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Author Topic: Brawlbox Resources & History  (Read 4758727 times)
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Velen
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    « Reply #4890 on: October 12, 2011, 04:11:25 PM »


    ok ive heard your model importing method will take over vertexing?? and ive seen the video on how to play with models in brawl but i have a few questions so that i can be prepared for doing this.... 1. how do i get models?? from games i have?? files on the web i will have to get??? 2. what programs will i need to get the models from the game or file?? 3. will these model require bone edits?? 4. will all models be able to get final smashes,items,etc.?? 5. will this model importer have models be one slot mods or will they take over all slots?? 6. will the textures be editable like with normals and stuff? 7. will these models have to be vertexed also??

    Automatic answer to last question:

    Barring external graphics for weapons and such: No.
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    « Reply #4891 on: October 12, 2011, 04:11:45 PM »


    ok ive heard your model importing method will take over vertexing?? and ive seen the video on how to play with models in brawl but i have a few questions so that i can be prepared for doing this....

    1. how do i get models?? from games i have?? files on the web i will have to get???

    2. what programs will i need to get the models from the game or file??

    3. will these model require bone edits??

    4. will all models be able to get final smashes,items,etc.??

    5. will this model importer have models be one slot mods or will they take over all slots??

    6. will the textures be editable like with normals and stuff?

    7. will these models have to be vertexed also??

    Questions 1 and 2 should just be looked up else where... you can find a buncha models at the models resource though. as for ripping models you'll have to look that up.
    3. models will not require bone edits as you are going to be giving the model the bone tree of the character you want said model over.
    4. yes
    5. yes
    6. that is currently being worked on by BJ
    7. Hell no

    Correct me if I am wrong an any of these...
    « Last Edit: October 12, 2011, 04:12:52 PM by Ninka_kiwi » Logged

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    « Reply #4892 on: October 12, 2011, 04:14:23 PM »


    Questions 1 and 2 should just be looked up else where... you can find a buncha models at the models resource though. as for ripping models you'll have to look that up. 3. models will not require bone edits as you are going to be giving the model the bone tree of the character you want said model over. 4. yes 5. yes 6. that is currently being worked on by BJ 7. Hell no Correct me if I am wrong an any of these...

    ok thnx alot i probably wont be ripping models unless its a major important character Im srs here....and ill try to find question 2 on the threads somewhere..
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    « Reply #4893 on: October 12, 2011, 04:34:57 PM »


    I think I found the source of my problems...when imported, Snake's skeleton's left leg is all stretched up and frozen in place, so I can't move it, but I can delete it. I think that's why it's been so bad with my models. No plug-ins for 3ds max worked to import models, it's all over for me to have my own characters in Brawl... :'( no one does requests for me, even when I politely ask, I don't even have 1 resquest done since 5 months (when I registered)...
    « Last Edit: October 12, 2011, 04:36:53 PM by TokoyamiTheDark » Logged

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    « Reply #4894 on: October 12, 2011, 04:37:42 PM »


    I think I found the source of my problems...when imported, Snake's skeleton's left leg is all stretched up and frozen in place, so I can't move it, but I can delete it. I think that's why it's been so bad with my models. No plug-ins for 3ds max worked to import models, it's all over for me to have my own characters in Brawl... :'( no one does requests for me, even when I politely ask, I don't even have 1 resquest done since 5 months (when I registered)...
    Holy crap.
    Don't sound so emo. Just keep trying and you'll get it.
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    « Reply #4895 on: October 12, 2011, 04:40:01 PM »


    I think I found the source of my problems...when imported, Snake's skeleton's left leg is all stretched up and frozen in place, so I can't move it, but I can delete it. I think that's why it's been so bad with my models. No plug-ins for 3ds max worked to import models, it's all over for me to have my own characters in Brawl... :'( no one does requests for me, even when I politely ask, I don't even have 1 resquest done since 5 months (when I registered)...
    about 1 of every 40 requests made by anybody aren't done. It's not you alone, it's just that people have their own ideas.
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    « Reply #4896 on: October 12, 2011, 04:42:22 PM »


    about 1 of every 40 requests made by anybody aren't done. It's not you alone, it's just that people have their own ideas.

    I'd say it's more of a 100 to 1 ratio...
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    « Reply #4897 on: October 12, 2011, 04:50:01 PM »


    eh, true.
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    « Reply #4898 on: October 12, 2011, 04:54:20 PM »


    Holy crap. Don't sound so emo. Just keep trying and you'll get it.

    A vertex of Wes over Snake would be the only thing I would ever request (besides a small PSA)
    http://www.mediafire.com/?50iatahs5or810u = contain a DAE file of Wes (see him and his vertices in 3d) as well as the in-game textures...someone...good luck with vertexing my dream character...if anyone wants... *cries over laptop*
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    « Reply #4899 on: October 12, 2011, 05:11:37 PM »


    @ Tokoyami: ... ... ... *coughs loudly*

    ok ive heard your model importing method will take over vertexing?? and ive seen the video on how to play with models in brawl but i have a few questions so that i can be prepared for doing this....

    1. how do i get models?? from games i have?? files on the web i will have to get???

    2. what programs will i need to get the models from the game or file??
    1. Ether you are an expert in ripping stuff from games and you do it yourself, or you do like everybody does and use google to find the models already ripped, on the internet.

    2. Depends on the game/file. If one software could rip all the models from all the games, hacking would be a fairl easy discipline. Tongue
    « Last Edit: October 12, 2011, 05:15:00 PM by Miacis Ballard » Logged

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    « Reply #4900 on: October 12, 2011, 05:15:02 PM »


    I have a theory, i dont know if it will work, or if no one will try it because this is comign out, but what if we take a model, converte it to dae if it sint already, open a brawl model in 3ds max as if we are vertexing the main body, import the model to that, replace it, then vertex or hex away the extra models. will that work? is this this just a useless post?
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    « Reply #4901 on: October 12, 2011, 05:23:40 PM »


    [stuff]
    will that work?
    Nope. Our method of vertexing, with the exporting and all that, resides on the idea that we basically stretch out polygons that are already attached to bones. But we keep the same bone structure, since it's vertex-editing.
    Bones are what weigh down vertices and control how they are deformed during animations.

    Your method would not work because you would link wrong vertices to the wrong bones, since you wouldn't be able to re-attach the bones in 3DS MAX to the vertices of the new model. At best, it would make a static, always T-Stanced model. At worse, something horrible and nightmare-ish. o_o"
    Not sure if I'm explaining it very clearly there ...

    It wouldn't work anyway, since the vertex count would be off anyways. Smiley
    « Last Edit: October 12, 2011, 05:24:43 PM by Miacis Ballard » Logged

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    « Reply #4902 on: October 12, 2011, 05:27:47 PM »


    I can see it now, someone imports Rosalina from MKWii, then puts her over Peach, then gives Rosalina same bones as Peach.
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    « Reply #4903 on: October 12, 2011, 05:30:51 PM »


    Nope. Our method of vertexing, with the exporting and all that, resides on the idea that we basically stretch out polygons that are already attached to bones. But we keep the same bone structure, since it's vertex-editing.
    Bones are what weigh down vertices and control how they are deformed during animations.

    Your method would not work because you would link wrong vertices to the wrong bones, since you wouldn't be able to re-attach the bones in 3DS MAX to the vertices of the new model. At best, it would make a static, always T-Stanced model. At worse, something horrible and nightmare-ish. o_o"
    Not sure if I'm explaining it very clearly there ...

    It wouldn't work anyway, since the vertex count would be off anyways. Smiley
    ah, i understand. thanks for explaining. ive been thinking about this for awhile
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    « Reply #4904 on: October 12, 2011, 05:33:31 PM »


    I can see it now, someone imports Rosalina from MKWii, then puts her over Peach, then gives Rosalina same bones as Peach.
    I'd rather have a Galaxy Rosalina than a MKWii Rosalina since Galaxy's Rosalina is higher quality.
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