|
 |
« Reply #8970 on: February 11, 2012, 03:56:07 PM » |
|
 Hey black jax,i export the ike sword on ganon and works good the first time, after i save , then i open again and the textures gone what is wrong?
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8971 on: February 11, 2012, 04:14:16 PM » |
|
 Hey black jax,i export the ike sword on ganon and works good the first time, after i save , then i open again and the textures gone what is wrong? Let's play another exciting game of "Fix That Error!" I'm Xigger, and I'll be your host today. And without any further ado, let the festivities begin! Step 1: Starting at the beginning, is the Texture file in the Textures BRES? If so, continue to step 2! If not, then import the appropriate image file. Step 2: Check the object list for the sword object: does its material field point towards its proper material? If so, continue to the next step! Otherwise, correct it! Step 3: Look at the material for the object and check its texture reference. If it doesn't point towards your texture, then fix it!. If it is, then you qualify for an ADVANCED problem! At the end of the round, save your model and preview the changes: A textured model means you are a winner! If not, then you'll have to stay tuned for the next round of Fix That Error!
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8972 on: February 11, 2012, 04:35:34 PM » |
|
Fix That Error game look very exciting!
I wish I could play...
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8973 on: February 11, 2012, 04:56:35 PM » |
|
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8974 on: February 11, 2012, 05:02:30 PM » |
|
how did u replace the models  i thought u couldnt re-compress the szs data... or w/e data the SS data is in again
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8975 on: February 11, 2012, 05:04:55 PM » |
|
how did u replace the models  i thought u couldnt re-compress the szs data... or w/e data the SS data is in again Perhaps he used the SZS tool to uncompress it, used Brawlbox to change the files, and recompressed with the SZS tool. I actually need to get into that stuff.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8976 on: February 11, 2012, 05:21:32 PM » |
|
Perhaps he used the SZS tool to uncompress it, used Brawlbox to change the files, and recompressed with the SZS tool. I actually need to get into that stuff.
If that's the case, then someone actually can mess around and make other characters the hero instead...
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8977 on: February 11, 2012, 05:33:02 PM » |
|
Ok here is what I did.
First I decompressed ObjectPack.arc.LZ with CT2.
I opened objectpack.arc with CTools.
Within ObjectPack.Arc there are more arcs, using CTools (I don’t worry about compressing an arc and decompressing it as you can replace a file in an arc and save it).
I export a .brres file from one of the arcs in CTools. I open the file in brawl box, export a dae from the mdl0 file then import it as centimeters in 3d max and make changes to the model. I then export it to centimeters, and then replace the mdl0 file with the dae file in brawl box.65c. Save the modified brres (if the brres file has a pat0 file it won’t be able to save, rather it will crash.)
Replace it with same file you exported in CTools by left clicking and pressing "replace".
Save the ObjectPack.arc in CTools.
Compress it back into a LZ file using CT2.
Replace it into the iso with Wii Scrubber.
Load it up in an emulater or modified Nintendo Wii.
Done.
(May edit to make a better guide.)
|
|
« Last Edit: February 11, 2012, 05:34:39 PM by Manki »
|
Logged
|
|
|
|
|
|
 |
« Reply #8978 on: February 11, 2012, 05:36:00 PM » |
|
Umm, I have a quick question regarding And the animation porter in the new brawlbox. As long as said animations are readable by Brawlbox, then brawlbox could port them over to ike yes? If so, that would be awesome XD
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8979 on: February 11, 2012, 05:44:40 PM » |
|
Brawlbox needs support for these tools..... well, it doesn't NEED it, but it would be nice.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8980 on: February 11, 2012, 07:14:16 PM » |
|
Didn't Chadderz make those tools? I'm pretty sure he's still active. You should take it up with him.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8981 on: February 11, 2012, 08:50:14 PM » |
|
Let's play another exciting game of "Fix That Error!" I'm Xigger, and I'll be your host today. And without any further ado, let the festivities begin! Step 1: Starting at the beginning, is the Texture file in the Textures BRES? If so, continue to step 2! If not, then import the appropriate image file. Step 2: Check the object list for the sword object: does its material field point towards its proper material? If so, continue to the next step! Otherwise, correct it! Step 3: Look at the material for the object and check its texture reference. If it doesn't point towards your texture, then fix it!. If it is, then you qualify for an ADVANCED problem! At the end of the round, save your model and preview the changes: A textured model means you are a winner! If not, then you'll have to stay tuned for the next round of Fix That Error! Thank you for your Guide for fix import object textures. Now I can make this AND Metal too!
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8982 on: February 11, 2012, 08:52:39 PM » |
|
I would like to parse files used in MKWii and other games, but I have to set realistic goals. With only me and Xiggah coding Brawlbox and modding Brawl at the same time and me being the only one working on parsing formats atm, rebuilding the moveset file and coding a better model previewer and the tristripper are already very long term goals that need attention focused on them. If we had more people coding then we could support more filetypes and version faster but since it's only me and Xiggah, it's gonna have to be Brawl first, then other games after Brawl is done. It's was originally called Brawlbox for a reason.  Anyway, this is all I've got for a preview atm. It's just the way the CHR0 editor will look on the bottom of the screen. The box on the right is the tangent editor. *layout is subject to change*
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8983 on: February 11, 2012, 09:04:08 PM » |
|
I would like to parse files used in MKWii and other games, but I have to set realistic goals. With only me and Xiggah coding Brawlbox and modding Brawl at the same time and me being the only one working on parsing formats atm, rebuilding the moveset file and coding a better model previewer and the tristripper are already very long term goals that need attention focused on them. If we had more people coding then we could support more filetypes and version faster but since it's only me and Xiggah, it's gonna have to be Brawl first, then other games after Brawl is done. It's was originally called Brawlbox for a reason.  Anyway, this is all I've got for a preview atm. It's just the way the CHR0 editor will look on the bottom of the screen. The box on the right is the tangent editor. *layout is subject to change* You know that you could get it done faster if you teach a few. I'd suggest what SDoom is doing, teaching animation tips through stream. It'll get your job done faster and you'll be able to produce more.
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #8984 on: February 11, 2012, 09:07:18 PM » |
|
You know that you could get it done faster if you teach a few. I'd suggest what SDoom is doing, teaching animation tips through stream. It'll get your job done faster and you'll be able to produce more.
So you want me to teach people how to code stuff? I guess I could, but the problem is that all those streaming things hate my computer, I already tried streaming before. :| Although I did get 2 more gb of ram recently so it might work now
|
|
|
Logged
|
|
|
|
|
|