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Author Topic: Brawlbox Resources & History  (Read 3892890 times)
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BlackJax96
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    « Reply #615 on: April 14, 2011, 09:45:50 PM »


    ALLOW ME TO SAY THIS

    WTFBOOOOOOOOOM!

    That is all XD

    Dude, does this mean I will be able to take a mdlo from another character and rig it for a different character?

    IE Take ZSS's model and rig it to work on say ike?

    Yeah but what's the point, you'll have to edit the bone structure to fit the other model and then you'll just wind up with basically the same bone structure as before...
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    complexity == fun

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    « Reply #616 on: April 14, 2011, 09:51:58 PM »


    great job Smiley

    I think both of us have shown decent (you're better) progress lately

    I'm only slower because I have to deal with so many dang 3D formats Oh shi~
    I'm dealing with 3 just from mdl0 to obj alone
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    But the coolest part was that you didn't stop working on it despite that.

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    « Reply #617 on: April 14, 2011, 09:54:55 PM »


    Yes

    but I'd be able to port any character over any other character with no problems?
    IE
    Trans N
    Have N
    Thrown N
    Hip N
    Tiny Shield
    etc
    All those glitches gone? That's my point Cheesy

    I actually want to make the Bulkiban guy from the bridge of eldin stage. A psa for him would be hilarious.

    What I mean is
    Take the MODEL from Character A
    Then Rig it with the BONES from character B, by placing the model from character A on character B's bones.
    Thus creating a flawless port. X_X

    Or just take an OBJ file of a model from brawl and rig it with someone elses bones using that method XP
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    BlackJax96
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    « Reply #618 on: April 14, 2011, 10:16:40 PM »


    Oh well then yes, you would have a flawless port I guess O_o
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    « Reply #619 on: April 14, 2011, 10:23:26 PM »


    Oh well then yes, you would have a flawless port I guess O_o

    DING DING!
    Tell the us what the man won sherry! Cheesy

    Sherry: FUK OFF >=D

    Sherry....*sigh*

    XD

    sorry I'm hyper atm.

    Eh
    Can't wait to see this finished, expect some major testing from me >=D
    When it's done you should totally upload it to BV Cheesy
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    « Reply #620 on: April 14, 2011, 11:00:10 PM »


    *does a couple of flips in the air*

    May I please beta test it when you've got it to save everything properly? I mean, I have worked with the MDL0 format before and made a couple of custom ones, so I'd like to see how it'd work out with my experiments.
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    « Reply #621 on: April 14, 2011, 11:19:50 PM »


    *does a couple of flips in the air*

    May I please beta test it when you've got it to save everything properly? I mean, I have worked with the MDL0 format before and made a couple of custom ones, so I'd like to see how it'd work out with my experiments.

    O_O

    Will you share your findings with me? I need motivation to get into vertexing and getting good at it.
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    « Reply #622 on: April 14, 2011, 11:34:12 PM »


    O_O

    Will you share your findings with me? I need motivation to get into vertexing and getting good at it.

    This isn't vertex editing, this is building a model from scratch. You will need a lot more skills than just moving around vertices now.
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    « Reply #623 on: April 14, 2011, 11:35:07 PM »


    O_O

    Will you share your findings with me? I need motivation to get into vertexing and getting good at it.
    I mentioned the main way how I've done so before around this forum, but I really need to be more specific if anyone wants to attempt to make their own (since nobody understood the techno-jargon in my post).
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    « Reply #624 on: April 15, 2011, 12:27:06 AM »


    I mentioned the main way how I've done so before around this forum, but I really need to be more specific if anyone wants to attempt to make their own (since nobody understood the techno-jargon in my post).

    Acutally, it would be easier if you made simple explanations of that "Techno-Jargon" for the people who don't understand it.

    Partly because they lack experience in it to begin with.
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    « Reply #625 on: April 15, 2011, 12:32:38 AM »


    Acutally, it would be easier if you made simple explanations of that "Techno-Jargon" for the people who don't understand it.

    Partly because they lack experience in it to begin with.
    In simple terms, it involves a bunch of value conversions (to float values for the vertices/normals/UVs and hex for the polygon values) and also tons and tons of re-linking offsets in the MDL0. All kinds of manual work, ya see.

    But with the model exporter being close to completion, I don't know if I need to explain everything yet, especially since my method doesn't work with rigging for the models (hence why it's only been two hats and a sandvich that I've ported.)
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    « Reply #626 on: April 15, 2011, 01:45:35 AM »


    I mentioned the main way how I've done so before around this forum, but I really need to be more specific if anyone wants to attempt to make their own (since nobody understood the techno-jargon in my post).

    I understood Tongue
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    Zephiel:
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    « Reply #627 on: April 15, 2011, 02:47:53 AM »


    Very, VERY nice progress BlackJax96.
    Hope this will also work with full bone replacement, since having a Naruto directly from GNT EX3 with FULL Ike boneset would be very nice.
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    « Reply #628 on: April 15, 2011, 03:53:21 AM »


    Very, VERY nice progress BlackJax96.
    Hope this will also work with full bone replacement, since having a Naruto directly from GNT EX3 with FULL Ike boneset would be very nice.

    It also means we could possiblt make our own models in 3DSMAX, rig them, then import them into Brawl.

    THINK ABOUT IT!...

    Oh wait. Then everyone will bring their own characters into Brawl...

    OH ****!!!
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    « Reply #629 on: April 15, 2011, 04:25:25 AM »


    Awesome. So close to being done...
    Cheesy
    Gonna import some awesome stages!

    So.... all that's needed is saving them?
    « Last Edit: April 15, 2011, 04:33:35 AM by ForOhFor Error » Logged


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