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Author Topic: VILE's Vertex Box ~ *VERSION 0.2 OUT NOW* ~Read OP For Changelist~  (Read 44615 times)
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That BattleToad PSA Guy
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    « Reply #75 on: May 13, 2011, 08:01:17 PM »


    VILE, wherever you are, hurry up with that Double-Patcher!

    I have no idea how to double-patch with this thing!
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    « Reply #76 on: May 13, 2011, 08:31:12 PM »


    I'm having similar issues with the whole patching thing too, since no matter what, it comes out incorrect, but you just have to be patient.
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    « Reply #77 on: May 14, 2011, 08:54:22 AM »


    Agreed.
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    « Reply #78 on: May 15, 2011, 10:22:53 AM »


    I've tried this and it just said it wasn't responding. What went wrong?
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    « Reply #79 on: May 15, 2011, 11:25:16 AM »


    What model are you using?

    We need more information for an answer.
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    « Reply #80 on: May 15, 2011, 11:26:58 AM »


    Yeah, for example:

    I'm using the Lucario model and need help double-patching.

    There's an answer most could help me with. With a question like yours, it makes it hard for the person to help you out...
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    « Reply #81 on: May 15, 2011, 03:39:00 PM »


    Oh sorry I'm useing the Geno over Lucas port to make a Mii vertex.
    « Last Edit: May 22, 2011, 08:23:02 AM by THEUltima » Logged

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    « Reply #82 on: May 24, 2011, 03:44:22 AM »


    any update on the progress??
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    « Reply #83 on: June 13, 2011, 06:11:18 AM »


    Sort of a bump, but I need to ask a question to people who actually managed to go up to the part where you'll need double-patching :

    How did you interpret and execute this part of the ReadMe ?

    5. Put the MDL0 file you converted with AiS in with the OBJ files and VVBox and name it "original.mdl0"

    That doesn't make any sort of sense to me. MDL0 converted with AiS ? What the doubleyuuteaheff ?

    If I try to run the program with the original .mdl0 I had at the beginning, it gets an error right from the start. Something related to the input format being wrong.
    The only result I had was by renaming the original.brres to original.mdl0, which is extremely stupid, and it produces an unedited new.mdl0.

    I'd just like to know what happens to get through this part. In accurate words.
    « Last Edit: June 13, 2011, 06:24:06 AM by Miacis Kusanagi » Logged

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    « Reply #84 on: June 14, 2011, 02:50:25 AM »


    ^
    This, dammit. This.
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    « Reply #85 on: June 14, 2011, 09:38:25 AM »


    I can't say I've used this method, but I have used AiS, and it takes a ModelData[0]. So try using BrawlBox to make a new BRRES, set it to ModelData, import the model, then save it and put it in AiS.
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    « Reply #86 on: June 14, 2011, 11:49:46 AM »


    It doesn't really answer my question.
    The program only answers to an MDL0 file. However, it crashes when I use the original MDL0 like "explained" and the same thing happenned to Jack. So If it's neither a MDL0, nor any other file, then there must be a problem somewhere.
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    « Reply #87 on: June 14, 2011, 09:27:23 PM »


    Ok I saw a tonne of people couldn't get this to work (purely because it didn't support many characters). Initially I planned this release with many more features, but because I probably won't work on this too much in the near future, I just released a version that has complete character support.
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    « Reply #88 on: June 14, 2011, 09:32:15 PM »


    Ok I saw a tonne of people couldn't get this to work (purely because it didn't support many characters). Initially I planned this release with many more features, but because I probably won't work on this too much in the near future, I just released a version that has complete character support.
    Vegeta. D:
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    « Reply #89 on: June 14, 2011, 09:35:26 PM »


    Vegeta. D:

    I have a lot more planned for Vegeta, but I don't really want to steal Beyonds spotlight with my own version, so I might fix it and release it while I work on my own.
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