smooth].smoothingBits = 1
    collapseStack geo[x]
    m2010=chk6.checked
    if m2010==true do(
    --rotate geo[x] (quat -1 0 0 0)
    geo[x].scale = [2.54,2.54,2.54]
    )
    )
    delete $helpers
    for x = 1 to geo.count do(
    -- aBox = Box length:0.2 width:0.2 height:0.2 name:"dummy"
    aBox = Box()
    aBox.rotation = quat 0.707107 0 0 0.707107
    convertTo aBox TriMeshGeometry
    )
    dmy=$Box*
    myBoxes=#()
    myMeshes=#()
    for x = 1 to geo.count do(
    objA= dmy[x]
    objB= geo[x]
    append myBoxes objA
    append myMeshes objB
    )

    for x = 1 to geo.count do(
    myBoxes[x].name = myMeshes[x].name
    attach myBoxes[x] myMeshes[x]
    )

    for x = 1 to geo.count do(
    for i = 1 to 8 do(
    delete geo[x].verts[#{1}]
    )
    addModifier geo[x] (Morpher ())
    )

    addModifier $Polygon* (Edit_Mesh ())

    )
    et = timestamp() --get end time in milliseconds
    enableSceneRedraw()
    gc()
    print ("Operation Completed In: "+(((et-st)/60)as string)+" Seconds") --print time to finish
    )
    )

    createDialog DDV

    At the top of 3DS max, you'll find that it says MAXScript. Press new script and a box will open up. Copy mariokart's script and paste it in there. Then save it as whatever you like. (I saved it as "vertex"). Now you'll have to run the script and you'll see that a box that says "Vertex Modding Patcher" will open up.



    Import the .dae in 3DS max. To do this, you'll need COLLADA which you can download here: http://sourceforge.net/projects/colladamaya/files/COLLADAMax%201.4.1%20plug-ins/ColladaMax_FREE_3.05C.exe/ColladaMax_FREE_3.05C.exe/download



    You'll find that the model looks a bit messed up.



    However, this can be fixed easily. Make sure that "Scale AIS Import" is selected in the Vertex Modding Patcher and press "Fix AiS Import". Scale AIS Import will correct the size of the model so you don't need to make over exaggerated changes for something to look correct in Brawlbox.



    There, the model looks normal now.

    Now what you do, is choose the polygon that you want to edit. Since I'm editing Ness' face, I'll right click on his face and press "Hide unselected".



    Creepy, eh? XD

    Now in the Vertex Modding Patcher, click "Import Verts". Select the vertex set which you previously exported from Brawlbox.



    The vertex group is now opened up. They won't show up unless you click the button (the one with the three red dots), but you don't need them to show up anyways.



    Now that that's done, on the right you should see something that says "Modifier List". Below that is something that says:

    + Edit Mesh
       Morpher
    + Editable Mesh

    Click Morpher. Below, you should see buttons that say "-empty-" and "0.0" beside them.



    Right click on the first "-empty-" and press "Pick from scene". Then press "H" on your keyboard.



    This box should show up. Select your vertex set, and then press Pick.



    There, now leave that as it is. (We'll come back to it later) Above that, click "+ Edit Mesh" and now you can start editing as you wish like you normally would.



    Now that we're done with the editing...



    Go back to "Morpher" and raise the "0.0" up to 100.



    As you can see, the model looks messed up now. Don't worry though, that's normal.

    Next, you have to lay the model on it's back. You can either do the hard way or the easy way. The hard way being rotating the model by yourself and making sure the angles at the bottom (X, Y and Z) say 0, or by doing the easy way which is:

    Press "B" and then "P" on your keyboard. It changes the view of the window. "B" lays it on it's back, and "P" puts it back into your perspective view.



    Now click on your model and on the right side, right click on +Edit Mesh and press Collapse All.



    A warning will pop up, but just press "Yes".

    Now press "H" on your keyboard and select the vertex set.



    Go to Modifier List and then select Morpher. Right click the -empty- like before, but this time click the polygon/model and raise the 0.0 up to 100.



    In Brawlbox, export the model (FitNess00 in my case) and check the MDL0 Offset of your vertex set.



    Now go back to the Vertex Modding Patcher box and write down the MDL0 Offset in the box. Make sure that Read Offset from file is unchecked or you'll get an error. (in the pic it's not unchecked though, but don't mind that).



    Then press Export Verts and choose your model that you exported.



    Replace the model in brawlbox, and success! Now you can go edit other parts to make the model look even better.


    Logged

    DMN666
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    Meh

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    « Reply #6 on: August 01, 2010, 03:59:58 PM »


    Thanks Beyond and Dr.P gonna check this out ladder as soon as i get my mah [censored]ty pc >_>
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    CaliKingz01
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    Ultimate is out But I'm Not Giving up on BRAWL!!!

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    « Reply #7 on: July 27, 2011, 01:14:20 AM »


    im having a problem with DasDonkey Vertex Box. i have Java installed and still it pops up with the same message Java Runtime Environment not found
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