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« Reply #2355 on: July 30, 2011, 12:13:32 PM » |
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So let me get this straight...we're going to have DoA characters soon? Hahahaha! Sweet. At any rate I'm assuming the quality of the model won't show up as well on the Wii than it did on the 360? I don't really care that much as long as it looks good.
Does this converter have any benefit to models that are already .mdl0? I would like to know a little more about it so I can understand the greatness to come.  I dunno how DOA4 models will look like in-game. I guess we'll find out, eh?  I've already started ripping Hitomi and Ayane: The model rebuilder can rebuild existing MDL0s so you can change the bone structure and stuff. The pic of Nel on reply 2272...
AAAAAAAAAAAAAAAAAAAUGH~!!!!
Indeed.  If I import a characters skeleton, does it still matter who I'm importing it over? For example, use ZSS's bones over ike... well import alpha over ike with ZSS's bones...
Cause I am NOT putting on her with someone with such a lame ass limit...
No, just give the model any skeleton and you're good to go to port over any character. btw with that model rebuilder is it already possible to get a boneset from a other char. just with model rebuilder Brawlbox if so kid Goku import over Luigi getting Ness´s boneset+bones in tail/maybe hair  so i can use him as a future project i will work on Kid goku over Ness(not Lucas since i getting Gotenks over him) Nope, not until we can build an MDL0 from scratch. 
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« Reply #2357 on: July 30, 2011, 12:19:20 PM » |
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Okay, so I just change the apropriate bone indexes to those of the character I'm putting her over right?
I can't wait till this is finished, cause then I might be able to make a king bokoblin over DX3 with probably one of the alloy's bonesets.
I wonder if I'll be able to add a bone to the chest so I can make the boobs bounce in the animations, via the actual animations of course.
BTW BJ: is it possible to import a rigged character from 3DS Max into another 3D rendering program, such as Daz 3D studio? ^+^
Would be epic if I could get my DOA girls in some custom renders using Daz instead of 3DS max XD
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« Reply #2358 on: July 30, 2011, 12:22:17 PM » |
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Okay, so I just change the apropriate bone indexes to those of the character I'm putting her over right?
I wonder if I'll be able to add a bone to the chest so I can make the boobs bounce in the animations, via the actual animations of course.
BTW BJ: is it possible to import a rigged character from 3DS Max into another 3D rendering program, such as Daz 3D studio? ^+^
Yes. I'm pretty sure Mariokart does that in the third or fourth video I sent you  Probably, Google it.
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« Reply #2359 on: July 30, 2011, 12:26:35 PM » |
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Okay cool, I'll have to try that out XD Also, how do I modify the size/length etc of a bone in the biped skeleton? I think I saw a video on rigging in 3DS max (not import related) but I dunno...
I know you go into figure mode, but whatever I do I can't resize/edit the bones in any way except rotating them...
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« Reply #2361 on: July 30, 2011, 03:19:17 PM » |
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Old news, there is even a Bomberman Blast based stage somewhere around here. edit: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=5128
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« Last Edit: July 30, 2011, 03:20:21 PM by Jaklub »
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As you may have noticed, I don't answer PMs with problems anymore.
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« Reply #2362 on: July 30, 2011, 03:24:09 PM » |
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« Reply #2363 on: July 30, 2011, 03:26:06 PM » |
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I could have promised they have an identical grass-based grid-less stage minus the background in Bomberman Blast. But it's old news anyway, information about MDL0s in Bomberman Blast has been here for a long time.
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« Last Edit: July 30, 2011, 03:29:22 PM by Jaklub »
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As you may have noticed, I don't answer PMs with problems anymore.
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« Reply #2364 on: July 30, 2011, 03:28:28 PM » |
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I could have promised they have an identical grass-based grid-less stage minus the background in Bomberman Blast. But it's old news anyway, information about MDL0s in Bomberman Blast has been here for a long time. oh... ok... *sighs at failure* 
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« Reply #2365 on: July 30, 2011, 03:29:32 PM » |
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Progress report   This rig is of course for Daz Studio if I can get her to import properly. I'll wait for that tutorial on brawl bones before I attempt to import her into BB...
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« Reply #2366 on: August 01, 2011, 02:14:08 AM » |
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I think I found error when I tried exporting other version of MDL0 with your BrawlBox V.64 Modest 1 and I tried Put in Older version of BrawlBox.... and I got this error  that MDL0 from New Super Mario Bros. Wii.... I think texture is glitched with Older BrawlBox.
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« Reply #2367 on: August 01, 2011, 02:18:42 AM » |
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I think I found error when I tried exporting other version of MDL0 with your BrawlBox V.64 Modest 1 and I tried Put in Older version of BrawlBox.... and I got this error  that MDL0 from New Super Mario Bros. Wii.... I think texture is glitched with Older BrawlBox. ya i get that also
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« Reply #2368 on: August 01, 2011, 06:59:58 AM » |
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Sometimes that happens to me with the new modset... Just keep closing the model previewer (not BB) and reopening it, eventually the model will show up.
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« Reply #2369 on: August 01, 2011, 12:41:43 PM » |
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I think I found error when I tried exporting other version of MDL0 with your BrawlBox V.64 Modest 1 and I tried Put in Older version of BrawlBox.... and I got this error
that MDL0 from New Super Mario Bros. Wii....
I think texture is glitched with Older BrawlBox.
Export that MDL0 from the pac/brres file with my modset and then export the same MDL0 from the same pac/brres with another Brawlbox and then compare the differences in a hex editor. I'm guessing the texture relocation groups weren't edited properly. I don't see why there would be errors when it's using the same method to export as the old Brawlbox though. It should be fine when the model rebuilder is working in Modset 2.
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