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Author Topic: Brawlbox Resources & History  (Read 4503650 times)
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Katakiri
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    « Reply #6495 on: November 05, 2011, 10:29:45 PM »


    Okay Eggman works great, but he's way brighter than in the pic you showed me. I really should know how to fix this by now considering how much I work with Brawl resources, but I only know how to fix the glowing of stages, not characters. :/

    Hopefully this should be the last bit of help I need. ^^;
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    « Reply #6496 on: November 05, 2011, 10:35:48 PM »


    Katakiri... change the materials and shaders and ur good to go Tongue
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    Katakiri
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    « Reply #6497 on: November 05, 2011, 10:53:30 PM »


    Katakiri... change the materials and shaders and ur good to go Tongue
    I replaced the shaders. What do I need to do to the materials? D:

    God I feel like I'm a modeling newbie all over again! xD;
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    « Reply #6498 on: November 05, 2011, 11:16:50 PM »


    I replaced the shaders. What do I need to do to the materials? D:

    God I feel like I'm a modeling newbie all over again! xD;
    lol take mario's FitBodyA material from his model, and replace the materials u have with that materials... u'll have to re-name the texture file in the material tho and re-add the palette if u have any


    edit:
    and blackjax... im here to capture u and get my reward money! "Wherever Vyse goes, cool follows."
    « Last Edit: November 05, 2011, 11:31:56 PM by DSX8 » Logged

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    « Reply #6499 on: November 06, 2011, 01:56:20 PM »


    OK BJ, I was trying to keep myself from asking you for help, but I'm at my wit's end here.

    I'm getting a stupid lag problem all of a sudden, and I have no idea why. I did the whole use Mario's material thing, but to no avail.

    I have no idea what's wrong, and I can't fix it. D:

    Can you maybe look at it please and see if it's the model causing the problem?

    Here is the DAE

    I would really appreciate it if you could help me. :|
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    « Reply #6500 on: November 06, 2011, 01:59:30 PM »


    blackjax... im here to capture u and get my reward money! "Wherever Vyse goes, cool follows."


    You'll never take me alive, coppers!
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    OK BJ, I was trying to keep myself from asking you for help, but I'm at my wit's end here.

    I'm getting a stupid lag problem all of a sudden, and I have no idea why. I did the whole use Mario's material thing, but to no avail.

    I have no idea what's wrong, and I can't fix it. D:

    Can you maybe look at it please and see if it's the model causing the problem?

    Here is the DAE

    I would really appreciate it if you could help me. :|


    Actually, could you send me the pcs too?
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    « Reply #6501 on: November 06, 2011, 02:02:05 PM »


    Yessir


    Here's something weird: I just got it to work by changing my codeset.

    ... is that normal? What could cause that?
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    « Reply #6502 on: November 06, 2011, 10:50:57 PM »


    QUESTION!

    Kirby hats. Do they work the same way? Say i took the MvC3 Zero. removed all the poygons and vertexed the body so only the helmet remained. Could I export it as a .DAE and get a fully working Zero kirby hat?
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    « Reply #6503 on: November 07, 2011, 12:21:27 AM »


    QUESTION!

    Kirby hats. Do they work the same way? Say i took the MvC3 Zero. removed all the poygons and vertexed the body so only the helmet remained. Could I export it as a .DAE and get a fully working Zero kirby hat?


    Yes. You can replace any and all MDL0's in brawl with this. This includes the kirby hats, if you need an example look for the Klonoa kirby over Lucas Kirby hat in the vault.
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    « Reply #6504 on: November 07, 2011, 12:21:53 AM »


    Glitch I found in BB. When posing Zero for a Screenshot, I deleted a keyframe on the head and it affected the bust bone too.
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    « Reply #6505 on: November 07, 2011, 12:45:43 AM »


    That could mean some how the head got rigged with the bust bone...
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    « Reply #6506 on: November 07, 2011, 01:21:34 AM »


    how goes the object importing and rebuilding going? :3
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    « Reply #6507 on: November 07, 2011, 01:39:49 AM »


    Grr =..= for some reason zeros helmet is [censored]ed up when I export it as a .DAE =..=
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    pikazz
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    « Reply #6508 on: November 07, 2011, 03:44:17 AM »


    this isn't my found, heard this from Mewtwo2000.
    and dont know if this is said in this thread!

    the reason is why some of us CAN'T import models is because the english and eu's "," and "." is diffirent.

    all you have to do is switch language on "keyboard" from your language to english, this will most fix it if you had the same problem as I and KTH had!
    you have even too export the DAE on this way too in 3ds max I believe.
    (can't import my DAE but can import others DAE lol O.o)

    KTH did this, M22K did this and I did this, its working!

    please BJ96! can you fix this so we don't have to switch language every time we will export/import.
    « Last Edit: November 07, 2011, 03:46:12 AM by pikazz » Logged

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    « Reply #6509 on: November 07, 2011, 03:53:44 AM »


    Already told BJ96 about this problem like a week ago:
    I managed to fix a problem I had with the importer for quite a few months.
    The problem was that every model I tried to import wouldn't calculate the translations, rotations and scales properly, resulting in something like this:


    See the garbage input on Translations ,the NaN on rotations and the 1000000 on scales?

    I tried to look what could be the cause of this when I was reminded by a similar problem I had with the Mario Kart Wii .obj importer.
    So I opened the .dae in Notepad++ and did the same thing I did to fix the error I had with the .obj importer.
    After doing that, I imported the freshly edited .dae into BrawlBox and previewed it.
    To my surprise, I got this:


    All the Translations, Rotations and Scales were correctly displayed and the model showed like it should.

    The only thing I had to do was replace almost all the '.' with ',' (except for the '.' in the texture paths for obvious reasons) and it would display like it should.

    Maybe this will help (some) people who experienced problems with importing.
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