How to import .OBJ files into Brawl via MKW method!! Video tut added!

Started by DSX8, September 17, 2011, 10:24:42 PM

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well this is my first tutorial... so yeah, worth a shot since it hasnt been made yet! Here we go!

Video Tutorial!!! In 2 parts... sorry but part 1 got cut off due to youtube webcam recording >.>
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=pgyJ7XCemlU
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=7a0rU_lNfpA


How to import a .obj file into Brawl via Mario Kart Wii method.

-First, grab a model you want to import, for example, Crystal World, which is a PSP Model which is in a different format. anyways, if your model is in a .obj format already, then load it up in 3DSMax 2010 (or any other version, i have 2010 which is used for the DAE to MDL0 anyways).

-Import all the textures onto each material, and to find out which texture goes on which material, right click on the object, and go to Object Properties, and click on the far right tab and scrool down the list for the Texture Reference. Once you find it and locate which texture it used, close the window, grab the texture and drag it into 3DS Max and onto the material.

-After doing every material, you are free to export the model as a new .obj file! Go to Export, name it "New model" or w/e name u want to use. after that, click on save!


When its done exporting, you should get a window like this.


now were onto the importing it into brawl via MKW method! Load up BRRES Editor which can be located in the Ctools Library made by Chadderz, which is located here:
http://chadderz.is-a-geek.com/wiicoder/default.aspx

after u opened up BRRES Editor, create new, then go to File > Import > Wavefront OBJ. A window will pop up, hit select and look for your .OBJ file.


If you get a text in red, just unclick the "Material" box, then on the bottom half, click on "Counter Clockwise", then click import.


it'll take some time to import, then it done. now if ur textures becomes all black, that is fine!


that just means u have to go through 3DS Max, load the .obj file and click on the materials to find out which texture goes to what. Each black texture file goes to that single material. After u have every texture fixed, u can save it via new brawlbox by BlackJax.

Now you can hex your stage with Fort Waffles model hexing program, after that, you can play ur stage in brawl!

Note: If your making a stage and ur inserting the hex'd model into the new brawlbox, THEN DO NOT SAVE THE MODEL OTHERWISE THE WII WILL FREEZE! Instead, make your collisions and animations in blackjax's brawlbox, then export them to a safe file you will know. after that, close brawlbox, and open up a old brawlbox, replace the collision data file with the one you exported, and import the animation data. after that, you can then save.

Note2: If you view your stage/collisions in old brawlbox, you'll get an error, but your still able to save ur stage.
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Do you can show me a pic of your export settings when you export it as obj

Quote from: Mastaklo on September 18, 2011, 04:19:47 PM
Do you can show me a pic of your export settings when you export it as obj
hmm yeah sure. let me do that real quick for some of these steps
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Thanks cause i hink that i have the wrong settings cause i cant import it in brres editor

updated OP wit some pics on how to do some steps!
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no problem! glad it works for ya now.
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Quote from: DSX8
Note: If your making a stage and ur inserting the hex'd model into the new brawlbox, THEN DO NOT SAVE THE MODEL OTHERWISE THE WII WILL FREEZE! Instead, make your collisions and animations in blackjax's brawlbox, then export them to a safe file you will know. after that, close brawlbox, and open up a old brawlbox, replace the collision data file with the one you exported, and import the animation data. after that, you can then save.

Note2: If you view your stage/collisions in old brawlbox, you'll get an error, but your still able to save ur stage..

after i hexed the model to version 9 and previw it in the old modset bero made i got no problems
i made my collisions and animation and it worked perfect in game


im not sure if 2012 can do this... but u can give it a shot.
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Can we use character models with this?
I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry! :(

Quote from: TokoyamiTheDark on September 19, 2011, 07:34:20 PM
Can we use character models with this?

Well If your character can animate with one bone hypothetically yes it could work.
But no it would not be practical due to the fact that they would only appear in a t-stance since they only have 1 bone.

Mine don't have 1 bones, they have at least 30 bones, and the full body can be animated via 3ds Max. So... that would mean I can't export my character?
I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry! :(

Quote from: TokoyamiTheDark on September 19, 2011, 07:41:39 PM
Mine don't have 1 bones, they have at least 30 bones, and the full body can be animated via 3ds Max. So... that would mean I can't export my character?
if u export that as a .obj, it'll go back to having 1 bone.
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Can you please tell me how to add "physique" to a model in 3DS Max 2010 DSX?

I have a Tsunade model set up (For use in 3DS Max renders) and all I gotta do now is rig her :)