Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 423 424 425 [426] 427 428 429 ... 1046
Author Topic: Brawlbox Resources & History  (Read 3862637 times)
0 Members and 4 Guests are viewing this topic.
MaxedOut
Expert Kitten
****
Offline Offline

Posts: 86


View Profile Awards
« Reply #6375 on: October 31, 2011, 05:40:45 PM »


I made an interesting find right now =-=

If you export a DAE of anything with a "toon" texture over it that has to be turned off, then import that dae into brawlbox to replace the current model that you just exported, when you preview the model the 'toon' texture will be gone Smiley

Not sure if that's a useful find or not, but it is an interesting one...

Unless your luck is bad like mine. Sad


Your luck? Try my luck :l
I've had a hard enough time getting ONE model to IMPORT into 3DS Max! However I do have some good news.

Kisame says hai


Now to follow justins tutorial about eight hundred times before I finally get it right like everyone else...
And then follow BJ's tutorial about nine hundred times and then to make the psa  I see what you did there ...

Vyse edit: double post merged
« Last Edit: October 31, 2011, 10:27:04 PM by Vyse » Logged

Ӄit ßallarɖ
Little 3D Animator
Angel Kitten
***
Offline Offline

Posts: 3062


Little Twitch Affiliate

  • Awards PC Pro Gamer Heart Container Super Saiyan Topic Sniper

  • View Profile Awards
    « Reply #6376 on: October 31, 2011, 08:50:20 PM »


    @ds22: Wow that's interesting! I opened Venustoise in my BB fine, whiuch is why I exported it to be downloadable. Kinda odd.

    @seggy: That's not My model persay. that one's credit belongs to RTB

    edit: I also have a "Stupefied" version of BJ's tutorial. It's generally the exact same thing, but I only used an SMD file instead of a MMD file.
    <a href="http://www.youtube.com/watch?v=e5BMNev94dQ" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=e5BMNev94dQ</a>
    « Last Edit: October 31, 2011, 08:55:22 PM by §uper Ӄit ßallarɖ » Logged

    Kit's Youtube of Combos and Randomness
    Also featuring a Deviantart page full of random images I make
    Official FaceBook Page to get a hold of me, catch up with what I'm doing, or just like me!



    Segtendo
    Local Marie Fanboy
    Special Access
    *****
    Offline Offline

    Posts: 13362


    Cold queen

  • Awards Starstormer PC Core Gamer 128-bit Core Gamer Super Saiyan Topic

  • View Profile WWW Awards
    « Reply #6377 on: October 31, 2011, 09:58:43 PM »


    @Kit
    Oh. I thought it was your's cuz it was in your thread Tongue
    Guess I didn't read the fine print.
    Logged

    : SW-2632-7270-6724


    Naruto200Man
    Badace Kitten
    *****
    Offline Offline

    Posts: 5100

    Guy: Go fourth and Brawl! Lee: Yes Guy Sensei!

  • Awards Hot Topic Heart Container Dedicated Hacker KCMM Veteran

  • View Profile WWW Awards
    « Reply #6378 on: November 01, 2011, 08:36:49 AM »


    Couple of questions about rigging in 3DS Max
    1: If I delete any bones in the original character (Say Link or zelda) and have that character imported over to the same character that the bones from brawl belonged to. Would that cause any problems with psa/lag etc?
    2: Can anyone make a stupified tutorial on rigging models to brawl skeletons as well 0-0 pretty please? *puppydog eyes of cuteness and begging*
    Logged


    frostymm
    Hyper Kitten
    ******
    Offline Offline

    Posts: 202


    Like I ever know what I'm doing.

  • Awards Starstormer Dedicated Hacker Constructive

  • View Profile Awards
    « Reply #6379 on: November 01, 2011, 02:07:41 PM »


    Well its probably a bit simpler but when the tutorial says to click on the wrench, instead select the bone you want to attach to points and click paint weights directly below the wrench. Its easier to understand but more difficult to get everything working right. Basically it'll just let you paint over what vertices you want to attach to that bone. Left click to add paint, alt+left click to take away paint.
    Logged

    My BrawlEx Cosmetic template for people who are lazy!
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203448
    Supports up to 35 BrawlEx characters currently.

    RAWRzilla
    Hyper Kitten
    ******
    Offline Offline

    Posts: 241


    Texture Archivist

  • Awards Renowned Hacker Starstormer Diamond in the Rough Active Contributor

  • View Profile WWW Awards
    « Reply #6380 on: November 01, 2011, 02:41:04 PM »


    I'm wondering if I should just wait for a bone ripping/inserting tool to be made. lol
    Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6381 on: November 01, 2011, 05:16:56 PM »


    I've made many performance upgrades (daes import faster now and will import with any system language) and fixes to reduce the overall filesize.

    I almost have the tristripper working, so I think I'll release v0.65b when it, the object importer, and the object rebuilder work.

    The object rebuilder will rebuild an object if:
    - you edit the bone tree
    - you add texture matrices manually
    - there's an alignment error
    - you change its color node

    You can also view all the influences other than just the single bind that influence an object now, if you want to for some reason lol.
    Logged

    SmashClash
    This is my title.
    Boss Kitten
    ****
    Offline Offline

    Posts: 4662


  • Awards Super Saiyan Topic Heart Container >9000 Renowned Hacker

  • View Profile Awards
    « Reply #6382 on: November 01, 2011, 05:26:45 PM »


    Ok, hype, I guess. Smiley
    Logged

    Justin712
    Hyper Kitten
    ******
    Offline Offline

    Posts: 252


  • Awards >9000 Dedicated Hacker Tutorial Writer

  • View Profile Awards
    « Reply #6383 on: November 01, 2011, 05:34:46 PM »


    I've made many performance upgrades (daes import faster now and will import with any system language) and fixes to reduce the overall filesize.


    Nice work! Although, I'd like to point out a problem I'm having with Brawlbox. Maybe it's just for this model, but the ambient light gets built wrong on import. Here's the example:

    The reason I think it's doing this is because Brawlbox builds the ambient lighting of the character while they're flat on their face before reading whether there's an axis conversion needed. The result is the character's entire front being dark. I made my own fix for this problem already in 3ds max, seen here:


    Naruto is ready to Brawl!!!! I kid you not. Im srs here

    The result is the ambient lighting being built correctly:

    It's odd, though, since this only occurs for things that did not come directly from brawl. For example, if I import Ike into 3ds max, model a hat for him, and re-import it, only the hat will have bad ambient lighting. Im srs here
    « Last Edit: November 01, 2011, 05:37:11 PM by Justin712 » Logged

    If you've got a minute, check out my portfolio!
    I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know!
    I do all of my own modeling, texturing, rigging, and animating.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6384 on: November 01, 2011, 05:39:19 PM »


    Nice work! Although, I'd like to point out a problem I'm having with Brawlbox. Maybe it's just for this model, but the ambient light gets built wrong on import. Here's the example:

    The reason I think it's doing this is because Brawlbox builds the ambient lighting of the character while they're flat on their face before reading whether there's an axis conversion needed. The result is the character's entire front being dark. I made my own fix for this problem already in 3ds max, seen here:


    Naruto is ready to Brawl!!!! I kid you not. Im srs here

    The result is the ambient lighting being built correctly:

    It's odd, though, since this only occurs for things that did not come directly from brawl. For example, if I import Ike into 3ds max, model a hat for him, and re-import it, only the hat will have bad ambient lighting. Im srs here


    The lighting is built in local space while they're still on their face, you're right. I need to either change the lighting to build in world space... somehow, or build the lighting based on the axes... somehow. Im srs here
    Logged

    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #6385 on: November 01, 2011, 05:44:58 PM »


    Can you please have the .dae exporter of BB support V11 Mdl0's?
    Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6386 on: November 01, 2011, 05:46:50 PM »


    Can you please have the .dae exporter of BB support V11 Mdl0's?

    It does. Expand the model and preview it before exporting as dae.

    In v0.65b I fixed this problem, but just do that for now.
    Logged

    Justin712
    Hyper Kitten
    ******
    Offline Offline

    Posts: 252


  • Awards >9000 Dedicated Hacker Tutorial Writer

  • View Profile Awards
    « Reply #6387 on: November 01, 2011, 05:47:39 PM »


    The lighting is built in local space while they're still on their face, you're right. I need to either change the lighting to build in world space... somehow, or build the lighting based on the axes... somehow. Im srs here

    Well, no rush. I'll include the fix in my video tutorial anyway. It's actually not as hard to do as it looks Laugh
    Logged

    If you've got a minute, check out my portfolio!
    I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know!
    I do all of my own modeling, texturing, rigging, and animating.

    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #6388 on: November 01, 2011, 06:02:12 PM »


    But SOMETHING is causing this mdl0 to NOT show up correctly in 3DS Max.
    This is unported, but porting it doesn't make a difference. :/
    http://www.mediafire.com/?im57ttzwm2tuwtz
    Logged


    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #6389 on: November 01, 2011, 06:12:36 PM »


    But SOMETHING is causing this mdl0 to NOT show up correctly in 3DS Max.
    This is unported, but porting it doesn't make a difference. :/
    http://www.mediafire.com/?im57ttzwm2tuwtz




    Worked for me. I just changed the unit conversion to scale the model by 10 when I imported it.
    Logged

    Pages:  1 ... 423 424 425 [426] 427 428 429 ... 1046
    Print
    Jump to: