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Author Topic: Brawlbox Resources & History  (Read 4758724 times)
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DSX8
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    « Reply #765 on: April 20, 2011, 03:03:23 PM »


    Well I'm downloading a iso of Naruto: Dragon Blade for the US as we speak. (on a free account, which will take HOURS XD)
    So I'm going to poke through there with wii scrubber, find Tsunade's model and probably use BJ's edit of bb to import her over Ike
    I say ike because I could use the cape bones for the pigtails, MAYBE


    i should save u all the trouble of looking for a Tsunade model in Dragon Blade Chronicle's. There isnt 1 of her in that game (as far as i searched in it). You can get her model from the other naruto games tho.
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    « Reply #766 on: April 20, 2011, 03:07:40 PM »


    i should save u all the trouble of looking for a Tsunade model in Dragon Blade Chronicle's. There isnt 1 of her in that game (as far as i searched in it). You can get her model from the other naruto games tho.

    There isn't?
    Crap XD
    Well sure, see if you can find one of her from VS mode please (so I can get a good idea of how to make her brawl bones with BJ's brawlbox)

    The kakashi model and sakura model from that game looks pretty good. so I'll poke around to see if I can find it ^+^

    There must be one of her on that game somewhere, cause the graphics for the cinimatics are nearly equal to that of the gameplay. Maybe I'll try looking where the VS mode files are XP
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    « Reply #767 on: April 20, 2011, 04:04:53 PM »


    Are you trying to say there's no Tsunade model "rippable" from DBC?


    Yup.
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    « Reply #768 on: April 20, 2011, 04:45:37 PM »


    Are you trying to say there's no Tsunade model "rippable" from DBC?


    Yup.


    Thanks so much ^+^
    I'm going to poke around the iso of Dragon Blade to see if I can find her anims. the ones for VS mode in most all of the Naruto Wii games..if I can too.

    Problem, in my bb the textures don't show up? :l what I see is her wire frame makeup and da bones.

    If you could, I'd like you to help me find a model where the fingers move individually ^+^;
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    « Reply #769 on: April 20, 2011, 04:51:21 PM »


    Uncheck the textures named "rim" and "toon".

    I'll rip the other model from GNT special along with the animations (keep in mind they cannot be used in BB/Brawl) later today.
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    « Reply #770 on: April 20, 2011, 04:55:23 PM »


    I tried that, and for some reason it still gets messed up ...

    On a fun little side note.
    I got the model you found to convert into dae with ais! Textures and everything! AWESOME 2.0!

    which means

    I could use it with BJ's version of brawlbox and boom >=D
    damn, she has like ten seperate hand polygons XD (Five for each hand)
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    « Reply #771 on: April 20, 2011, 04:56:42 PM »


    Yeah, you need to turn on the floor OR uncheck alot of polygon's.
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    « Reply #772 on: April 20, 2011, 04:57:40 PM »


    along with the animations (keep in mind they cannot be used in BB/Brawl)

    Yes they can (as long as they're chr0s). You can fix them manually but I made Brawlbox fix them automatically lol
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    « Reply #773 on: April 20, 2011, 04:59:44 PM »


    No, I mean they're a TOTALLY different format ( . mot ).

    Although, I think VILE and IWasAPerson were working on a converter. What happened to that?
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    Naruto200Man
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    « Reply #774 on: April 20, 2011, 05:00:27 PM »


    Yes they can (as long as they're chr0s). You can fix them manually but I made Brawlbox fix them automatically lol

    then hurry up and finish that "testing" stuff so us non-special kittens get to use it! T-T
    Dang, I'm gonna need to deleate a lott of polys XD
    Hmm

    Maybe I'll port the diff hand models over to a seperate model and use model changer somehow.
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    « Reply #775 on: April 20, 2011, 05:03:05 PM »


    No, I mean they're a TOTALLY different format ( . mot ).

    Although, I think VILE and IWasAPerson were working on a converter. What happened to that?

    I know VILE started working on the model format...
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    « Reply #776 on: April 20, 2011, 05:17:49 PM »


    Used Kryal's old BBox 0.64 importer on my model and got this:


    I think my model is ready (importing wise, since I still haven't rid of the bone weight problem).
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    « Reply #777 on: April 20, 2011, 05:31:43 PM »


    Used Kryal's old BBox 0.64 importer on my model and got this:


    I think my model is ready (importing wise, since I still haven't rid of the bone weight problem).


    I added a rebuild function which goes through each mdl0 group and rebuilds each node inside. It needs to recognize bones to rebuild and even though it recognized the bones in your model, they were null. I'm still trying to figure out why...
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    « Reply #778 on: April 20, 2011, 05:36:30 PM »


    The bones from the model I sent you weren't connected properly to the model (didn't move the polygons in any way).
    If you want, I can send you the one with connected bones.
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    « Reply #779 on: April 20, 2011, 05:37:36 PM »


    Ok, it might work.
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