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Author Topic: WIP Workshop  (Read 3503826 times)
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the_randomizer
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    « Reply #17625 on: January 06, 2015, 04:53:54 PM »


    I mean you may be working hardly on this, and getting..stressed...

    Dunno, but whoever extracted the models, a lot of them have severed parts for some reason.


    BTW, I decided to get myself the hand on HW models, but Lana have hair physics...How can I fix that? D:


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    Ashley and Red
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    « Reply #17626 on: January 06, 2015, 04:57:10 PM »




    ?
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    zeldadove
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    im kinda still here..


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    « Reply #17627 on: January 06, 2015, 05:04:38 PM »


    I mean you may be working hardly on this, and getting..stressed...

    Why dont you just reconnect the ponytail?



    BTW, I decided to get myself the hand on HW models, but Lana have hair physics...How can I fix that? D:


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    « Reply #17628 on: January 06, 2015, 05:35:34 PM »




    AH, NOW i GOT IT!! Oh, thanks...I am so idiot ><
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    StupidMarioFan1
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    « Reply #17629 on: January 06, 2015, 05:40:43 PM »


    I mean you may be working hardly on this, and getting..stressed...
    Well it is irritating how 3ds Max recently decided to export dae files at like twice to three times it's real size, and I don't know why it's doing that or how to fix it. It might actually not do any good to restart because the problem is that 3ds max is making the dae files too big.
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    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

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    « Reply #17630 on: January 06, 2015, 07:05:01 PM »


    Try export as .FBX and use FBXConverter2010, then convert to .dae...
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    SonicUnderground316
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    « Reply #17631 on: January 06, 2015, 08:20:17 PM »


    I mean you may be working hardly on this, and getting..stressed...




    BTW, I decided to get myself the hand on HW models, but Lana have hair physics...How can I fix that? D:




    So, Wii U models are exportable now ?! It's been a while since i post here it would be really could if it is indeed the case. Some one should definitely try to get the SSBU models if not for the fighters i love to have the trophy models mainly for the Sonic characters.
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    « Reply #17632 on: January 06, 2015, 08:42:12 PM »


    So, Wii U models are exportable now ?! It's been a while since i post here it would be really could if it is indeed the case. Some one should definitely try to get the SSBU models if not for the fighters i love to have the trophy models mainly for the Sonic characters.
    The SSBU trophy models are the exact same as the Sonic Generation models.
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    iwantgames
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    « Reply #17633 on: January 06, 2015, 09:06:11 PM »


    That moment when you have the model all ready and then it turns out to be too much for Brawl to handle. Well I wonder how I'll solve this problem. He's twice Marth's size data-wise, the pcs is 1,192 kb while the pac is 2,362.

    (The first picture is showing that I included the spec maps and a separate highlight for the eyes.)
    He froze like 1 second after selecting him, and because the dae is 3,402 kb I know reducing textures won't help. I need figure something out here that doesn't require optimizing because that'll ruin the rig and texture mapping. And I used v0.74 here as well so the Tristripper was in effect. Would not have to be surprised if I had to restart completely, but I'd like to try and see if I can reduce the size first to see if I can save time.
    reducing textures could help, my hw link dae was higher than 7,490kb/7.31mb and he still worked in game. 7,490kb/7.31mb is the current one because I did some more optimizing today. it was 10.1mb and worked in game.

    as for progress on hw link, more than one lags. this is why I am still optimizing. gonna try to get it lagless with 2 or 3 depending on how much it affects the quality of the model.
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    « Reply #17634 on: January 06, 2015, 09:27:18 PM »


    I mean you may be working hardly on this, and getting..stressed...




    BTW, I decided to get myself the hand on HW models, but Lana have hair physics...How can I fix that? D:


    export as FBX and manually position the hair pieces... but also Lana is 25k poly's.. and thats too high for brawl to handle.
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    « Reply #17635 on: January 06, 2015, 09:30:36 PM »


    ?

    What the hell? I don't remember quoting that, whatever it was...weird....disregard.
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    « Reply #17636 on: January 06, 2015, 09:35:09 PM »


    That's going to be a separate hack, would you like to add a second arm cannon to this yourself? not impressed
    I'm not a model import guy. I'm on a BRSTM maker.
    Chill your tits.

    You're making a amalgam of the defective amiibos, and was only suggesting you add two arms cannons, after one of the most famous defective amiibos out there.
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    « Reply #17637 on: January 06, 2015, 09:57:22 PM »


    I'm not a model import guy. I'm on a BRSTM maker.
    Chill your tits.

    You're making a amalgam of the defective amiibos, and was only suggesting you add two arms cannons, after one of the most famous defective amiibos out there.
    It's just you've said to add another cannon multiple times, and I've said multiple times that this was based off some random guy on FaceBook's idea, and that I'd make the double arm canon as a separate hack. And I also getting irritated by not being able to figure how to successfully make the file smaller.
    reducing textures could help, my hw link dae was higher than 7,490kb/7.31mb and he still worked in game. 7,490kb/7.31mb is the current one because I did some more optimizing today. it was 10.1mb and worked in game.
    What were the texture sizes? O_o
    I'll mess with it tomorrow.
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    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

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    « Reply #17638 on: January 07, 2015, 01:01:02 AM »


    AH, NOW i GOT IT!! Oh, thanks...I am so idiot ><
    xD

    Post Merge: January 07, 2015, 01:07:06 AM
    That moment when you have the model all ready and then it turns out to be too much for Brawl to handle. Well I wonder how I'll solve this problem. He's twice Marth's size data-wise, the pcs is 1,192 kb while the pac is 2,362.


    (The first picture is showing that I included the spec maps and a separate highlight for the eyes.)
    He froze like 1 second after selecting him, and because the dae is 3,402 kb I know reducing textures won't help. I need figure something out here that doesn't require optimizing because that'll ruin the rig and texture mapping. And I used v0.74 here as well so the Tristripper was in effect. Would not have to be surprised if I had to restart completely, but I'd like to try and see if I can reduce the size first to see if I can save time. Im srs here

    Looks awesome Cheesy

    So I take it Project 64 Samus is on stand by until this one is completed, but I understand, I can see that this one is definitely a more intriguing project lol. I hope you can get past the the .dae obstacle it's giving you though. I'm jelous, I wish I can model import/export/modify models like you guys :/ one day though... some day... lol
    « Last Edit: January 07, 2015, 01:07:06 AM by MrUnusual » Logged


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    « Reply #17639 on: January 07, 2015, 02:51:34 AM »


    export as FBX and manually position the hair pieces... but also Lana is 25k poly's.. and thats too high for brawl to handle.

    Yeahc I exported as DAE and the UV messed up, I may try FBX today. I will try to optimize Lana, If I can Tongue Also, to the guys who played HW, there are 8 bit versions of some weapons/items?
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