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Author Topic: Brawlbox Resources & History  (Read 4762416 times)
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    « Reply #4935 on: October 12, 2011, 09:01:09 PM »


    It's not difficult to find means to extract models yourself. The Models Resource is relatively new and doesn't have too much content. I extracted all of the models from Final Fantasy X today. MvC models  I haven't been able to find. TvC models have been extracted before.

    they say mvc3 models cant be ripped yet due to the games format or somthing  Undecided...and where are the tvc models?? if you know where they are  Tongue
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    « Reply #4936 on: October 12, 2011, 09:02:03 PM »


    And everyone ignores RTB's post.

    Well, we're getting somewhere, right? Tongue
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    « Reply #4937 on: October 12, 2011, 09:03:53 PM »


    Who ignores TRB. Im srs here

    At least something showed up. But from an unchanged import?
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    « Reply #4938 on: October 12, 2011, 09:12:05 PM »


    they say mvc3 models cant be ripped yet due to the games format or somthing  Undecided...and where are the tvc models?? if you know where they are  Tongue

    People will get around to ripping MvC3 models eventually. And I've seen TvC models used as stages in Brawl.
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    « Reply #4939 on: October 12, 2011, 09:17:57 PM »


    they say mvc3 models cant be ripped yet due to the games format or somthing  Undecided...and where are the tvc models?? if you know where they are  Tongue
    Noesis can export Marvel vs. Capcom 3 models... just not all of them, and with some rigging spots buggered up. (They never did fix that problem. Im srs here)

    It's not difficult to find means to extract models yourself. The Models Resource is relatively new and doesn't have too much content. I extracted all of the models from Final Fantasy X today. MvC models  I haven't been able to find. TvC models have been extracted before.
    I've been meaning to export the Tatsunoko vs. Capcom models for The Models Resource, I've just never gotten around to it.

    Who ignores TRB. Im srs here

    At least something showed up. But from an unchanged import?
    Yeah, meaning I didn't apply that polygon fix that I did for Kit and Heavy, just imported a DAE and saved the file.
    « Last Edit: October 12, 2011, 09:19:48 PM by RandomTBush » Logged


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    « Reply #4940 on: October 12, 2011, 09:46:37 PM »


    *coughPAVGNcough*

    ...


    Seems like characters now only have their first polygon group rendered show up in-game from an unchanged import. But that's better than nothing.

    Only the first group? That doesn't sound good.
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    « Reply #4941 on: October 12, 2011, 09:55:39 PM »


    Only the first group? That doesn't sound good.

    It's actually the best thing you've heard in this thread so far, I'm probably not even kidding
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    « Reply #4942 on: October 12, 2011, 09:56:26 PM »


    Only the first group? That doesn't sound good.
    Earlier revisions didn't have anything show up in-game without fixes.
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    « Reply #4943 on: October 12, 2011, 10:14:00 PM »


    Oh. I miss way too much being away from this thread.
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    « Reply #4944 on: October 12, 2011, 10:15:05 PM »


    Aah, now that I've actually read, that's the best news I've heard.
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    « Reply #4945 on: October 12, 2011, 10:30:04 PM »


    Is it possible to put a character like Tikal the Echinda over Zelda and make Tikal's bones the same as Zelda's?
    « Last Edit: October 12, 2011, 11:35:05 PM by Sorceress » Logged

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    « Reply #4946 on: October 13, 2011, 12:10:19 AM »


    I'd like to point out that I'm getting quite sick of reading all tis off topic.. would you kindly take it to the "help" section or don't voice it at all in this topic.. It's getting redundant and i'd rather read news about the new BrawlBox, not some fool's failure to port a model.
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    « Reply #4947 on: October 13, 2011, 12:28:56 AM »


    Materials are all in place now, not offset anymore.















    ...
















    So WHY IS IT STILL NOT WORKING RIGHT?!? Stupid, STUPID finicky MDL0 format! Im srs here
    « Last Edit: October 13, 2011, 12:29:53 AM by RandomTBush » Logged


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    « Reply #4948 on: October 13, 2011, 12:32:34 AM »


    Wow that't crazy. Where else woul dyou think could cause it? i know that deleting a poly sometimes screws things up... Had to get one of my requested models to be fixed cause of it. Maybe look in the polygon code?
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    « Reply #4949 on: October 13, 2011, 12:39:56 AM »


    Wow that't crazy. Where else woul dyou think could cause it? i know that deleting a poly sometimes screws things up... Had to get one of my requested models to be fixed cause of it. Maybe look in the polygon code?
    Well, I'm gonna try screwing around with the polygon headers again for a few more hours, but I'm gonna see if even un-rigged models will work right now (which I was normally able to import without too much trouble).
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