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« Reply #7845 on: January 02, 2012, 07:56:25 PM » |
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HackingReprogramming NASA's shuttles to land at his house to sell for a fortune!
^ fixed
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« Reply #7847 on: January 02, 2012, 08:18:22 PM » |
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__classnames__ __data__ __types__ ... isn't that the stuff that appears in item files and "param" files?
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #7848 on: January 02, 2012, 08:18:54 PM » |
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*cough* That was a fun derailment, wasn't it.
Now, we should stay on-topic =P
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« Reply #7849 on: January 02, 2012, 08:37:28 PM » |
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Well that was fun to read.
XD
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« Reply #7851 on: January 02, 2012, 10:26:41 PM » |
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Hi Black Jax, dont know if this has been posted before but here it goes anywayz:
One of my imports is showing up in brawl box as seperate polygons. The funny thing is that part of the model is with the bone set and the other part is by the side(away from the bone set). When you rotate some of the bones, the polygons(located by the side)that correspond to their bone actually follow the rig. Any suggestions?
Edit: The model im tryin to import has like a 40,000 vertice count and the one im replacing is only 7000. Also the dae im replacing is 1.0mb, while the one I am importing is 2.6 mb. Would that have to do anything with it?
nope not at all... ur rigging must be wrong
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« Reply #7852 on: January 02, 2012, 10:29:48 PM » |
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nope not at all...
ur rigging must be wrong
well the thing is that if you rotate the bones in brawl box, the polygons by the side actually follow their corresponding bones. They dont jump into the boneset but stay in the side moving as you rotate the bones. But if the filesize has nothing with it, than that is a relief since i wont have to re-rig my stuff.
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« Last Edit: January 02, 2012, 10:32:24 PM by mr.mugenwii »
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« Reply #7853 on: January 02, 2012, 10:35:16 PM » |
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well the thing is that if you rotate the bones in brawl box, the polygons by the side actually follow their corresponding bones. They dont jump into the boneset but stay in the side moving as you rotate the bones. But if the filesize has nothing with it, than that is a relief since i wont have to re-rig my stuff.
ah that.... u have to fix the weights on the side so that its not affected by that bone then
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« Reply #7854 on: January 02, 2012, 10:41:04 PM » |
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its more like a translation problem. kinda like if the polygons are being mirrored along the x-axis inside brawlbox. Im gonna try putting it in the game like that and see what happens.
Edit: No wont try it in game because when i load the animations i get an error You probably are right about my rig since one of the vertices is falling down the floor. O.o Ill figure it out.
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« Last Edit: January 02, 2012, 10:56:55 PM by mr.mugenwii »
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« Reply #7855 on: January 02, 2012, 10:55:55 PM » |
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this was supposed to be a really awesome hack, Vasto Lorde Ichigo over Link, but the textures are screwed up and i do not know why. it appears that it only registered 1 texture but im not quite sure, because well you will see. so this is what he is supposed to look like: https://lh5.googleusercontent.com/-1xOcpZDJ0ew/TwI9YRvdRMI/AAAAAAAAABA/6NoXJ6ZQ_Xw/s800/Untitled.pngand here is what he looks like on my Wii:
any suggestions? BTW i tried both .65 beta and .65 and the had the same effect with and with out Auto Metal Texture enabled on .65 beta and lots of combinations when importing the .DAE so any solutions? Thanks in advance
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« Reply #7856 on: January 02, 2012, 10:58:41 PM » |
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Have you tried replacing the materials with Marios b material?
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« Reply #7857 on: January 02, 2012, 10:59:05 PM » |
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Stop posting that here.
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« Reply #7858 on: January 02, 2012, 10:59:27 PM » |
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look at my reply to that video SuperSmasher
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« Reply #7859 on: January 02, 2012, 11:04:37 PM » |
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Have you tried replacing the materials with Marios b material? yeah Stop posting that here. OK look at my reply to that video SuperSmasher will do
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