How to Make a Custom Trophy

Started by KingJigglypuff, January 31, 2015, 07:41:20 PM

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January 31, 2015, 07:41:20 PM Last Edit: February 01, 2015, 12:45:57 AM by KingJigglypuff
I've seen very little interest in trophy modding when it's just as easy as editing a character.

Requirements
-3DS Max.
-Any BrawlBox version that imports .dae models. I would recommend v0.71 or any later version.
-Any photo editing program. I would recommend either Photoshop or Gimp.
-Basic knowledge of model importing, model exporting, model rigging, applying shaders, texture editing, and BrawlBox usage.

Needed files:
XXX.brres. This contains the trophy model (XXX=Trophy name). But be warned, there are a lot of trophy files, so it'll be difficult to locate the one you want. Goes into pf > toy > fig
Figure.brres. This file is used for the Trophy previews. Goes into pf > menu > collection
figdisp.pac. This file is used to view trophy previews in Trophy Hoard. Goes in pf > toy > figdisp
ty_fig_ext_list.msbin. This file contains the trophy descriptions of every trophy. This one is more difficult, due to having to fit enough text in multiple lines to make it look good. Goes in pf > toy > fig
ty_fig_name_list.msbin. This file contains the trophy names alongside their game debuts. Goes in pf > toy > fig
Download for Figure.brres, figdisp.pac, ty_fig_ext_list.msbin, and ty_fig_name_list.msbin: https://www.dropbox.com/s/2em8oja9pg8lzx3/Trophy%20Stuff.zip?dl=0

Disclaimer: You should at least have the trophy you plan on replacing already unlocked. If not, then go do so before doing this tutorial.

Disclaimer 2: Take note of file sizes. While file sizes for trophies appear to be rather high when compared to the original files, I would still be alert just in case your file is too big.

Disclaimer 3: If your character model has multiple parts (i.e. Multiple faces, Final Smash eyes, etc), delete the unneeded objects before exporting the T-Posed model.

Disclaimer 4: You can only replace trophy stuff at the moment.

Disclaimer 5: If you can't get this tutorial working, don't fret. I intend on updating this thread, based on questions and feedback.

Step 1: Posing the model.

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After you make your pose, copy the pose and paste it over the T-Pose then export that as a .dae. You should have two .dae models exported from BrawlBox. Unposed and posed.

Step 1a: Exporting your default trophy model.

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Step 2: Image editing to get things out of the way before model editing.

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Step 3: Importing and editing in 3DS Max.

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Once imported, delete the model, but keep the bones.
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Export the bones as .fbx.

Delete the bones and import the unposed .dae into 3DS Max and keep the rig preserved.
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Once the model is imported, import the .fbx.
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Once you get that done right click on the modifier windows for each model part and click Collapse All.
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After you collapse all the modifiers on the model, delete the bones. You should be left with a posed model with no bones.
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Step 3 Alternative: You can just import the model and delete the bones before collapsing the modifier stacks.

Step 3a: Importing the trophy .dae and rigging.

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Delete the original trophy model. You should be left with your custom posed model and the trophy's bones.
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Now this step is optional, but feel free to edit the rotN bone's position to fit the model's hip area. Make sre to set the pos00 and transN bones position to 0 after making any edits to the rotN bone.
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Now that you have the trophy bones imported, you must now rig. I will not cover basic rigging if you do not know how to do so. There are various basic tutorials on how to get started with rigging.

For those who do have at least basic knowledge of rigging, make your model's rig as close to the original trophy's rig as possible. Once you're done rigging, export your model as .dae.

Step 3b: Importing into BrawlBox, applying textures, and applying shaders/materials.

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Step 4: Applying trophy names and descriptions.

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Step 5: Testing.

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Step 5a: Model resizing if it's too big.

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In this case, follow this basic tutorial: http://forums.kc-mm.com/index.php?topic=72904

I hope this tutorial helps those whom are interested in having their own custom trophies.

*Tutorial is subject to be edited for better formatting*
I don't take requests.

My PSA Thread
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i was going to make a tutorial also. guess i dont have to.

but cant you delete the bones once the model looks messed up? i do that and it makes the model return to the custom pose.
Quotes:
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February 01, 2015, 12:39:10 AM #2 Last Edit: February 01, 2015, 12:44:00 AM by KingJigglypuff
I haven't tried that. I'll edit this post with results.

Edit: It worked. I'll update the OP with this info.
I don't take requests.

My PSA Thread
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Necroposting? Nope, its a useful information.

There is easier method than this:
1. Get your model working in Brawl as anything, from an item to a character model. Use other tutorials for that.
2. Import model and textures from it into a .brres file using BrawlBox.
3. Add few bones to TopN bone like this:
TopN
>rotN
>>pos00
>>transN
Then rename model's original TransN bone to Dol*Trophy's Name*TopN.
4. Pose it as you want and rescale it to fit other trophies' size (do not use topN, transN, rotN or  Dol*Trophy's Name*TopN for that to avoid any issues).
5. Open model in BrawlBox 0.67.
6. In each bone past Dol*Trophy's Name*TopN, replace currently existing bone flags with "ScaleEqual, Visible, HasGeometry".
7. Save.
8. Enjoy.

Note: make sure file size doesn't reaches its limit.

(Tutorial threads are exempt from the Necroposting rules, Bagan. :v)

That's an inefficient way to do it in my opinion. That would likely bloat the file size, leaving little room for things like details. But if it works, then it works. My tutorial was just how to have more authentic trophies with as little glitches as possible.

A model with multiple things rigged to multiple bones is higher in file size than a model all rigged to a few bones.

For example: With all the shader stuff added, my custom Xenomorph trophy is 905 KB while my fully rigged Xenomorph with shaders added is over a MB.
I don't take requests.

My PSA Thread
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Well, of course. Thats just the easiest way and is useful for simple models. You won't get far with it using, say, Other M models, but things like Kirby's Return to Dreamland models will work.

How do I save the model with the animation?

Either you're misunderstanding something, or you're posting in the wrong thread.
I don't take requests.

My PSA Thread
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Well, since "Tutorial threads are exempt from the Necroposting rules", i guess i can ask a question. I followed all the steps in Ridleys tutorial, and it worked! but, the trophy does not rotate with the base, and just stays in one position even when the trophy base is moved, How do i fix this?

I'd just recommend you to follow the main tutorial, as with Bagan's method, while it does work, is rather inefficient in the scheme of things. Not to mention, I haven't even tested his method as much as I tested mine, so I wouldn't be surprised if the full skeleton is what's causing the glitch with your custom trophy.
I don't take requests.

My PSA Thread
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Update: I fixed that problem, but now the trophy and the base are higher up than they should be. i would try the main tutorial but i do not have 3ds max.

If it's higher up than it should be, then try manually moving the RotN bone down a little bit.

For obtaining 3DS Max, you can get the student version for free for 3 years.
I don't take requests.

My PSA Thread
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