Vertex hacking problem

Started by Changeling, April 17, 2011, 07:50:37 PM

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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.


Quote from: MikeYoshi on April 17, 2011, 07:50:37 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.

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

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May 22, 2011, 05:53:33 PM #3 Last Edit: May 22, 2011, 05:57:27 PM by MikeYoshi
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.