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Author Topic: Help changin trophies' models  (Read 1991 times)
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extreme.brawl
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    « on: July 19, 2010, 12:25:43 PM »


    Hi again. For those who haven't got transparencies on trophies, or those who want to have new models instead of the old toy trophies, here is a little guide and a helpful advancement.  I haven't seen trophy models hax before. it would be awesome to start hacking that field. I am gonna post this in the help section 'cause I do need help to complete this work. Continue reading...

    I already know how to get transparencies on trophies (trophies, not assistant trophies), by changing the model for any other .mdl0 file which can accept transparencies. So now it's possible to have 100% custom models. But that requires to improve the model's bones position, just a little of PSA knowledge, but I'm not that good doing that, and there is where I need your help.

    Here are some images of my work with a Zero Suit Samus trophy. As you will see after reading; it's almost done.

    After I change the whole model, I get something like that:


    But it doesn't show in the game until I rename some basic bones from this...:


    ...to this:



    Because the ingame trophies need that names to get recognized and to be positioned correctly. Then I get this, with a great transparency ( on the hair), new model, and all that sexy stuff. Everything is ok, except for the awful posture:


    Transparency:


    Then I thought I could create a new posture moving the default coordinates from every bone in the model. I simplified that copying the coordinates from any fancy frame in the character animation files. That is FitZSsamusMotionEtc.pac

    Here you copy the values such as rotation, translation and scale for every bone you want to move:


    And you paste them in the default model values, that's important; otherwise using the model previewer you will move the bones but never the textures to their new positions. It looks like this:


    After you change bone per bone the model previewer displays us a better result:


    But the [censored]ty game shows a wrong incomplete pose!!! Oh shi~
    ISN'T IT WEIRD? I had never seen a model which changes from BrawlBox to the game . WTF?


    Here is the file i'm using, if you wanna test it: http://www.esnips.com/doc/4215a191-d32a-4f8d-b57f-19a11ea09dd0/SzerosuitR1 (click on the paper-shaped icon to download it)

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     I would appreciate if you can help me to solve that last thing. After solving that or getting custom models with another method the possibilities would be unimaginable  AWESOME 2.0!

    Thanks!
    « Last Edit: July 20, 2010, 08:36:28 AM by extreme.brawl » Logged

    extreme.brawl
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    « Reply #1 on: July 20, 2010, 09:03:51 PM »


    It seems that I can only move the bones from the shoulders and the main bone for each leg.
    Well, i can modify all of them in brawlbox, but the models seems to have "restrictions" in the game.

    Any idea???
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    « Reply #2 on: July 21, 2010, 06:09:41 AM »


    are you using an animation to position all the bones, or are you editing the T-pose?
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    « Reply #3 on: July 21, 2010, 09:54:05 PM »


    are you using an animation to position all the bones, or are you editing the T-pose?

    I'm editing the t-pose (using the values from an animation frame)
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    « Reply #4 on: July 22, 2010, 02:43:45 AM »


    I'm pretty sure it has to do with the flags for the bones. Try using a hex editor to change the flag values of the bones that won't move to the ones of the bones that will move.
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    « Reply #5 on: July 22, 2010, 05:23:20 AM »


    might also want to try using an animation
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    « Reply #6 on: July 22, 2010, 09:59:42 AM »


    I'm pretty sure it has to do with the flags for the bones. Try using a hex editor to change the flag values of the bones that won't move to the ones of the bones that will move.

    Oh man, I love ya!!!  Kirby Dance
    In fact all the bones with a value of 792 can be moved. So should I only put 792 in all the bones hexin' the model?
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