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« Reply #45 on: August 12, 2011, 11:49:57 AM » |
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sorry, i meant to post this last night, but i got busy and never did. anyways, here's my notes about how i vertexed the Pikmin. keep in mind that you have to hex the changes yourself. and because it's a large wall of text, it's in a spoiler. the reason you can't vertex Pikmin (and probably other models, like Waddle Dee/Doo, and items) any of the usual ways is because of the way the vertex data is stored. most models store them in 32 bit hex, as in 30FE922D. for one vertex, they have 3 sets, one for the X, Y and Z positions. the Pikmin models hold the vertex data in 16 bit hex, as in 0852. this is why our current methods won't work with them, because they can only edit 32 bit hex data.
as for how you vertex them, it's all by hand, through a hex editor. here are the steps.
first, get a FitPikmin00.pac and run it through AiS to get the DAE's of the models. import it into 3ds Max.
second, vertex the model to what you want it to look like.
third, get the model you're editing, and open it in a hex editor. go to the vertex set you've edited in 3ds max. look in BrawlBox to find the offset, in the Verticies folder.
fourth, it's time to move the verticies, one at a time. you'll have to count out where all the verticies are, so it's a good idea to open a copy of the model in the hex editor and type in where all the verticies are. i say a copy, so it won't mess with the one you want to save.
fifth, start moving the verticies. here's some of what i've written down. these are 2 different verticies moved.
0852 - .914 5852 - 10.914 08A2 - .953 0952 - 1.039 0A32 - 1.149 0F72 - 1.805 0F79 - 1.808 10A9 - 1.957
F905 - -.871 FA05 - -.746
for the most part, if you increase the numbers, they move in a positive direction, and vice versa. i say for the most part because i ran into a few verticies that did the opposite, so just be aware of that. and this is the pattern i picked up after a while.
1st # adjusts the 1 position (by a little over 2 per number (3 to 4, A to 9...)) 2nd # adjusts the .1 position (by a little over 1 per number (3 to 4, A to 9...)) 3rd # adjusts the .01 position (by a little over 1 per number (3 to 4, A to 9...)) 4th # adjusts the .001 position (by small quantities)
this was for the Yellow Pikmin's body. the eye polygon took a lot more to move the verticies. it just takes some trial and error to get used to it. you'll also want 2 3ds's open, the fully edited one, and an unedited one. that way, you can see how much you need to change the vertex. compare the same vertex in both, then hex the change. i'd also suggest editing only 1 or 2 verticies at a time. it gets a bit confusing if you do more.
sixth, when you make the change in the hex editor, save it.
seventh, import the model you just edited into the FitPikmin00.pac, save it, and run it through AiS.
eighth, import the new DAE into 3ds, and find the vertex you edited. compare where the vertex ended up to the fully edited model.
ninth, go back to step 5. if the vertex you moved is in an acceptable range of where you wanted it, move to the next.
this process will take many hours to do, but as far as i know, it's the only way to do it. if you have questions about it, just ask. i only have one thing to say: ur damn CRAZY!!!!!!!!!!!!! XDDD but, a lot of respect to ur craziness, seriously... its awesome
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« Reply #46 on: August 13, 2011, 06:26:03 PM » |
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crazy? probably. but i have a lot of free time until college starts up again, unfortunately being in a little over a week. but it was totally worth it. also, high quality textures, courtesy of MANSTA8.  i then took it and applied it to Joe Cool and the Flying Ace http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18520also, i took some time to make the Flying Ace look better, mainly with the goggles. they're made from Olimar's eyes, just like Joe Cool's glasses are. it just bugged me for some reason to not do it like that. the download includes my textures and MANSTA8's textures, just because. oh, and i also finally fixed the problem with Joe Cool's glasses moving around. they don't now. i figure this is a good way to finally say that one of my favorite hacks so far is now fully completed. no further updates are needed for Snoopy. the rest of mine, on the other hand...
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« Last Edit: August 13, 2011, 06:35:33 PM by snoopy »
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« Reply #47 on: August 13, 2011, 07:50:45 PM » |
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it looks pretty good ^^
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« Reply #48 on: August 20, 2011, 03:39:04 PM » |
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I cant wait for that snoopy
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« Reply #49 on: August 20, 2011, 04:06:39 PM » |
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huh? can't wait for what?
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« Reply #50 on: August 20, 2011, 07:55:00 PM » |
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i can't wait for that snoopy(the olimar hack)
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« Reply #51 on: August 20, 2011, 08:19:57 PM » |
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It has been out for almost a week.
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« Reply #53 on: August 20, 2011, 11:22:11 PM » |
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hey snoopy did you happen to use olimars circular shocked eyes to make snoopy's glasses?
i really want to know how to hex polys to always show.
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I DONT TAKE REQUESTS.
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« Reply #54 on: August 20, 2011, 11:40:34 PM » |
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hey snoopy did you happen to use olimars circular shocked eyes to make snoopy's glasses?
i really want to know how to hex polys to always show.
Me too... I wanna make Stewie over Olimar someday.
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« Reply #55 on: August 21, 2011, 12:12:24 AM » |
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yep, with his regular eyes for the glasses arms. all you have to do to make them always show is to hex the bone index to another index. the regular eyes are at index 32 and the damage eyes are index 33. just change them to something else, and they'll always show. a word of warning, though. on some bones, they like to move around a lot more than they should. if you aren't going to use the bag for anything, then re-index the bones to be 14, like i did with Dexter. if you are going to use the bag, then you'll probably have to do some bone re-structuring, like i did with Joe Cool and the Flying Ace.
that will work with any polygons that are attached to a specific bone that only show during certain times.
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« Reply #56 on: August 22, 2011, 08:15:24 AM » |
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Cool vertexs and textures nice snoopy vetex to
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« Reply #57 on: August 27, 2011, 10:41:44 PM » |
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so i figured i'd quit being such a ninja about what i'm working on and actually show some previews. they're in the first post, which i also cleaned up a bit. and here's one i didn't include there, because it's almost done. it's Munna, from Pokemon Black and White. i just need to tweak the normals or shading or something, it's showing up too bright and too dark in some stages. it's most likely from the way i made it.  just try and guess which character i made this from.
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« Reply #58 on: August 27, 2011, 11:20:35 PM » |
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My guess is Yoshi or Fox.
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By the way, I think every active hacker in this forum could use less distractions. 
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« Reply #59 on: August 28, 2011, 10:09:31 AM » |
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Olimar by any chance?~
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