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Author Topic: Porting polygons to other models???  (Read 6806 times)
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Pinutk™
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    « on: July 13, 2010, 08:10:09 PM »


    Hi, I was going to make a texture and I wanted to know if I can get 's "Scouter" imported onto ZeroSuitSamu's head and than possibly have it vertexed to make it look like glasses and a comnuicator. Is this possible!?!?!? And if it is can someone kindly link me to where I can find out how or tell me Cheesy Grin
    Thanks in advance! Awesome Face
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    mariokart64n
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    « Reply #1 on: July 13, 2010, 08:55:14 PM »


    i use to think this was possible, but after pharrox sent me the info on the vertexweights.. I'm second guessing it. you would have to re-write the nodeMix, and the polygon block completely I think. I'm sorry I don't believe this is yet possible
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    Pinutk™
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    « Reply #2 on: July 13, 2010, 09:14:24 PM »


    i use to think this was possible, but after pharrox sent me the info on the vertexweights.. I'm second guessing it. you would have to re-write the nodeMix, and the polygon block completely I think. I'm sorry I don't believe this is yet possible
    Now I know for sure you know what your talking about. Your stuff is great btw :3
    I'm not skilled like everyone else around here is...thank you for answering me though. I guess I'll just make the texture and garbage for the time being Tongue
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    « Reply #3 on: July 13, 2010, 09:16:01 PM »


    RandomTBush can do this. He has a tutorial for it but not many or anyone at all has gotten it to work.
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    Miniova
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    « Reply #4 on: July 13, 2010, 09:29:21 PM »


    Can't you do the same thing that you do for the jigglypuff with the captain falcon helmet?
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    « Reply #5 on: July 13, 2010, 09:36:30 PM »


    Can't you do the same thing that you do for the jigglypuff with the captain falcon helmet?
    Jigglypuff's green team slot lets her use an extra model.

    And it's only her and only that one slot. That's why everything like that makes it clear it'll only work on that single character slot. It's like G&W's 2D coding. It's something in the actual game and nothing can be done about re-programming the game itself.
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    « Reply #6 on: July 13, 2010, 09:57:27 PM »


    thats true, randomTbush was able to replace a static MDL0, but that's because it was seperate from the character MDL0

    a character MDL0 will contain vertexWeights, thus to inject something new, you have to re-write the entire file.

    but if its a static MDL0, separate from the character, it will not have any VertexWeights, thus yes can be replaced. but this falls more under a MDL0 swapping category then anything else.

    if you noticed RTB is seen mainly in 2 places.
    One is on smash boards where he has a HUGE topic on MDL0 swapping
    Two is on a mariokartwii modding site, where they have a model injector.

    logical would suggest RTB used this tool to make a new static MDL0, which he used in a few brawl mods here..

    anyway no use going into detail, alot of you don't have an idea or a clue about alot of the modding and technical issues with the modding.
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    « Reply #7 on: July 13, 2010, 10:21:06 PM »


    Nice of you to knock the community about what they "probably" don't know. >.>

    And that model works like any character model. He just used it as a start since the fewer the bones, the easier it is to edit until you really know what you're doing. Once you can mess with something simple with very little bones, working on more complicated models become easier if you do it gradually based on the number of bones. Vert weights played a role in what he could do with that so nobody knows what else is possible until people start trying themselves.
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    « Reply #8 on: July 13, 2010, 11:33:50 PM »


    Is it possible to make a model of a single polygon then? Sure, you can edit the other polygons out, but it would still be a huge file then.
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    « Reply #9 on: July 14, 2010, 06:37:12 AM »


    O.O I may have been one of the earlier hackers roaming around the old fourms and such, but I'm still used to just textures XP
    I honestly wonder HOW do you guys know all that!? But like I said I guess I'll just hold off for now on that one...
    Oh and dingo about your first post, that was only importing .obj's right? I tried to do that all night and non of my models worked ;(
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    « Reply #10 on: July 14, 2010, 07:06:08 AM »


    No. What I was talking about has been around since February and is more complicated it seems. This is re-writing the polygon itself in an mdl0. Here's his post on what to do. Good luck figuring it out. I more or less know exactly what to doo but I'm too busy with model hexing and PSAs to try this yet. <_>

    http://forums.kc-mm.com/index.php?topic=5868.msg55414#msg55414
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    Pinutk™
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    « Reply #11 on: July 14, 2010, 09:05:28 AM »


    I've seen that before, I got that mining hat jiggles though ;3
    I only really start to do this stuff after Wacka Alpaca makes his tutorials...thanks for linking me up though! He said maybe he would do a tutorial for that I actually found some cool Starfox Assualt .onj's that would look pretty cool.
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    « Reply #12 on: July 14, 2010, 01:00:22 PM »


    thats true, randomTbush was able to replace a static MDL0, but that's because it was seperate from the character MDL0

    a character MDL0 will contain vertexWeights, thus to inject something new, you have to re-write the entire file.

    but if its a static MDL0, separate from the character, it will not have any VertexWeights, thus yes can be replaced. but this falls more under a MDL0 swapping category then anything else.

    if you noticed RTB is seen mainly in 2 places.
    One is on smash boards where he has a HUGE topic on MDL0 swapping
    Two is on a mariokartwii modding site, where they have a model injector.

    logical would suggest RTB used this tool to make a new static MDL0, which he used in a few brawl mods here..

    anyway no use going into detail, alot of you don't have an idea or a clue about alot of the modding and technical issues with the modding.
    Lemme correct a few things there.

    Yes, I am also a member of the Smash Boards, but I am not a member of the Mario Kart Wii modding community. I didn't use the SZS method for two reasons. One of which is because it's very limited, as you can only replace a polygon group in a static model with the same amount of polygons or less, and it blanks out everything else which makes the file much larger than it's supposed to be.

    Second thing is, I hadn't even known about that method when I was porting stuff to Brawl (and even then, I can't use it effectively), so I couldn't have used it.

    But, yeah. It's apparently not that easy to port polygon groups. The reason why my attempts to replace entire character models with new polygon groups had failed was because of the fact that the weights and whatnot need to be completely rewritten, but that wasn't necessary for just a prop, hence why I was able to replace Jigglypuff's sleep hat easily compared to one of its other hats.

    Basically, if the polygon group is smaller than what you're trying to replace it with, forget about it. It just won't work without a complete model rebuild... which is why I haven't been able to replace Peach's crown with Luigi's hat yet.
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    Pinutk™
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    « Reply #13 on: July 14, 2010, 01:28:29 PM »


    Thanks for stopping by RTB! Cheesy lol
    So also would fox's blaster be too much to replace because I found a model floating around on the internet (.obj to be exact) and I wanted to replace his current blaster with the one I found. And if you didn't use the SZS modifier how did you do it???
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    « Reply #14 on: July 14, 2010, 02:24:54 PM »


    Fox's blaster is an article in his model and motion file. You can just swap the .obj with his blaster model through .obj importing.
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