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Author Topic: Metal Gear Solid Needs More Hack Representation!  (Read 474652 times)
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JOEYSX5
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    « Reply #735 on: January 04, 2012, 05:54:24 PM »


    What do you mean you need "help?" Are you missing models or do you not know where they connect?
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    Eternal Yoshi
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    « Reply #736 on: January 04, 2012, 06:03:32 PM »


    I mean, The UVs are incorrect and need to be fixed because most of the polygons have incorrectly assigned materials, or none assigned at all.
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    Spex130
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    So very Spexcellent.

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    « Reply #737 on: January 04, 2012, 07:42:28 PM »


    Have you run the DetachByIds script? It might help you with those UVs by splitting one polygon with multiple textures into multiple polygons with one texture.

    It will most likely increase your polygon count by a lot though.
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    Eternal Yoshi
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    « Reply #738 on: January 04, 2012, 07:48:12 PM »


    ...............................

    That script NEVER works.

    I must import the kmy through milkshape first since there's no kmy plugin fro 3ds max. The reason I don't want to export to 3ds max is because the object and material names and references will get changed, making it infeasible to find out where the correct material/texture goes in 3ds max.
    « Last Edit: January 04, 2012, 07:49:03 PM by Eternal Yoshi » Logged


    Spex130
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    « Reply #739 on: January 04, 2012, 08:56:11 PM »


    Oho. Well, can't say I didn't try, heh.

    Good luck!
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    Eternal Yoshi
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    « Reply #740 on: January 06, 2012, 10:18:08 PM »


    WIP stage approaching. AS you can see, not all of the BG was found.
    Just a quick peak to see if it worked in game.

    « Last Edit: January 07, 2012, 12:08:51 AM by Eternal Yoshi » Logged


    JOEYSX5
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    « Reply #741 on: January 07, 2012, 05:53:39 AM »


    I assume you finished The Big Shell? 
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    « Reply #742 on: January 07, 2012, 11:12:21 AM »


    Sadly no. Fixing UVs on that thing will take a very long time.

    I made/imported the above stage in less than a day.



    Still can't find the rest of the BG, so I'm temporarily using BF's sky.

    « Last Edit: January 07, 2012, 11:17:47 AM by Eternal Yoshi » Logged


    JOEYSX5
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    « Reply #743 on: January 07, 2012, 12:01:13 PM »



    use this as the stage bg for now...

    much better than the Battlefield background
    « Last Edit: January 07, 2012, 04:09:35 PM by xxTerminatorxx » Logged

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    « Reply #744 on: January 07, 2012, 04:04:54 PM »


    Forgot to tell you.
    Through the power of persistence, I got the red lines to blink smoothly with a .clr0 file to emulate the blinking it does in MGS2.

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    JOEYSX5
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    « Reply #745 on: January 07, 2012, 04:10:47 PM »


    Nicee. Possibly getting breakable targets on that stage would be cool, too. I'll try to find a thread on how to do that soon...

    Edit: I read up on how. Apparently, you need to do some BTT editing.
    You'll definetly have to use a break the targets stage as a base.

    An example of this has been done here:
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=7816
    « Last Edit: January 07, 2012, 04:15:38 PM by xxTerminatorxx » Logged

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    « Reply #746 on: January 07, 2012, 04:15:25 PM »


    That should for target test since I have the goalpost in the BG already, and I found those models.
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    « Reply #747 on: January 13, 2012, 08:12:58 AM »


    Raiden rig is at 60%. Legs, Waist, Bust, Neck, and Head are rigged.
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    « Reply #748 on: January 15, 2012, 10:04:07 AM »


    Raiden is about to be complete in a few hours. BB Preview at 2:02!
    « Last Edit: January 15, 2012, 11:31:50 AM by Eternal Yoshi » Logged


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    « Reply #749 on: January 16, 2012, 05:16:28 PM »


    Sorry for the delay. I need more time with the rig though.


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