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« Reply #3315 on: September 01, 2011, 05:26:10 PM » |
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Dude.. that's pretty messed... I wish you good luck in your trek and I hope things look up to you in the near future. Try taking your programing skills into a company or som'in... or aim for a degree... With what you've shown, you could possibly get a grant
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« Reply #3316 on: September 01, 2011, 05:33:56 PM » |
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BJ96, did you get my pm? If you did, did it make any sense? I feel like it was worded terribly.
ps. nice new pic
Just responded.  and thanks, I think it's pretty cool XD I like the small things that you've added, like the floor being an actual floor where the foot clips it. Made it much easier to prevent clipping. Also the frame rate feels much more brawl speed then the last BB did for me. Only 2 complaints: Could you make it an option to show bones while animating? I like the idea that's already there, but I like to watch the bones at the same time sometimes. Also the Undo button's a bit... wonky... I moved something and wanted to undo it, and it does the move by steps, instead of memorizing the original position of the angle before the click and after the click. Else feels good. The Animation crew'll like this.
.....Is it me, or is the Camera line even harder to click now?
There's two ways around your first complaint: Set the animation to repeat and check bones while it's playing, or just hold page up. I made it toggle the bones when you play because the bones make the animation play really slowly, and it's pretty easy to just hold page up when you want to see the bones move (it's what I always do) Second, when you drag bones, it applies a keyframe every time you move the mouse to a new XY position. For every new keyframe, there's a new undo save that's added. I'm working on a way to add only one save, but for now I don't think it's that big of a deal. It will eventually be fixed though. And it's just you lol Suddenly I don't think releasing it to the public was a good idea since nobody bothers to listen.
Just slap the word "fail" onto the page and move on to the next noob. lol IMO: that's why releasing to the public was a dumb idea...  I voted for him to finish the rebuilder first, and it was stated more than enough times... heh 
as for myself... I hate to be the bearer of bad news, but I'm afraid I won't be on too often, let alone making progress on my end... see inside if you're curious:
and sry 404 XDD I'm at a compy, yes, but I don't have my data... let alone a flash drive or SD *sulks in failure* so yeh... no data for you atm, but I promise it will come 
Good luck man, I can't imagine being homeless.  Alright, well I bet I can guess what your problem was. The entire model for Ganon's tower was one texture right? The problem was that it used a multi-subobject material, which combines all the textures into one "library" material. This is pretty convenient if you have a lot of textures, but Brawl doesn't understand those, which is why you need everything to be a separate object and a separate material. DSX8's Ganon's Tower stage: That's going to be a pretty awesome stage  So here's a quick tutorial for those of you who have the same problem where brawlbox applies one texture to everything: (Thanks to DSX8 for providing the Old Chaos Shrine stage as an example.) First off, I'm going to open the model in 3ds max and go into the editable mesh tab. If it's an editable poly, that's fine too. Just follow along using the polygon subcategory. Next, we're going to select the face subcategory and scroll down to the material ID section like in this picture. Underneath select ID there will be a drop down list of all of the material IDs in the scene. If there isn't, simply use the box right above it and type in the numbers one at a time, selecting them using the "select ID" button. Next, we're going to right click and hit the detach button from the menu that pops up. For the name, it's best to choose one you will recognize by it's material ID. This will make it easier when you're fixing the materials later in BrawlBox. Basically what we just did was select each individual polygon based on it's texture and then separate it out into it's own object, so later they will each have their own material slots. Now it's time to export. Make sure you select the Autodesk Collada exporter mentioned in the opening post. Your options should look about the same as mine. The only thing that might be different is the up axis. Brawl will automatically rotate the model forward 90 degrees since it uses a Y-up axis system. (I left mine as Z-up because the model I'm editing was taken from a game where Y is already the up-axis. Leaving it as Z-up will ensure no rotation occurs.) After importing it to BrawlBox, if you preview the model you'll probably be thinking that didn't fix the problem at all, but there's actually one more step. Unfortunately if there's a lot of textures it can be pretty tedious. Here's an example of what this tutorial was made to help you fix: Now for each object we need to select it and make it reference the proper material. To do this, we select each object under the mdl0 category and change the material from the drop-down menu. You should have 3ds max still open so you can see which material ID uses which texture. Since this model had 35 textures, it took quite a while to track down which material goes where, but here's the finished result: And there ya have it - fixing single models that have multiple textures. Let me know if anything is a bit unclear.  Right click and hit "view image" or copy the image location if you can't read the text. That's what I was talking about, you gotta separate the objects by their texture. :O This is the script I was talking about that does the same thing as your tutorial: http://www.scriptspot.com/3ds-max/scripts/detach-by-material-idDoes that way keep all the weights the object has when you detach the elements, like for characters?
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« Reply #3317 on: September 01, 2011, 05:38:16 PM » |
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Hey Blackjax96, where you able to figure out why I couldn't preview models that have a .pat0 file in their .arc/.brres.?
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« Reply #3318 on: September 01, 2011, 05:38:23 PM » |
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IMO: that's why releasing to the public was a dumb idea...  I voted for him to finish the rebuilder first, and it was stated more than enough times... heh 
as for myself... I hate to be the bearer of bad news, but I'm afraid I won't be on too often, let alone making progress on my end... see inside if you're curious:
and sry 404 XDD I'm at a compy, yes, but I don't have my data... let alone a flash drive or SD *sulks in failure* so yeh... no data for you atm, but I promise it will come 
oh wow dude, that is preffy effing messed up. u should tell ur friend parents to kiss urs and ur parents butts, and they shouldnt have kicked u guys out until u had ALL of ur stuff with u. Hope ur parents still have a job, otherwise its gonna be tough on both u and ur parents. To be honest, and saying this for the first time in the brawl hacking community, i've been homeless 3 times already due to living conditions wit my mom, and my friends, and was forced to go to a homeless shelter for like 5 months (thats how long i was only abe to stay for). so i kno where ya coming from bro. just keep ur head up and stay strong, and better hope ur parents can afford a motel for a few weeks!
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« Reply #3319 on: September 01, 2011, 05:47:57 PM » |
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Hey Blackjax96, where you able to figure out why I couldn't preview models that have a .pat0 file in their .arc/.brres.?
It had to do with the texture count and plt0 count being incorrect, something Bero programmed. I added a try - catch statement to it for now so you can view the models, but you won't be able to edit the PAT0s.
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« Reply #3320 on: September 01, 2011, 05:50:34 PM » |
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How can add "Metal00" texture to Imports?
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« Reply #3321 on: September 01, 2011, 05:52:07 PM » |
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It had to do with the texture count and plt0 count being incorrect, something Bero programmed. I added a try - catch statement to it for now so you can view the models, but you won't be able to edit the PAT0s. Sweet.  Thanks BlackJax96!
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« Reply #3322 on: September 01, 2011, 06:02:10 PM » |
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How can add "Metal00" texture to Imports?
Wait until I add the ability to add materials and material references. Then it will be easy to do. Sweet.  Thanks BlackJax96! No prob. 
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« Reply #3323 on: September 01, 2011, 06:08:41 PM » |
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looked in my PM? It might be something there
I am so mope and it makes me so confused ,_,
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Stupid Tinypic :C
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« Reply #3324 on: September 01, 2011, 06:20:05 PM » |
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 FC: 2191-7379-6272
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« Reply #3325 on: September 01, 2011, 06:45:59 PM » |
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I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry! 
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« Reply #3326 on: September 01, 2011, 06:52:03 PM » |
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There's two ways around your first complaint: Set the animation to repeat and check bones while it's playing, or just hold page up. I made it toggle the bones when you play because the bones make the animation play really slowly, and it's pretty easy to just hold page up when you want to see the bones move (it's what I always do)
Second, when you drag bones, it applies a keyframe every time you move the mouse to a new XY position. For every new keyframe, there's a new undo save that's added. I'm working on a way to add only one save, but for now I don't think it's that big of a deal. It will eventually be fixed though.
And it's just you lol
True about the Animation cycling. And that's cool that you're looking into a better Undo. It bugged me that after 20 clicks, the foot I dragged in 1 click still wasn't back to it's first posision XD had to go back and copy the bone. And.. Ok. I still have a hell of a time trying to click the camera line in this version... Wished you was able to work on it.. Oh well. Make due I guess. I do wish you luck on the rest of BB's work though ^_^
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« Reply #3327 on: September 01, 2011, 06:52:23 PM » |
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I must say. Animation porting is awesome 
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« Reply #3328 on: September 01, 2011, 06:56:31 PM » |
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I must say. Animation porting is awesome  Indeed it is.  I'm glad someone other than myself has actually started using it. It's way better than that translation trick thingy 
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« Reply #3329 on: September 01, 2011, 06:59:44 PM » |
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It's awesome to, say, see someone do Falcon's "Show me your moves!" taunt 
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