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« Reply #990 on: May 11, 2011, 08:39:56 PM » |
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Oh really? I didn't notice. Thanks for pointing that out! :|
Do we know why it's like that?
It's not messed up at all The model itself is turned down while the bones are standing straight up. That can be fixed in 3ds max (which I'll do right now) And the textures are like that because, as you can see in the polygon list, there is only one object, and two textures. MDL0s can't have two textures on one object. Here's what I've noted that you'll need to do for a successful import: 1. Export as single matrix! 2. Anything that uses seperate textures is on one object, detach the different parts that use the same texture by using the element selector and clicking detach. You can group elements into separate objects if you want to be organized 3. Either rotate the model and bones down to face downward or rotate only the model to face downward and then rotate it back up by rotating all the vertices. 4. You don't need export lights or cameras checked. 5. USE 3DS MAX 2010!!! That's the only version that I know will definitely work as of now.
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« Last Edit: May 12, 2011, 10:30:19 PM by BlackJax96 »
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« Reply #991 on: May 11, 2011, 08:41:27 PM » |
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What about blender?
Any ideas of the settings for that?
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« Reply #992 on: May 11, 2011, 08:50:40 PM » |
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What about blender?
Any ideas of the settings for that?
I'm not sure. I've only thoroughly tested 3ds max 2010. Blender might work, I think it has a dae 140 exporter... Great Job BJ I know who's gonna be happy when he see this
is that a pmd import to brbx?? or just PMD -> DAE to brbx??
EDIT: btw, do you know enough about actually building a working MDL0 yet?? ^think you can help me with the relocation groups??
I wanna try to get a basic model working... and I think I know how to now >_>
but there's a few minor things that need to be settled before I can -.-
It's just pmd to dae to brawlbox. And I'm not sure about being able to build an mdl0 yet. It might take some more time to make everything work.
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« Last Edit: May 11, 2011, 08:54:53 PM by BlackJax96 »
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« Reply #993 on: May 11, 2011, 08:54:22 PM » |
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actually BJ... an object can have multiple textures...
but there's a few different ways you could apply them:
1: Pikachu's eyes (controlled by a shader referencing the textures as layers, and a script that tells which layer is displayed at what time)
2: Misery's costumes (the method is true, but don't quote me on it being applied) (controlled by UV channels, a seperate channel for a seperate texture. not quite sure how it's displayed yet >_>)
there's more... but all of these methods have 1 thing in common... they're all controlled by shaders and scripts (possibly TEV's for MDL0's)
EDIT:
I'm not sure. I've only thoroughly tested 3ds max 2010. Blender might work, I think it has a dae 140 exporter...
it does, but the importer doesn't import the export
both scripts are not well made >_>
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« Last Edit: May 11, 2011, 08:55:49 PM by Tcll »
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« Reply #994 on: May 11, 2011, 08:55:13 PM » |
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Hey BJ, when you got everything working, and I really don't feel like downloading/hacking 3DS max again just for this. Do you think you could take Ganondorf's bones and put them on this tsunade model I fixed a while back so I can make a psa for her? And get it to work on ganondorf? I don't want to use her bones, cause she has a [censored] ton of them and that'd take forever to animate, pluss there's quite a few poly's that need to be deleated. If you did this I will release it as a colaboration.
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« Last Edit: May 11, 2011, 08:56:08 PM by NaruZeldaMaster »
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« Reply #995 on: May 11, 2011, 08:57:00 PM » |
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Hey BJ, when you got everything working, and I really don't feel like downloading/hacking 3DS max again just for this. Do you think you could take Ganondorf's bones and put them on this tsunade model I fixed a while back so I can make a psa for her? And get it to work on ganondorf? I don't want to use her bones, cause she has a [censored] ton of them and that'd take forever to animate, pluss there's quite a few poly's that need to be deleated. If you did this I will release it as a colaboration. hey... no requests yet...
it's still a long way from being finished
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« Reply #996 on: May 11, 2011, 08:57:37 PM » |
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actually BJ... an object can have multiple textures...
but there's a few different ways you could apply them:
1: Pikachu's eyes (controlled by a shader referencing the textures as layers, and a script that tells which layer is displayed at what time)
2: Misery's costumes (the method is true, but don't quote me on it being applied) (controlled by UV channels, a seperate channel for a seperate texture. not quite sure how it's displayed yet >_>)
there's more... but all of these methods have 1 thing in common... they're all controlled by shaders and scripts (possibly TEV's for MDL0's)
Well Kryal's importer doesn't do any of that, unless you want to tell me everything about shaders so I can add editing support to brawlbox It'll just be easier to make every texture separate instead of scripting everything blindly lol Hey BJ, when you got everything working, and I really don't feel like downloading/hacking 3DS max again just for this. Do you think you could take Ganondorf's bones and put them on this tsunade model I fixed a while back so I can make a psa for her? And get it to work on ganondorf? I don't want to use her bones, cause she has a [censored] ton of them and that'd take forever to animate, pluss there's quite a few poly's that need to be deleated. If you did this I will release it as a colaboration. Rigging stuff doesn't take 3 seconds... I don't wanna just randomly rig something for no sudden reason
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« Last Edit: May 11, 2011, 08:59:07 PM by BlackJax96 »
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« Reply #997 on: May 11, 2011, 08:59:58 PM » |
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Well Kryal's importer doesn't do any of that, unless you want to tell me everything about shaders so I can add editing support to brawlbox It'll just be easier to make every texture separate instead of scripting everything blindly lol lol
I'm just letting you know it's possible
IDK how to actually achieve everything yet... heh
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« Reply #998 on: May 11, 2011, 11:49:11 PM » |
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Great Job BJ I know who's gonna be happy when he see this
is that a pmd import to brbx?? or just PMD -> DAE to brbx??
EDIT: btw, do you know enough about actually building a working MDL0 yet?? ^think you can help me with the relocation groups??
I wanna try to get a basic model working... and I think I know how to now >_>
but there's a few minor things that need to be settled before I can -.-
If you're working on a v9 MDL0 I can help you with the relocation groups.
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #999 on: May 12, 2011, 04:14:12 AM » |
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It looks way nicer that I'd have expected holy wow we have a winner Can't wait to have this baby in hand and rock on with importing my gamecube model :V
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« Reply #1000 on: May 12, 2011, 04:37:08 AM » |
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NICE! sweet progress! lol good job
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By the way, I think every active hacker in this forum could use less distractions.MEMORABLE QUOTES: Tcll: I <3 69 xxmasal22xx: Hey, you should probably go to the hop[censored]al BlackJax96: everything is so ROUND [SPOILERED. Reason: Whole signature size must be under 250px.] Join my website, Brawl Imports, a gathering place for importers!http://brawlimports.proboards.com/index.cgiSupport Project Darkrai? Put the official Project Darkrai banner in your siggy![PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]
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« Reply #1003 on: May 12, 2011, 09:58:01 PM » |
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I'll just leave this here. I think my work is done on the importing part. I'll update the OP right now and most likely make a video tutorial for you guys when the exporting part works 100% and I can get a model to work in-game.
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« Reply #1004 on: May 12, 2011, 10:03:59 PM » |
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awesome the import is soon done too bad i can´t get a ripped Goku out from the game and dont know how to give the model same boneset of CP. falcon
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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