Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 64 65 66 [67] 68 69 70 ... 1046
Author Topic: Brawlbox Resources & History  (Read 3861492 times)
0 Members and 2 Guests are viewing this topic.
BlackJax96
Brawl Mod God
Moderator
****
Offline Offline

Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #990 on: May 11, 2011, 08:39:56 PM »


    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 Tongue

    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 Tongue
    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.
    « Last Edit: May 12, 2011, 10:30:19 PM by BlackJax96 » Logged

    ForOhFor Error
    Holy Kitten
    *
    Offline Offline

    Posts: 1472


    DOG is your destiny

  • Awards Super Saiyan Topic Pin Collector Starstormer Famous Hacker

  • View Profile Awards
    « Reply #991 on: May 11, 2011, 08:41:27 PM »


    What about blender?

    Any ideas of the settings for that?
    Logged


    FC: 2191-7379-6272

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #992 on: May 11, 2011, 08:50:40 PM »


    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 Cheesy
    I know who's gonna be happy when he see this Awesome Face

    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.
    « Last Edit: May 11, 2011, 08:54:53 PM by BlackJax96 » Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #993 on: May 11, 2011, 08:54:22 PM »


    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 >_>
    « Last Edit: May 11, 2011, 08:55:49 PM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Naruto200Man
    Badace Kitten
    *****
    Offline Offline

    Posts: 5100

    Guy: Go fourth and Brawl! Lee: Yes Guy Sensei!

  • Awards Hot Topic Heart Container Dedicated Hacker KCMM Veteran

  • View Profile WWW Awards
    « Reply #994 on: May 11, 2011, 08:55:13 PM »


    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. Smiley
    « Last Edit: May 11, 2011, 08:56:08 PM by NaruZeldaMaster » Logged


    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #995 on: May 11, 2011, 08:57:00 PM »


    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. Smiley
    hey... no requests yet...

    it's still a long way from being finished
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #996 on: May 11, 2011, 08:57:37 PM »


    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 Tongue 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. Smiley

    Rigging stuff doesn't take 3 seconds... I don't wanna just randomly rig something for no sudden reason
    « Last Edit: May 11, 2011, 08:59:07 PM by BlackJax96 » Logged

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #997 on: May 11, 2011, 08:59:58 PM »


    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 Tongue 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
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    VILE
    Badass.
    Holy Kitten
    *
    Offline Offline

    Posts: 1455

  • Awards Hot Topic Heart Container KCMM Old Timer Tutorial Writer

  • View Profile Awards
    « Reply #998 on: May 11, 2011, 11:49:11 PM »


    Great Job BJ Cheesy
    I know who's gonna be happy when he see this Awesome Face

    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.
    Logged

    Zephiel:
    You know what I really like on my stack smash?
    Texture updates.

    Androu1:
    @Zephiel: “your” Stack Smash?

    Difegue
    Mega Kitten
    *****
    Offline Offline

    Posts: 184

    This post is bakas

  • Awards Hot Topic

  • View Profile Awards
    « Reply #999 on: May 12, 2011, 04:14:12 AM »




    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
    Logged


    xxmasal22xx
    Holy Kitten
    *
    Offline Offline

    Posts: 1357


    The epic importer

  • Awards Hot Topic Dedicated Hacker KCMM Veteran Heart Container

  • View Profile WWW Awards
    « Reply #1000 on: May 12, 2011, 04:37:08 AM »


    NICE! sweet progress! lol good job
    Logged

    By the way, I think every active hacker in this forum could use less distractions.

    MEMORABLE QUOTES:
    Quote
    Tcll:  I <3 69
    Quote
    xxmasal22xx: Hey, you should probably go to the hop[censored]al
    Quote
    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.cgi

    Support Project Darkrai? Put the official Project Darkrai banner in your siggy!
    [PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]


    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #1001 on: May 12, 2011, 08:00:24 PM »


    well, I've just gotten my Conversion Method Button Window back to it's previous state:


    none of the buttons work though...

    note: that window will appear if there are 2 or more plugins associated for a specific file type

    the reason they don't work yet is because the command activates as soon as the button is created :/
    this creates an internal error as it destroys the window and causes an error w/in the main app

    I am however thinking of logging the button commands in a seperate var as they're created,
    then dynamically loading the var after all the buttons are created

    yes, this is what I ment by multi-reference conversion...


    btw, a major internal change I made:
    both the import and export functions use the same button window,
    instead of 2 seperate button windows
    « Last Edit: May 12, 2011, 08:04:05 PM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
    Angel Kitten
    ***
    Offline Offline

    Posts: 3069


    complexity == fun

  • Awards Super Saiyan Topic Heart Container KCMM Veteran Tutorial Writer

  • View Profile Awards
    « Reply #1002 on: May 12, 2011, 08:12:03 PM »



    YES!
    please do Happy Face
    I've been trying to find the answer (in any form) for months now

    all I know are the offsets
    IDK anything before that

    v11 are similar except for the string offsets
    the string offset is 24bit with an 8bit value after it >_>

    but I'm on v9 atm
    hey 404...
    this may help explain things a bit better:

    what I need to know is what the 16bit values are :/

    btw, that '00 00' I have crossed out actually does have a usage
    I'm thinking it's a usage for something the mdl0 could have but doesn't...
    not saying the same for different mdl0 files though <.<

    a partial example I'm thinking of would be for seperate scenes in a single mdl0...
    again though... IDK that much about it yet...
    please help <:|
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlackJax96
    Brawl Mod God
    Moderator
    ****
    Offline Offline

    Posts: 4612


  • Awards KCMM Veteran Sniper King for a Day Featured

  • View Profile Awards
    « Reply #1003 on: May 12, 2011, 09:58:01 PM »


    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.



    Logged

    DoctorFlux(Mariodk)
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9387


  • Awards Infinite Smash Team Heart Container KCMM 2012 Awards Winner >9000

  • View Profile Awards
    « Reply #1004 on: May 12, 2011, 10:03:59 PM »


    awesome the import is soon done Cheesy
    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
    Logged

    I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

    Pages:  1 ... 64 65 66 [67] 68 69 70 ... 1046
    Print
    Jump to: