How to edit UV Points ( the easy way )

Started by Dot, October 23, 2011, 08:04:33 PM

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October 23, 2011, 08:04:33 PM Last Edit: October 26, 2011, 02:50:31 AM by Dot
Things you need:
- A computer
- 3DS Max 8
- BrawlBox
- Da Script

Start:

1.- Create .dae and export your MDL0 File
2.- Import .dae
3.- Load script and fix Ais import
4.- Hide unselected
5.- Click on the polygon you want to edit the UV
6.- Go to modifiers, then UV, and finally Unwrap UVW
7.- Click on edit
Sorry but you are not allowed to view spoiler contents.

8.- A window will appear, click on maps, then choose the texture
Sorry but you are not allowed to view spoiler contents.

9.- MOVE THE UV POINTS TO YOUR LIKINGS! you can look at the scene to see how the textures map
extra step.- Remember to save your UV edits  ;)
10.- Right-Click, then rotate
11.- Select all and then rotate them 180°
12.- Look at the number next to the texture map
13.- In brawlbox, open your model, then go to UV Points and then export the one which has the number you found before
14.- On the script, change the export options to Texture Cordinates
15.- Export? select the UV set you extracted before
16.- Select the MDL0 File you extracted before
17.- VOILA! the uv should display correctly on brawlbox, if not, adjust them until they do.

any questions just ask me
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I needed this a while ago. I'll try this tutorial next time I need UV editing. You´ll be my hero if it works :happy:

well, it should, if not, feel free to ask ;)
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Will this work for max 10 since we can import the daes into that as well?
Not much has changed between 8 and 10 besides interface soo...

I can't import the DAE without it crashing 3DsMax or BrawlBox. And i have the OpenCollada plug in :c what do? When I export SMD into PMD and import it the texture screws up BIG time

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Quote from: Ms Spinda on November 01, 2011, 01:51:51 AM
I can't import the DAE without it crashing 3DsMax or BrawlBox. And i have the OpenCollada plug in :c what do? When I export SMD into PMD and import it the texture screws up BIG time

which version of 3DS Max are you using? at which moment does it crash?

Quote from: MaxedOut on October 30, 2011, 04:59:50 PM
Will this work for max 10 since we can import the daes into that as well?
Not much has changed between 8 and 10 besides interface soo...

it should, as long as you can import and fix the model on 3DS Max you´ll be fine
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im using Max 2009, OpenCOLLADA 3.0, and it crashes whenever I try to import the DAE into the brres. Im using the 65v of Brawl Box, and it'll import PMDs without crashing, but it screws the texture up royally

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Quote from: Ms Spinda on November 01, 2011, 03:55:58 PM
im using Max 2009, OpenCOLLADA 3.0, and it crashes whenever I try to import the DAE into the brres. Im using the 65v of Brawl Box, and it'll import PMDs without crashing, but it screws the texture up royally

oooo
i think i know wats your problem
are you following the tutorial carefully(using the PMD script with 3DS Max and all that stuff)?
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November 01, 2011, 04:10:39 PM #8 Last Edit: November 01, 2011, 04:12:00 PM by Ms Spinda
yes :c but sometimes he'll say "make sure to have suchnsuch unchecked/checked" and i dont have an option for those

EDIT: it also seems to have a problem with exporting a DAE from a PMD and a PMD from a DAE

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that suchnsuch may be your problem
what do you mean by not having an option for those?
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my pop up looks different than his when he exports ; - ;

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hey dot, i think i know why my UV edi doesn work, i just read that brawl only reads textures correctly if the size of the bitmap is a multiple of 8, so maybe my texture isnt... i gonna check it out now

Quote from: jokekid on November 01, 2011, 10:16:05 PM
hey dot, i think i know why my UV edi doesn work, i just read that brawl only reads textures correctly if the size of the bitmap is a multiple of 8, so maybe my texture isnt... i gonna check it out now

*facepalm*
hope that´s the problem

Quote from: Ms Spinda on November 01, 2011, 04:53:17 PM
my pop up looks different than his when he exports ; - ;

what´s the message that pops out for you?
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November 04, 2011, 01:55:03 PM #13 Last Edit: November 04, 2011, 02:08:07 PM by Ms Spinda
this is what i get when i try exporting SMD to DAE
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:c

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I can't get this to work. I edited the UVs then rotated them 180°. Exported verts (texture cordinates selected), selected the UV set i wanted to replace, then the MDL0 but when I preview it it looks the same. Any idea of what I may be doing wrong?