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« Reply #1350 on: May 30, 2011, 12:48:59 PM » |
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Once again, contact colonel Google.
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« Reply #1351 on: May 30, 2011, 12:52:25 PM » |
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i have.
and the program is not free, and i refuse to use torrents...
and besides the site just magically 404'd on me... why???
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« Reply #1353 on: May 30, 2011, 01:01:37 PM » |
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it's just illegal.
and i don't like depriving a company of what little funds they can get. i'll just wait till i get the money (which will be 10 to 12 months) and then buy the program for 1 model... kinda sad actually...
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« Reply #1354 on: May 30, 2011, 01:03:45 PM » |
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it's just illegal.
and i don't like depriving a company of what little funds they can get. i'll just wait till i get the money (which will be 10 to 12 months) and then buy the program for 1 model... kinda sad actually...
uhhuhhum... isn't hacking illegal...
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« Reply #1355 on: May 30, 2011, 01:05:37 PM » |
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not if it's not for profit... and nintendo stopped caring...
i mean, if someone can get me the converted model somehow.
also, i've been looking for a torrent for the latest version. the latest one i can find is like 3.6 and 4.5 is out... i don't have 20$ to spend at the moment.
meh, i'll find it then figure out how to make that "bms" script work... it's going to take a LOOOONG time.
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« Reply #1356 on: May 30, 2011, 01:09:40 PM » |
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Soooo...... any one know how to crack a foreign model format like .kmy or something? I just want to be able to have the bone structure of .kmys imported in milkshake.
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« Reply #1357 on: May 30, 2011, 01:45:12 PM » |
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http://forum.xentax.com/viewtopic.php?f=16&t=4350
this is the topic i am going to for the models/textures. may i get some help you know, figuring out a different way on running this crap script. actually i found a slightly smaller poly model, but in a wc3 format. it'll have to do
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« Last Edit: May 30, 2011, 01:55:24 PM by Nyanyanyanyan Cat Man »
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« Reply #1358 on: May 30, 2011, 02:16:58 PM » |
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It looks great anyway.
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« Reply #1359 on: May 30, 2011, 02:28:57 PM » |
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yeah, he even had really good sesshomaru models, even yashamaru. oh and Miroku and Sango. but no Kagome... so my help taunt idea is bust...
meh, seeing how i avidly modify Warcraft 3, and i mean make my own personal maps, finding these models is very familiar and i can make a rather interesting DOTA map of mine.. =D
expect ot have Sesshomaru and Inuyasha in brawl. both going over Marth and Ike... you know, we have RELS for them and what not.
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« Reply #1360 on: May 30, 2011, 05:44:25 PM » |
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yeah, he even had really good sesshomaru models, even yashamaru. oh and Miroku and Sango. but no Kagome... so my help taunt idea is bust...
meh, seeing how i avidly modify Warcraft 3, and i mean make my own personal maps, finding these models is very familiar and i can make a rather interesting DOTA map of mine.. =D
expect ot have Sesshomaru and Inuyasha in brawl. both going over Marth and Ike... you know, we have RELS for them and what not.
umm... just because you have scripts for them doesn't neccessarily mean they'll work in brawl :/
unless the scrips were taken from brawl >.>
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« Reply #1361 on: May 30, 2011, 06:46:03 PM » |
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it's just illegal.
and i don't like depriving a company of what little funds they can get. i'll just wait till i get the money (which will be 10 to 12 months) and then buy the program for 1 model... kinda sad actually...
Quick BMS is free...
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #1362 on: May 31, 2011, 10:14:42 AM » |
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meh, no worry, i already got a decent plethura of models
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« Reply #1363 on: June 02, 2011, 04:18:41 AM » |
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So, anything regarding polygons discovered yet?
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FC: 2191-7379-6272
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« Reply #1364 on: June 02, 2011, 06:16:18 AM » |
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So, anything regarding polygons discovered yet?
no... actually, I'm still working on nodes (TEV's)
what could 'KSel' be compaired to??
I've looked at OBJ materials before... they have 'k' values... I think it might have something along the lines of those
I'm trying to piece together what the node structures really are... like this one for instance:
KSel[ # ] TRef[ # ] ColEnv[ # ] ColEnv[ # ] AlpEnc[ # ] AlpEnc[ # ] Cmd[ # ] Cmd[ # ]
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